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