Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Revision: $
// $NoKeywords: $
//
// This file contains a little interface to deal with static prop collisions
//
//=============================================================================//
#ifndef STATICPROPMGR_H
#define STATICPROPMGR_H
#include "mathlib/vector.h"
#include "engine/IStaticPropMgr.h"
// FIXME: Remove! Only here for the test against old code
#include "enginetrace.h"
//-----------------------------------------------------------------------------
// foward declarations
//-----------------------------------------------------------------------------
class ICollideable;
FORWARD_DECLARE_HANDLE( LightCacheHandle_t );
class IPooledVBAllocator;
//-----------------------------------------------------------------------------
// The engine's static prop manager
//-----------------------------------------------------------------------------
abstract_class IStaticPropMgrEngine
{
public:
virtual bool Init() = 0;
virtual void Shutdown() = 0;
// Call at the beginning of the level, will unserialize all static
// props and add them to the main collision tree
virtual void LevelInit() = 0;
// Call this when there's a client, *after* LevelInit, and after the world entity is loaded
virtual void LevelInitClient() = 0;
// Call this when there's a client, *before* LevelShutdown
virtual void LevelShutdownClient() = 0;
// Call at the end of the level, cleans up the static props
virtual void LevelShutdown() = 0;
// Call this to recompute static prop lighting when necessary
virtual void RecomputeStaticLighting() = 0;
// Check if a static prop is in a particular PVS.
virtual bool IsPropInPVS( IHandleEntity *pHandleEntity, const byte *pVis ) const = 0;
// returns a collideable interface to static props
virtual ICollideable *GetStaticProp( IHandleEntity *pHandleEntity ) = 0;
// returns the lightcache handle associated with a static prop
virtual LightCacheHandle_t GetLightCacheHandleForStaticProp( IHandleEntity *pHandleEntity ) = 0;
// Is a base handle a static prop?
virtual bool IsStaticProp( IHandleEntity *pHandleEntity ) const = 0;
virtual bool IsStaticProp( CBaseHandle handle ) const = 0;
// Returns the static prop index (useful for networking)
virtual int GetStaticPropIndex( IHandleEntity *pHandleEntity ) const = 0;
virtual bool PropHasBakedLightingDisabled( IHandleEntity *pHandleEntity) const = 0;
};
//-----------------------------------------------------------------------------
// Singleton access
//-----------------------------------------------------------------------------
IStaticPropMgrEngine* StaticPropMgr();
#endif // STATICPROPMGR_H