//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef PLAYER_CONTROLLER_H #define PLAYER_CONTROLLER_H #ifdef _WIN32 #pragma once #endif class IPhysicsPlayerControllerEvent { public: virtual int ShouldMoveTo( IPhysicsObject *pObject, const Vector &position ) = 0; }; enum PlayerContactState_t { PLAYER_CONTACT_PHYSICS = 1, PLAYER_CONTACT_GAMEOBJECT = 2, }; class IPhysicsPlayerController { public: virtual ~IPhysicsPlayerController( void ) {} virtual void Update( const Vector &position, const Vector &velocity, float secondsToArrival, bool onground, IPhysicsObject *ground ) = 0; virtual void SetEventHandler( IPhysicsPlayerControllerEvent *handler ) = 0; virtual bool IsInContact( void ) = 0; virtual void MaxSpeed( const Vector &maxVelocity ) = 0; // allows game code to change collision models virtual void SetObject( IPhysicsObject *pObject ) = 0; // UNDONE: Refactor this and shadow controllers into a single class/interface through IPhysicsObject virtual int GetShadowPosition( Vector *position, QAngle *angles ) = 0; virtual void StepUp( float height ) = 0; virtual void Jump() = 0; virtual void GetShadowVelocity( Vector *velocity ) = 0; virtual IPhysicsObject *GetObject() = 0; virtual void GetLastImpulse( Vector *pOut ) = 0; virtual void SetPushMassLimit( float maxPushMass ) = 0; virtual void SetPushSpeedLimit( float maxPushSpeed ) = 0; virtual float GetPushMassLimit() = 0; virtual float GetPushSpeedLimit() = 0; virtual bool WasFrozen() = 0; // returns bitfield e.g. 0 (no contacts), 1 (has physics contact), 2 (contact matching nGameFlags), 3 (both 1 & 2) virtual uint32 GetContactState( uint16 nGameFlags ) = 0; }; #endif // PLAYER_CONTROLLER_H