mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
85 lines
2.9 KiB
C++
85 lines
2.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#ifndef ENGINE_ICOLLIDEABLE_H
|
|
#define ENGINE_ICOLLIDEABLE_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
|
|
enum SolidType_t;
|
|
class IHandleEntity;
|
|
struct Ray_t;
|
|
struct model_t;
|
|
class Vector;
|
|
class QAngle;
|
|
class CGameTrace;
|
|
typedef CGameTrace trace_t;
|
|
class IClientUnknown;
|
|
|
|
|
|
abstract_class ICollideable
|
|
{
|
|
public:
|
|
// Gets at the entity handle associated with the collideable
|
|
virtual IHandleEntity *GetEntityHandle() = 0;
|
|
|
|
// These methods return the bounds of an OBB measured in "collision" space
|
|
// which can be retreived through the CollisionToWorldTransform or
|
|
// GetCollisionOrigin/GetCollisionAngles methods
|
|
virtual const Vector& OBBMinsPreScaled() const = 0;
|
|
virtual const Vector& OBBMaxsPreScaled() const = 0;
|
|
virtual const Vector& OBBMins() const = 0;
|
|
virtual const Vector& OBBMaxs() const = 0;
|
|
|
|
// Returns the bounds of a world-space box used when the collideable is being traced
|
|
// against as a trigger. It's only valid to call these methods if the solid flags
|
|
// have the FSOLID_USE_TRIGGER_BOUNDS flag set.
|
|
virtual void WorldSpaceTriggerBounds( Vector *pVecWorldMins, Vector *pVecWorldMaxs ) const = 0;
|
|
|
|
// custom collision test
|
|
virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) = 0;
|
|
|
|
// Perform hitbox test, returns true *if hitboxes were tested at all*!!
|
|
virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) = 0;
|
|
|
|
// Returns the BRUSH model index if this is a brush model. Otherwise, returns -1.
|
|
virtual int GetCollisionModelIndex() = 0;
|
|
|
|
// Return the model, if it's a studio model.
|
|
virtual const model_t* GetCollisionModel() = 0;
|
|
|
|
// Get angles and origin.
|
|
virtual const Vector& GetCollisionOrigin() const = 0;
|
|
virtual const QAngle& GetCollisionAngles() const = 0;
|
|
virtual const matrix3x4_t& CollisionToWorldTransform() const = 0;
|
|
|
|
// Return a SOLID_ define.
|
|
virtual SolidType_t GetSolid() const = 0;
|
|
virtual int GetSolidFlags() const = 0;
|
|
|
|
// Gets at the containing class...
|
|
virtual IClientUnknown* GetIClientUnknown() = 0;
|
|
|
|
// We can filter out collisions based on collision group
|
|
virtual int GetCollisionGroup() const = 0;
|
|
|
|
// Returns a world-aligned box guaranteed to surround *everything* in the collision representation
|
|
// Note that this will surround hitboxes, trigger bounds, physics.
|
|
// It may or may not be a tight-fitting box and its volume may suddenly change
|
|
virtual void WorldSpaceSurroundingBounds( Vector *pVecMins, Vector *pVecMaxs ) = 0;
|
|
|
|
virtual bool ShouldTouchTrigger( int triggerSolidFlags ) const = 0;
|
|
|
|
// returns NULL unless this collideable has specified FSOLID_ROOT_PARENT_ALIGNED
|
|
virtual const matrix3x4_t *GetRootParentToWorldTransform() const = 0;
|
|
};
|
|
|
|
|
|
#endif // ENGINE_ICOLLIDEABLE_H
|