/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYACTION_IWORLDQUERY_H #define CRYINCLUDE_CRYACTION_IWORLDQUERY_H #pragma once #include "IGameObject.h" typedef std::vector Entities; struct IWorldQuery : IGameObjectExtension { IWorldQuery() {} virtual IEntity* GetEntityInFrontOf() = 0; virtual const EntityId* ProximityQuery(int& numberOfEntities) = 0; virtual const Vec3& GetPos() const = 0; virtual const Vec3& GetDir() const = 0; virtual const EntityId GetLookAtEntityId(bool ignoreGlass = false) = 0; #if ENABLE_CRY_PHYSICS virtual const ray_hit* GetLookAtPoint(const float fMaxDist = 0, bool ignoreGlass = false) = 0; virtual const ray_hit* GetBehindPoint(const float fMaxDist = 0) = 0; #endif virtual const EntityId* GetEntitiesAround(int& num) = 0; #if ENABLE_CRY_PHYSICS virtual IPhysicalEntity* const* GetPhysicalEntitiesAround(int& num) = 0; virtual IPhysicalEntity* GetPhysicalEntityInFrontOf() = 0; #endif // ENABLE_CRY_PHYSICS }; #endif // CRYINCLUDE_CRYACTION_IWORLDQUERY_H