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