//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef OBJECT_HASH_H #define OBJECT_HASH_H #ifdef _WIN32 #pragma once #endif class IPhysicsObjectPairHash { public: virtual ~IPhysicsObjectPairHash() {} virtual void AddObjectPair( void *pObject0, void *pObject1 ) = 0; virtual void RemoveObjectPair( void *pObject0, void *pObject1 ) = 0; virtual bool IsObjectPairInHash( void *pObject0, void *pObject1 ) = 0; virtual void RemoveAllPairsForObject( void *pObject0 ) = 0; virtual bool IsObjectInHash( void *pObject0 ) = 0; // Used to iterate over all pairs an object is part of virtual int GetPairCountForObject( void *pObject0 ) = 0; virtual int GetPairListForObject( void *pObject0, int nMaxCount, void **ppObjectList ) = 0; }; #endif // OBJECT_HASH_H