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hl2sdk/public/engine/IStaticPropMgr.h
Joe Ludwig 39d16ca147 General:
* Fixed a variety of server browser issues with mods based on this SDK
* Fixed many warnings on various platforms
* Added source code for fgdlib and raytrace
* Updated many source files with the latest shared source from TF2.

OSX:
* Added support for Xcode 4.6
* Switched OSX builds to use Xcode instead of makefiles
* Moved libs from src/lib/osx32 to src/lib/public/osx32 or src/lib/common/osx32 to match windows better.

Linux:
* Moved libs from src/lib/linux32 to src/lib/public/linux32 or src/lib/common/linux32 to match windows better.
2013-09-02 11:39:10 -07:00

101 lines
4.8 KiB
C++

//========= 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;
virtual void AddColorDecalToStaticProp( Vector const& rayStart, Vector const& rayEnd,
int staticPropIndex, int decalIndex, bool doTrace, trace_t& tr, bool bUseColor, Color cColor ) = 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<ICollideable *> *pOutput ) = 0; //testing function that will eventually be removed
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
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
//===================================================================
virtual void DrawStaticProps( IClientRenderable **pProps, int count, bool bShadowDepth, bool drawVCollideWireframe ) = 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<ICollideable *> *pOutput ) = 0; //testing function that will eventually be removed
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
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
//===================================================================
};
#endif // IPROPS_H