//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef GAMETRACE_H #define GAMETRACE_H #ifdef _WIN32 #pragma once #endif #include "cmodel.h" #include "utlvector.h" #include "ihandleentity.h" #include "ispatialpartition.h" #if defined( CLIENT_DLL ) class C_BaseEntity; #else class CBaseEntity; #endif //----------------------------------------------------------------------------- // Purpose: A trace is returned when a box is swept through the world // NOTE: eventually more of this class should be moved up into the base class!! //----------------------------------------------------------------------------- class CGameTrace : public CBaseTrace { public: // Returns true if hEnt points at the world entity. // If this returns true, then you can't use GetHitBoxIndex(). bool DidHitWorld() const; // Returns true if we hit something and it wasn't the world. bool DidHitNonWorldEntity() const; // Gets the entity's network index if the trace has hit an entity. // If not, returns -1. int GetEntityIndex() const; // Returns true if there was any kind of impact at all bool DidHit() const; // The engine doesn't know what a CBaseEntity is, so it has a backdoor to // let it get at the edict. #if defined( ENGINE_DLL ) void SetEdict( edict_t *pEdict ); edict_t* GetEdict() const; #endif public: float fractionleftsolid; // time we left a solid, only valid if we started in solid csurface_t surface; // surface hit (impact surface) int hitgroup; // 0 == generic, non-zero is specific body part short physicsbone; // physics bone hit by trace in studio unsigned short worldSurfaceIndex; // Index of the msurface2_t, if applicable #if defined( CLIENT_DLL ) C_BaseEntity *m_pEnt; #else CBaseEntity *m_pEnt; #endif // NOTE: this member is overloaded. // If hEnt points at the world entity, then this is the static prop index. // Otherwise, this is the hitbox index. int hitbox; // box hit by trace in studio CGameTrace() {} private: // No copy constructors allowed CGameTrace(const CGameTrace& vOther); }; //----------------------------------------------------------------------------- // Returns true if there was any kind of impact at all //----------------------------------------------------------------------------- inline bool CGameTrace::DidHit() const { return fraction < 1 || allsolid || startsolid; } typedef CGameTrace trace_t; //============================================================================= class ITraceListData { public: virtual ~ITraceListData() {} virtual void Reset() = 0; virtual bool IsEmpty() = 0; // CanTraceRay will return true if the current volume encloses the ray // NOTE: The leaflist trace will NOT check this. Traces are intersected // against the culled volume exclusively. virtual bool CanTraceRay( const Ray_t &ray ) = 0; }; #endif // GAMETRACE_H