//========= 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