104 lines
4.9 KiB
C++
104 lines
4.9 KiB
C++
//===== Copyright © 1996-2005, 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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#ifndef ISTATICPROPMGR_H
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#define ISTATICPROPMGR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interface.h"
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#include "mathlib/vector.h"
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#include "utlvector.h"
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#include "basehandle.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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struct vcollide_t;
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struct Ray_t;
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class IClientRenderable;
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class CGameTrace;
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typedef CGameTrace trace_t;
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class IVPhysicsKeyHandler;
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class IPhysicsEnvironment;
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class ICollideable;
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struct RenderableInstance_t;
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//-----------------------------------------------------------------------------
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// Interface versions for static props
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//-----------------------------------------------------------------------------
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#define INTERFACEVERSION_STATICPROPMGR_CLIENT "StaticPropMgrClient005"
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#define INTERFACEVERSION_STATICPROPMGR_SERVER "StaticPropMgrServer002"
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//-----------------------------------------------------------------------------
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// Interface for static props
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//-----------------------------------------------------------------------------
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abstract_class IStaticPropMgr
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{
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public:
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// Create physics representations of props
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virtual void CreateVPhysicsRepresentations( IPhysicsEnvironment *physenv, IVPhysicsKeyHandler *pDefaults, void *pGameData ) = 0;
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// Purpose: Trace a ray against the specified static Prop. Returns point of intersection in trace_t
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virtual void TraceRayAgainstStaticProp( const Ray_t& ray, int staticPropIndex, trace_t& tr ) = 0;
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// Is a base handle a static prop?
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virtual bool IsStaticProp( IHandleEntity *pHandleEntity ) const = 0;
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virtual bool IsStaticProp( CBaseHandle handle ) const = 0;
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// returns a collideable interface to static props
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virtual ICollideable *GetStaticPropByIndex( int propIndex ) = 0;
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};
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abstract_class IStaticPropMgrClient : public IStaticPropMgr
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{
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public:
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// Adds decals to static props, returns point of decal in trace_t
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virtual void AddDecalToStaticProp( const Vector& rayStart, const Vector& rayEnd,
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int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr ) = 0;
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// Adds/removes shadows from static props
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virtual void AddShadowToStaticProp( unsigned short shadowHandle, IClientRenderable* pRenderable ) = 0;
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virtual void RemoveAllShadowsFromStaticProp( IClientRenderable* pRenderable ) = 0;
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// Gets the lighting + material color of a static prop
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virtual void GetStaticPropMaterialColorAndLighting( trace_t* pTrace,
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int staticPropIndex, Vector& lighting, Vector& matColor ) = 0;
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//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)
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//===================================================================
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virtual void GetAllStaticProps( CUtlVector<ICollideable *> *pOutput ) = 0; //testing function that will eventually be removed
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virtual void GetAllStaticPropsInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector<ICollideable *> *pOutput ) = 0; //get all static props that exist wholly or partially in an AABB
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virtual void GetAllStaticPropsInOBB( const Vector &ptOrigin, const Vector &vExtent1, const Vector &vExtent2, const Vector &vExtent3, CUtlVector<ICollideable *> *pOutput ) = 0; //get all static props that exist wholly or partially in an OBB
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//===================================================================
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virtual void DrawStaticProps( IClientRenderable **pProps, const RenderableInstance_t *pInstances, int count, bool bShadowDepth, bool drawVCollideWireframe ) = 0;
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// Returns the lighting origins of a number of static props
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virtual void GetLightingOrigins( Vector *pLightingOrigins, int nOriginStride, int nCount, IClientRenderable **ppRenderable, int nRenderableStride ) = 0;
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};
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class IStaticPropMgrServer : public IStaticPropMgr
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{
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public:
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//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)
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//===================================================================
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virtual void GetAllStaticProps( CUtlVector<ICollideable *> *pOutput ) = 0; //testing function that will eventually be removed
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virtual void GetAllStaticPropsInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector<ICollideable *> *pOutput ) = 0; //get all static props that exist wholly or partially in an AABB
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virtual void GetAllStaticPropsInOBB( const Vector &ptOrigin, const Vector &vExtent1, const Vector &vExtent2, const Vector &vExtent3, CUtlVector<ICollideable *> *pOutput ) = 0; //get all static props that exist wholly or partially in an OBB
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//===================================================================
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};
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#endif // IPROPS_H
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