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193 lines
6.9 KiB
193 lines
6.9 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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//=============================================================================//
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#ifndef ENGINE_IENGINETRACE_H
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#define ENGINE_IENGINETRACE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basehandle.h"
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#include "utlvector.h" //need CUtlVector for IEngineTrace::GetBrushesIn*()
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#include "mathlib/vector4d.h"
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class Vector;
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class IHandleEntity;
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struct Ray_t;
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class CGameTrace;
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typedef CGameTrace trace_t;
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class ICollideable;
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class QAngle;
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class CTraceListData;
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class CPhysCollide;
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struct cplane_t;
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//-----------------------------------------------------------------------------
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// The standard trace filter... NOTE: Most normal traces inherit from CTraceFilter!!!
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//-----------------------------------------------------------------------------
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enum TraceType_t
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{
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TRACE_EVERYTHING = 0,
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TRACE_WORLD_ONLY, // NOTE: This does *not* test static props!!!
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TRACE_ENTITIES_ONLY, // NOTE: This version will *not* test static props
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TRACE_EVERYTHING_FILTER_PROPS, // NOTE: This version will pass the IHandleEntity for props through the filter, unlike all other filters
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};
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abstract_class ITraceFilter
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{
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public:
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virtual bool ShouldHitEntity( IHandleEntity *pEntity, int contentsMask ) = 0;
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virtual TraceType_t GetTraceType() const = 0;
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};
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//-----------------------------------------------------------------------------
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// Classes are expected to inherit these + implement the ShouldHitEntity method
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//-----------------------------------------------------------------------------
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// This is the one most normal traces will inherit from
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class CTraceFilter : public ITraceFilter
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{
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public:
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virtual TraceType_t GetTraceType() const
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{
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return TRACE_EVERYTHING;
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}
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};
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class CTraceFilterEntitiesOnly : public ITraceFilter
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{
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public:
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virtual TraceType_t GetTraceType() const
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{
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return TRACE_ENTITIES_ONLY;
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}
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};
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//-----------------------------------------------------------------------------
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// Classes need not inherit from these
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//-----------------------------------------------------------------------------
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class CTraceFilterWorldOnly : public ITraceFilter
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{
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public:
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bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
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{
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return false;
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}
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virtual TraceType_t GetTraceType() const
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{
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return TRACE_WORLD_ONLY;
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}
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};
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class CTraceFilterWorldAndPropsOnly : public ITraceFilter
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{
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public:
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bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
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{
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return false;
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}
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virtual TraceType_t GetTraceType() const
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{
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return TRACE_EVERYTHING;
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}
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};
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class CTraceFilterHitAll : public CTraceFilter
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{
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public:
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virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
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{
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return true;
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}
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};
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//-----------------------------------------------------------------------------
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// Enumeration interface for EnumerateLinkEntities
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//-----------------------------------------------------------------------------
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abstract_class IEntityEnumerator
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{
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public:
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// This gets called with each handle
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virtual bool EnumEntity( IHandleEntity *pHandleEntity ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Interface the engine exposes to the game DLL
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//-----------------------------------------------------------------------------
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#define INTERFACEVERSION_ENGINETRACE_SERVER "EngineTraceServer003"
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#define INTERFACEVERSION_ENGINETRACE_CLIENT "EngineTraceClient003"
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abstract_class IEngineTrace
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{
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public:
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// Returns the contents mask + entity at a particular world-space position
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virtual int GetPointContents( const Vector &vecAbsPosition, IHandleEntity** ppEntity = NULL ) = 0;
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// Get the point contents, but only test the specific entity. This works
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// on static props and brush models.
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//
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// If the entity isn't a static prop or a brush model, it returns CONTENTS_EMPTY and sets
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// bFailed to true if bFailed is non-null.
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virtual int GetPointContents_Collideable( ICollideable *pCollide, const Vector &vecAbsPosition ) = 0;
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// Traces a ray against a particular entity
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virtual void ClipRayToEntity( const Ray_t &ray, unsigned int fMask, IHandleEntity *pEnt, trace_t *pTrace ) = 0;
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// Traces a ray against a particular entity
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virtual void ClipRayToCollideable( const Ray_t &ray, unsigned int fMask, ICollideable *pCollide, trace_t *pTrace ) = 0;
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// A version that simply accepts a ray (can work as a traceline or tracehull)
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virtual void TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace ) = 0;
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// A version that sets up the leaf and entity lists and allows you to pass those in for collision.
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virtual void SetupLeafAndEntityListRay( const Ray_t &ray, CTraceListData &traceData ) = 0;
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virtual void SetupLeafAndEntityListBox( const Vector &vecBoxMin, const Vector &vecBoxMax, CTraceListData &traceData ) = 0;
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virtual void TraceRayAgainstLeafAndEntityList( const Ray_t &ray, CTraceListData &traceData, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace ) = 0;
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// A version that sweeps a collideable through the world
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// abs start + abs end represents the collision origins you want to sweep the collideable through
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// vecAngles represents the collision angles of the collideable during the sweep
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virtual void SweepCollideable( ICollideable *pCollide, const Vector &vecAbsStart, const Vector &vecAbsEnd,
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const QAngle &vecAngles, unsigned int fMask, ITraceFilter *pTraceFilter, trace_t *pTrace ) = 0;
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// Enumerates over all entities along a ray
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// If triggers == true, it enumerates all triggers along a ray
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virtual void EnumerateEntities( const Ray_t &ray, bool triggers, IEntityEnumerator *pEnumerator ) = 0;
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// Same thing, but enumerate entitys within a box
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virtual void EnumerateEntities( const Vector &vecAbsMins, const Vector &vecAbsMaxs, IEntityEnumerator *pEnumerator ) = 0;
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// Convert a handle entity to a collideable. Useful inside enumer
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virtual ICollideable *GetCollideable( IHandleEntity *pEntity ) = 0;
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// HACKHACK: Temp for performance measurments
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virtual int GetStatByIndex( int index, bool bClear ) = 0;
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//finds brushes in an AABB, prone to some false positives
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virtual void GetBrushesInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector<int> *pOutput, int iContentsMask = 0xFFFFFFFF ) = 0;
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//Creates a CPhysCollide out of all displacements wholly or partially contained in the specified AABB
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virtual CPhysCollide* GetCollidableFromDisplacementsInAABB( const Vector& vMins, const Vector& vMaxs ) = 0;
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//retrieve brush planes and contents, returns true if data is being returned in the output pointers, false if the brush doesn't exist
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virtual bool GetBrushInfo( int iBrush, CUtlVector<Vector4D> *pPlanesOut, int *pContentsOut ) = 0;
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virtual bool PointOutsideWorld( const Vector &ptTest ) = 0; //Tests a point to see if it's outside any playable area
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// Walks bsp to find the leaf containing the specified point
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virtual int GetLeafContainingPoint( const Vector &ptTest ) = 0;
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};
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#endif // ENGINE_IENGINETRACE_H
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