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# Ray-Trace
**Shared ray tracing interface for Metamod:source & CounterStrikeSharp
plugins**
------------------------------------------------------------------------
## Overview
`Ray-Trace` is a lightweight **Metamod interface module** for\
**Counter-Strike 2** servers.
It exposes a shared interface:
CRayTraceInterface001
which can be consumed from:
- Native **Metamod C++ plugins**
- Managed **CounterStrikeSharp C# plugins**
The goal is to provide a **single tracing backend** usable from both
worlds\
without duplicating engine detours.
------------------------------------------------------------------------
## Features
- Metamod meta interface (`CRayTraceInterface001`)
- Works in **C++ and C#**
- Physics / hitbox / world trace presets
- Custom collision masks
- Optional debug beam rendering
- Zero configuration
- Ultra low overhead
------------------------------------------------------------------------
## Exposed Interface
``` cpp
class CRayTraceInterface
{
public:
virtual ~CRayTraceInterface() = default;
virtual std::optional<TraceResult> TraceShape(
const Vector& origin,
const QAngle& viewangles,
CBaseEntity* ignorePlayer = nullptr,
const TraceOptions* opts = nullptr) = 0;
virtual std::optional<TraceResult> TraceEndShape(
const Vector& origin,
const Vector& endOrigin,
CBaseEntity* ignorePlayer = nullptr,
const TraceOptions* opts = nullptr) = 0;
virtual std::optional<TraceResult> TraceShapeEx(
const Vector& vecStart,
const Vector& vecEnd,
CTraceFilter& filterInc,
Ray_t rayInc) = 0;
};
```
------------------------------------------------------------------------
## Getting the interface
### C++ (Metamod plugin)
``` cpp
int ret = 0;
auto* rayTraceIface = static_cast<CRayTraceInterface*>(
g_SMAPI->MetaFactory("CRayTraceInterface001", &ret, nullptr)
);
if (ret == META_IFACE_FAILED || !rayTraceIface)
{
FP_ERROR("Failed to lookup Ray-Trace interface!");
}
```
### C# (CounterStrikeSharp plugin)
``` csharp
private nint _handle;
public override void Load(bool hotReload)
{
_handle = Utilities.MetaFactory("CRayTraceInterface001");
if (_handle == nint.Zero)
{
throw new Exception("Failed to get Ray-Trace interface handle");
}
}
```
------------------------------------------------------------------------
## Calling methods from C++ (Metamod)
On the native side you simply call the interface methods directly
(no vtable binding required).
### Basic usage
```cpp
CRayTraceInterface* g_RayTrace = nullptr;
bool InitRayTrace()
{
int ret = 0;
g_RayTrace = static_cast<CRayTraceInterface*>(
g_SMAPI->MetaFactory("CRayTraceInterface001", &ret, nullptr)
);
if (ret == META_IFACE_FAILED || !g_RayTrace)
{
FP_ERROR("Failed to lookup Ray-Trace interface!");
return false;
}
return true;
}
```
---
### Calling TraceShape
```cpp
TraceOptions opts;
opts.InteractsWith = MASK_SHOT_FULL;
opts.DrawBeam = true;
auto result = g_RayTrace->TraceShape(
origin,
viewAngles,
ignorePlayer,
&opts
);
if (result.has_value())
{
auto& tr = result.value();
Msg("Hit fraction: %f\n", tr.Fraction);
Msg("End pos: %f %f %f\n",
tr.EndPos.x,
tr.EndPos.y,
tr.EndPos.z);
}
```
---
### Calling TraceEndShape
```cpp
auto result = g_RayTrace->TraceEndShape(
startPos,
endPos,
ignorePlayer,
&opts
);
```
---
### Calling TraceShapeEx (low-level)
```cpp
Ray_t ray;
CTraceFilter filter(
static_cast<uint64_t>(MASK_SHOT_FULL),
COLLISION_GROUP_DEFAULT,
true
);
auto result = g_RayTrace->TraceShapeEx(
startPos,
endPos,
filter,
ray
);
```
------------------------------------------------------------------------
## Calling methods from C# (CounterStrikeSharp plugin)
``` csharp
private Func<nint, nint, nint, nint, nint, nint>? _traceShape;
private void Bind()
{
_traceShape = VirtualFunction.Create<
nint, // thisptr
nint, // Vector*
nint, // QAngle*
nint, // ignore entity
nint, // TraceOptions*
nint // return
>(_handle, 0);
}
public bool TraceShape(
nint origin,
nint angles,
nint ignoreEntity,
nint options)
{
return _traceShape!(
_handle,
origin,
angles,
ignoreEntity,
options,
nint.Zero
) != nint.Zero;
}
```
------------------------------------------------------------------------
## Collision masks (C#)
``` csharp
using System;
[Flags]
public enum InteractionLayers : ulong
{
Solid = 0x1,
Hitboxes = 0x2,
Trigger = 0x4,
Sky = 0x8,
PlayerClip = 0x10,
NPCClip = 0x20,
BlockLOS = 0x40,
BlockLight = 0x80,
Ladder = 0x100,
Pickup = 0x200,
BlockSound = 0x400,
NoDraw = 0x800,
Window = 0x1000,
PassBullets = 0x2000,
WorldGeometry = 0x4000,
Water = 0x8000,
Slime = 0x10000,
TouchAll = 0x20000,
Player = 0x40000,
NPC = 0x80000,
Debris = 0x100000,
Physics_Prop = 0x200000,
NavIgnore = 0x400000,
NavLocalIgnore = 0x800000,
PostProcessingVolume = 0x1000000,
UnusedLayer3 = 0x2000000,
CarriedObject = 0x4000000,
PushAway = 0x8000000,
ServerEntityOnClient = 0x10000000,
CarriedWeapon = 0x20000000,
StaticLevel = 0x40000000,
csgo_team1 = 0x80000000,
csgo_team2 = 0x100000000,
csgo_grenadeclip = 0x200000000,
csgo_droneclip = 0x400000000,
csgo_moveable = 0x800000000,
csgo_opaque = 0x1000000000,
csgo_monster = 0x2000000000,
csgo_thrown_grenade = 0x8000000000,
FUNPLAY_IGNORE_PLAYER = (0x8000000000ul << 1)
}
public static class TraceMasks
{
public const InteractionLayers MASK_SHOT_PHYSICS =
InteractionLayers.Solid |
InteractionLayers.PlayerClip |
InteractionLayers.Window |
InteractionLayers.PassBullets |
InteractionLayers.Player |
InteractionLayers.NPC |
InteractionLayers.Physics_Prop;
public const InteractionLayers MASK_SHOT_HITBOX =
InteractionLayers.Hitboxes |
InteractionLayers.Player |
InteractionLayers.NPC;
public const InteractionLayers MASK_SHOT_FULL =
MASK_SHOT_PHYSICS |
InteractionLayers.Hitboxes;
public const InteractionLayers MASK_WORLD_ONLY =
InteractionLayers.Solid |
InteractionLayers.Window |
InteractionLayers.PassBullets;
public const InteractionLayers MASK_GRENADE =
InteractionLayers.Solid |
InteractionLayers.Window |
InteractionLayers.Physics_Prop |
InteractionLayers.PassBullets;
public const InteractionLayers MASK_PLAYER_MOVE =
InteractionLayers.Solid |
InteractionLayers.Window |
InteractionLayers.PlayerClip |
InteractionLayers.PassBullets;
public const InteractionLayers MASK_NPC_MOVE =
InteractionLayers.Solid |
InteractionLayers.Window |
InteractionLayers.NPCClip |
InteractionLayers.PassBullets;
}
```
------------------------------------------------------------------------
## Directory layout
addons/
└── Ray-Trace/
└── bin/linuxsteamrt64/Ray-Trace.so
------------------------------------------------------------------------
## Build
### Requirements
- HL2SDK-CS2
- Metamod:Source
- CMake
``` bash
git clone https://github.com/FUNPLAY-pro-CS2/Ray-Trace.git
cd Ray-Trace
git submodule update --init --recursive
docker compose -f docker/docker-compose.yml up
```
------------------------------------------------------------------------
## License
GPLv3
------------------------------------------------------------------------
## Author
**Michal "Slynx" Přikryl**\
https://slynxdev.cz

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@ -47,8 +47,7 @@ enum class InteractionLayers : uint64_t
csgo_moveable = 0x800000000,
csgo_opaque = 0x1000000000,
csgo_monster = 0x2000000000,
csgo_thrown_grenade = 0x8000000000,
FUNPLAY_IGNORE_PLAYER = (0x8000000000ull << 1)
csgo_thrown_grenade = 0x8000000000
};
constexpr InteractionLayers operator|(InteractionLayers a, InteractionLayers b)