//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef IPROPS_H #define IPROPS_H #ifdef _WIN32 #pragma once #endif #include "interface.h" #include "mathlib/vector.h" #include "utlvector.h" #include "basehandle.h" struct vcollide_t; struct Ray_t; class IClientRenderable; class CGameTrace; typedef CGameTrace trace_t; class IVPhysicsKeyHandler; class IPhysicsEnvironment; class ICollideable; //----------------------------------------------------------------------------- // Interface versions for static props //----------------------------------------------------------------------------- #define INTERFACEVERSION_STATICPROPMGR_CLIENT "StaticPropMgrClient004" #define INTERFACEVERSION_STATICPROPMGR_SERVER "StaticPropMgrServer002" //----------------------------------------------------------------------------- // Interface for static props //----------------------------------------------------------------------------- abstract_class IStaticPropMgr { public: // Create physics representations of props virtual void CreateVPhysicsRepresentations( IPhysicsEnvironment *physenv, IVPhysicsKeyHandler *pDefaults, void *pGameData ) = 0; // Purpose: Trace a ray against the specified static Prop. Returns point of intersection in trace_t virtual void TraceRayAgainstStaticProp( const Ray_t& ray, int staticPropIndex, trace_t& tr ) = 0; // Is a base handle a static prop? virtual bool IsStaticProp( IHandleEntity *pHandleEntity ) const = 0; virtual bool IsStaticProp( CBaseHandle handle ) const = 0; // returns a collideable interface to static props virtual ICollideable *GetStaticPropByIndex( int propIndex ) = 0; }; abstract_class IStaticPropMgrClient : public IStaticPropMgr { public: // Recomputes the static prop opacity given a view origin virtual void ComputePropOpacity( const Vector &viewOrigin, float factor ) = 0; // Adds decals to static props, returns point of decal in trace_t virtual void AddDecalToStaticProp( const Vector& rayStart, const Vector& rayEnd, int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr ) = 0; // Adds/removes shadows from static props virtual void AddShadowToStaticProp( unsigned short shadowHandle, IClientRenderable* pRenderable ) = 0; virtual void RemoveAllShadowsFromStaticProp( IClientRenderable* pRenderable ) = 0; // Gets the lighting + material color of a static prop virtual void GetStaticPropMaterialColorAndLighting( trace_t* pTrace, int staticPropIndex, Vector& lighting, Vector& matColor ) = 0; //Changes made specifically to support the Portal mod (smack Dave Kircher if something breaks) (Added separately to both client and server to not mess with versioning) //=================================================================== virtual void GetAllStaticProps( CUtlVector *pOutput ) = 0; //testing function that will eventually be removed virtual void GetAllStaticPropsInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector *pOutput ) = 0; //get all static props that exist wholly or partially in an AABB virtual void GetAllStaticPropsInOBB( const Vector &ptOrigin, const Vector &vExtent1, const Vector &vExtent2, const Vector &vExtent3, CUtlVector *pOutput ) = 0; //get all static props that exist wholly or partially in an OBB //=================================================================== virtual void DrawStaticProps( IClientRenderable **pProps, int count, bool bShadowDepth, bool drawVCollideWireframe ) = 0; virtual void AddColorDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd, int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr, bool bUseColor, Color cColor ) = 0; }; class IStaticPropMgrServer : public IStaticPropMgr { public: //Changes made specifically to support the Portal mod (smack Dave Kircher if something breaks) (Added separately to both client and server to not mess with versioning) //=================================================================== virtual void GetAllStaticProps( CUtlVector *pOutput ) = 0; //testing function that will eventually be removed virtual void GetAllStaticPropsInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector *pOutput ) = 0; //get all static props that exist wholly or partially in an AABB virtual void GetAllStaticPropsInOBB( const Vector &ptOrigin, const Vector &vExtent1, const Vector &vExtent2, const Vector &vExtent3, CUtlVector *pOutput ) = 0; //get all static props that exist wholly or partially in an OBB //=================================================================== }; #endif // IPROPS_H