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81 lines
2.7 KiB
81 lines
2.7 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Revision: $
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// $NoKeywords: $
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//
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// This file contains a little interface to deal with static prop collisions
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//
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//=============================================================================//
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#ifndef STATICPROPMGR_H
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#define STATICPROPMGR_H
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#include "mathlib/vector.h"
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#include "engine/IStaticPropMgr.h"
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// FIXME: Remove! Only here for the test against old code
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#include "enginetrace.h"
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//-----------------------------------------------------------------------------
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// foward declarations
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//-----------------------------------------------------------------------------
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class ICollideable;
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FORWARD_DECLARE_HANDLE( LightCacheHandle_t );
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class IPooledVBAllocator;
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//-----------------------------------------------------------------------------
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// The engine's static prop manager
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//-----------------------------------------------------------------------------
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abstract_class IStaticPropMgrEngine
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{
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public:
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virtual bool Init() = 0;
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virtual void Shutdown() = 0;
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// Call at the beginning of the level, will unserialize all static
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// props and add them to the main collision tree
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virtual void LevelInit() = 0;
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// Call this when there's a client, *after* LevelInit, and after the world entity is loaded
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virtual void LevelInitClient() = 0;
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// Call this when there's a client, *before* LevelShutdown
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virtual void LevelShutdownClient() = 0;
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// Call at the end of the level, cleans up the static props
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virtual void LevelShutdown() = 0;
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// Call this to recompute static prop lighting when necessary
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virtual void RecomputeStaticLighting() = 0;
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// Check if a static prop is in a particular PVS.
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virtual bool IsPropInPVS( IHandleEntity *pHandleEntity, const byte *pVis ) const = 0;
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// returns a collideable interface to static props
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virtual ICollideable *GetStaticProp( IHandleEntity *pHandleEntity ) = 0;
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// returns the lightcache handle associated with a static prop
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virtual LightCacheHandle_t GetLightCacheHandleForStaticProp( IHandleEntity *pHandleEntity ) = 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 the static prop index (useful for networking)
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virtual int GetStaticPropIndex( IHandleEntity *pHandleEntity ) const = 0;
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virtual bool PropHasBakedLightingDisabled( IHandleEntity *pHandleEntity) const = 0;
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};
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//-----------------------------------------------------------------------------
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// Singleton access
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//-----------------------------------------------------------------------------
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IStaticPropMgrEngine* StaticPropMgr();
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#endif // STATICPROPMGR_H
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