//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef ENGINE_ICOLLIDEABLE_H #define ENGINE_ICOLLIDEABLE_H #ifdef _WIN32 #pragma once #endif enum SolidType_t; class IHandleEntity; struct Ray_t; struct model_t; class Vector; class QAngle; class CGameTrace; typedef CGameTrace trace_t; class IClientUnknown; class IPhysicsObject; abstract_class ICollideable { public: // Gets at the entity handle associated with the collideable virtual IHandleEntity *GetEntityHandle() = 0; // These methods return the bounds of an OBB measured in "collision" space // which can be retreived through the CollisionToWorldTransform or // GetCollisionOrigin/GetCollisionAngles methods virtual const Vector& OBBMins( ) const = 0; virtual const Vector& OBBMaxs( ) const = 0; // Returns the bounds of a world-space box used when the collideable is being traced // against as a trigger. It's only valid to call these methods if the solid flags // have the FSOLID_USE_TRIGGER_BOUNDS flag set. virtual void WorldSpaceTriggerBounds( Vector *pVecWorldMins, Vector *pVecWorldMaxs ) const = 0; // custom collision test virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) = 0; // Perform hitbox test, returns true *if hitboxes were tested at all*!! virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) = 0; // Returns the BRUSH model index if this is a brush model. Otherwise, returns -1. virtual int GetCollisionModelIndex() = 0; // Return the model, if it's a studio model. virtual const model_t* GetCollisionModel() = 0; // Get angles and origin. virtual const Vector& GetCollisionOrigin() const = 0; virtual const QAngle& GetCollisionAngles() const = 0; virtual const matrix3x4_t& CollisionToWorldTransform() const = 0; // Return a SOLID_ define. virtual SolidType_t GetSolid() const = 0; virtual int GetSolidFlags() const = 0; // Gets at the containing class... virtual IClientUnknown* GetIClientUnknown() = 0; // We can filter out collisions based on collision group virtual int GetCollisionGroup() const = 0; // Returns a world-aligned box guaranteed to surround *everything* in the collision representation // Note that this will surround hitboxes, trigger bounds, physics. // It may or may not be a tight-fitting box and its volume may suddenly change virtual void WorldSpaceSurroundingBounds( Vector *pVecMins, Vector *pVecMaxs ) = 0; virtual uint GetRequiredTriggerFlags() const = 0; // returns NULL unless this collideable has specified FSOLID_ROOT_PARENT_ALIGNED virtual const matrix3x4_t *GetRootParentToWorldTransform() const = 0; virtual IPhysicsObject *GetVPhysicsObject() const = 0; }; #endif // ENGINE_ICOLLIDEABLE_H