275 lines
8.6 KiB
C++
275 lines
8.6 KiB
C++
#pragma once
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#include "transform.h"
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#include "vector.h"
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#include "gametrace.h"
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#include "entityinstance.h"
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#define RAYTRACE_INTERFACE_VERSION "CRayTraceInterface001"
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enum class InteractionLayers : uint64_t
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{
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Solid = 0x1,
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Hitboxes = 0x2,
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Trigger = 0x4,
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Sky = 0x8,
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PlayerClip = 0x10,
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NPCClip = 0x20,
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BlockLOS = 0x40,
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BlockLight = 0x80,
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Ladder = 0x100,
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Pickup = 0x200,
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BlockSound = 0x400,
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NoDraw = 0x800,
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Window = 0x1000,
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PassBullets = 0x2000,
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WorldGeometry = 0x4000,
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Water = 0x8000,
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Slime = 0x10000,
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TouchAll = 0x20000,
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Player = 0x40000,
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NPC = 0x80000,
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Debris = 0x100000,
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Physics_Prop = 0x200000,
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NavIgnore = 0x400000,
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NavLocalIgnore = 0x800000,
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PostProcessingVolume = 0x1000000,
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UnusedLayer3 = 0x2000000,
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CarriedObject = 0x4000000,
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PushAway = 0x8000000,
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ServerEntityOnClient = 0x10000000,
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CarriedWeapon = 0x20000000,
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StaticLevel = 0x40000000,
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csgo_team1 = 0x80000000,
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csgo_team2 = 0x100000000,
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csgo_grenadeclip = 0x200000000,
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csgo_droneclip = 0x400000000,
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csgo_moveable = 0x800000000,
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csgo_opaque = 0x1000000000,
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csgo_monster = 0x2000000000,
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csgo_thrown_grenade = 0x8000000000
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};
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constexpr InteractionLayers operator|(InteractionLayers a, InteractionLayers b)
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{
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return static_cast<InteractionLayers>(
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static_cast<uint64_t>(a) | static_cast<uint64_t>(b)
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);
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}
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constexpr InteractionLayers operator&(InteractionLayers a, InteractionLayers b)
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{
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return static_cast<InteractionLayers>(
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static_cast<uint64_t>(a) & static_cast<uint64_t>(b)
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);
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}
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constexpr InteractionLayers operator~(InteractionLayers a)
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{
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return static_cast<InteractionLayers>(
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~static_cast<uint64_t>(a)
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);
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}
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constexpr InteractionLayers& operator|=(InteractionLayers& a, InteractionLayers b)
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{
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a = a | b;
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return a;
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}
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/// Custom base (0x2C3011, using this as default in my plugins)
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constexpr InteractionLayers MASK_SHOT_PHYSICS =
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InteractionLayers::Solid |
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InteractionLayers::PlayerClip |
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InteractionLayers::Window |
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InteractionLayers::PassBullets |
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InteractionLayers::Player |
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InteractionLayers::NPC |
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InteractionLayers::Physics_Prop;
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/// Only hitboxes (headshots etc.)
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constexpr InteractionLayers MASK_SHOT_HITBOX =
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InteractionLayers::Hitboxes |
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InteractionLayers::Player |
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InteractionLayers::NPC;
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/// Physics + hitboxes (full bullet trace)
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constexpr InteractionLayers MASK_SHOT_FULL =
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MASK_SHOT_PHYSICS |
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InteractionLayers::Hitboxes;
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/// World only (no entities)
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constexpr InteractionLayers MASK_WORLD_ONLY =
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InteractionLayers::Solid |
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InteractionLayers::Window |
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InteractionLayers::PassBullets;
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/// Grenade trace
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constexpr InteractionLayers MASK_GRENADE =
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InteractionLayers::Solid |
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InteractionLayers::Window |
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InteractionLayers::Physics_Prop |
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InteractionLayers::PassBullets;
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/// Brush only
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constexpr InteractionLayers MASK_BRUSH_ONLY =
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InteractionLayers::Solid |
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InteractionLayers::Window;
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/// Movement (player)
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constexpr InteractionLayers MASK_PLAYER_MOVE =
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InteractionLayers::Solid |
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InteractionLayers::Window |
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InteractionLayers::PlayerClip |
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InteractionLayers::PassBullets;
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/// Movement (NPC)
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constexpr InteractionLayers MASK_NPC_MOVE =
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InteractionLayers::Solid |
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InteractionLayers::Window |
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InteractionLayers::NPCClip |
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InteractionLayers::PassBullets;
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static_assert(
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static_cast<uint64_t>(MASK_SHOT_PHYSICS) == 0x2c3011,
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"MASK_SHOT_PHYSICS mismatch!"
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);
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struct TraceOptions
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{
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uint64_t InteractsAs = 0;
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uint64_t InteractsWith = static_cast<uint64_t>(MASK_SHOT_PHYSICS);
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uint64_t InteractsExclude = 0;
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int DrawBeam = 0;
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};
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struct TraceResult
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{
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TraceResult()
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{
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m_flFraction = 1.0f;
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m_bStartInSolid = false;
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m_bExactHitPoint = false;
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m_pEnt = nullptr;
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m_pHitbox = nullptr;
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m_pSurfaceProperties = nullptr;
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}
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explicit TraceResult(const CGameTrace* pTrace, bool bResult)
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{
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m_bTraceShapeResult = bResult;
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m_pSurfaceProperties = pTrace->m_pSurfaceProperties;
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m_pEnt = pTrace->m_pEnt;
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m_pHitbox = pTrace->m_pHitbox;
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m_hBody = pTrace->m_hBody;
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m_hShape = pTrace->m_hShape;
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m_nContents = pTrace->m_nContents;
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m_BodyTransform = pTrace->m_BodyTransform;
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m_ShapeAttributes = pTrace->m_ShapeAttributes;
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m_vStartPos = pTrace->m_vStartPos;
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m_vEndPos = pTrace->m_vEndPos;
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m_vHitNormal = pTrace->m_vHitNormal;
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m_vHitPoint = pTrace->m_vHitPoint;
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m_flHitOffset = pTrace->m_flHitOffset;
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m_flFraction = pTrace->m_flFraction;
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m_nTriangle = pTrace->m_nTriangle;
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m_nHitboxBoneIndex = pTrace->m_nHitboxBoneIndex;
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m_eRayType = pTrace->m_eRayType;
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m_bStartInSolid = pTrace->m_bStartInSolid;
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m_bExactHitPoint = pTrace->m_bExactHitPoint;
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}
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TraceResult(const TraceResult&) = delete;
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TraceResult& operator=(const TraceResult&) = delete;
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TraceResult(TraceResult&&) = default;
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TraceResult& operator=(TraceResult&&) = default;
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const Vector& StartPos() const { return m_vStartPos; }
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const Vector& EndPos() const { return m_vEndPos; }
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const Vector& HitPoint() const { return m_vHitPoint; }
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const Vector& Normal() const { return m_vHitNormal; }
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float Fraction() const { return m_flFraction; }
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float HitOffset() const { return m_flHitOffset; }
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bool DidHit() const { return m_flFraction < 1.0f; }
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bool IsAllSolid() const { return m_bStartInSolid; }
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bool HasExactHit() const { return m_bExactHitPoint; }
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CEntityInstance* HitEntity() const { return m_pEnt; }
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int TriangleIndex() const { return m_nTriangle; }
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int HitboxBoneIndex() const { return m_nHitboxBoneIndex; }
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CHitBox* Hitbox() const { return const_cast<CHitBox*>(m_pHitbox); }
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int Contents() const { return m_nContents; }
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RayType_t RayType() const { return m_eRayType; }
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IPhysicsBody* Body() const { return m_hBody; }
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IPhysicsShape* Shape() const { return m_hShape; }
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const CTransform& BodyTransform() const { return m_BodyTransform; }
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const RnCollisionAttr_t& ShapeAttributes() const { return m_ShapeAttributes; }
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CPhysSurfaceProperties* Surface() const { return const_cast<CPhysSurfaceProperties*>(m_pSurfaceProperties); }
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private:
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bool m_bTraceShapeResult; // return value from RayTrace::TraceShapeEx
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const CPhysSurfaceProperties *m_pSurfaceProperties;
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CEntityInstance *m_pEnt;
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const CHitBox *m_pHitbox;
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HPhysicsBody m_hBody;
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HPhysicsShape m_hShape;
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uint64 m_nContents; // contents on other side of surface hit
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CTransform m_BodyTransform;
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RnCollisionAttr_t m_ShapeAttributes;
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Vector m_vStartPos; // start position
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Vector m_vEndPos; // final position
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Vector m_vHitNormal; // surface normal at impact
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Vector m_vHitPoint; // exact hit point if m_bExactHitPoint is true, otherwise equal to m_vEndPos
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float m_flHitOffset; // surface normal hit offset
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float m_flFraction; // time completed, 1.0 = didn't hit anything
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int32 m_nTriangle; // the index of the triangle that was hit
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int16 m_nHitboxBoneIndex; // the index of the hitbox bone that was hit
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RayType_t m_eRayType;
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bool m_bStartInSolid; // if true, the initial point was in a solid area
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bool m_bExactHitPoint; // if true, then m_vHitPoint is the exact hit point of the query and the shape
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};
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class CRayTraceInterface
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{
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public:
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virtual ~CRayTraceInterface() = default;
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virtual TraceResult TraceShape(const Vector& vecStart,
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const QAngle& angAngles,
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CEntityInstance* pIgnoreEntity,
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TraceOptions* pTraceOptions) = 0;
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virtual TraceResult TraceEndShape(const Vector& vecStart,
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const Vector& vecEnd,
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CEntityInstance* pIgnoreEntity,
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TraceOptions* pTraceOptions) = 0;
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virtual TraceResult TraceHullShape(const Vector& vecStart,
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const Vector& vecEnd,
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const Vector& vecMins,
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const Vector& vecMaxs,
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CEntityInstance* pIgnoreEntity,
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TraceOptions* pTraceOptions) = 0;
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virtual TraceResult TraceShapeEx(const Vector& vecStart,
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const Vector& vecEnd,
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CTraceFilter* pTraceFilter,
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Ray_t* pRay) = 0;
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};
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