//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef IPROPS_H #define IPROPS_H #ifdef _WIN32 #pragma once #endif #include "basehandle.h" #include "interface.h" #include "mathlib/vector.h" #include "utlvector.h" struct vcollide_t; struct Ray_t; class IClientRenderable; class CGameTrace; typedef CGameTrace trace_t; class IVPhysicsKeyHandler; class IPhysicsEnvironment; class ICollideable; //----------------------------------------------------------------------------- // Interface versions for static props //----------------------------------------------------------------------------- #define INTERFACEVERSION_STATICPROPMGR_CLIENT "StaticPropMgrClient004" #define INTERFACEVERSION_STATICPROPMGR_SERVER "StaticPropMgrServer002" //----------------------------------------------------------------------------- // Interface for static props //----------------------------------------------------------------------------- abstract_class IStaticPropMgr { public: // Create physics representations of props virtual void CreateVPhysicsRepresentations(IPhysicsEnvironment * physenv, IVPhysicsKeyHandler * pDefaults, void *pGameData) = 0; // Purpose: Trace a ray against the specified static Prop. Returns point of // intersection in trace_t virtual void TraceRayAgainstStaticProp( const Ray_t &ray, int staticPropIndex, trace_t &tr) = 0; // Is a base handle a static prop? virtual bool IsStaticProp(IHandleEntity * pHandleEntity) const = 0; virtual bool IsStaticProp(CBaseHandle handle) const = 0; // returns a collideable interface to static props virtual ICollideable *GetStaticPropByIndex(int propIndex) = 0; }; abstract_class IStaticPropMgrClient : public IStaticPropMgr { public: // Recomputes the static prop opacity given a view origin virtual void ComputePropOpacity(const Vector &viewOrigin, float factor) = 0; // Adds decals to static props, returns point of decal in trace_t virtual void AddDecalToStaticProp( const Vector &rayStart, const Vector &rayEnd, int staticPropIndex, int decalIndex, bool doTrace, trace_t &tr) = 0; // Adds/removes shadows from static props virtual void AddShadowToStaticProp(unsigned short shadowHandle, IClientRenderable *pRenderable) = 0; virtual void RemoveAllShadowsFromStaticProp(IClientRenderable * pRenderable) = 0; // Gets the lighting + material color of a static prop virtual void GetStaticPropMaterialColorAndLighting( trace_t * pTrace, int staticPropIndex, Vector &lighting, Vector &matColor) = 0; // Changes made specifically to support the Portal mod (smack Dave Kircher // if something breaks) (Added separately to both client and server to not // mess with versioning) //=================================================================== virtual void GetAllStaticProps( CUtlVector * pOutput) = 0; // testing function that will eventually be removed virtual void GetAllStaticPropsInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector *pOutput) = 0; // get all static props that exist wholly or // partially in an AABB virtual void GetAllStaticPropsInOBB( const Vector &ptOrigin, const Vector &vExtent1, const Vector &vExtent2, const Vector &vExtent3, CUtlVector *pOutput) = 0; // get all static props that exist wholly or // partially in an OBB //=================================================================== virtual void DrawStaticProps(IClientRenderable * *pProps, int count, bool bShadowDepth, bool drawVCollideWireframe) = 0; virtual void AddColorDecalToStaticProp( Vector const &rayStart, Vector const &rayEnd, int staticPropIndex, int decalIndex, bool doTrace, trace_t &tr, bool bUseColor, Color cColor) = 0; }; class IStaticPropMgrServer : public IStaticPropMgr { public: // Changes made specifically to support the Portal mod (smack Dave Kircher // if something breaks) (Added separately to both client and server to not // mess with versioning) //=================================================================== virtual void GetAllStaticProps( CUtlVector *pOutput) = 0; // testing function that will eventually be removed virtual void GetAllStaticPropsInAABB( const Vector &vMins, const Vector &vMaxs, CUtlVector *pOutput) = 0; // get all static props that exist wholly or // partially in an AABB virtual void GetAllStaticPropsInOBB( const Vector &ptOrigin, const Vector &vExtent1, const Vector &vExtent2, const Vector &vExtent3, CUtlVector *pOutput) = 0; // get all static props that exist wholly or // partially in an OBB //=================================================================== }; #endif // IPROPS_H