Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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;
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& OBBMinsPreScaled() const = 0;
virtual const Vector& OBBMaxsPreScaled() const = 0;
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 bool ShouldTouchTrigger( int triggerSolidFlags ) const = 0;
// returns NULL unless this collideable has specified FSOLID_ROOT_PARENT_ALIGNED
virtual const matrix3x4_t *GetRootParentToWorldTransform() const = 0;
};
#endif // ENGINE_ICOLLIDEABLE_H