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205 lines
7.8 KiB
C++
205 lines
7.8 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_VISUAL_COLLISION_ENTITY_H
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#define NL_VISUAL_COLLISION_ENTITY_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/point_light_influence.h"
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#include "nel/3d/patch.h"
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#include "nel/3d/landscape_collision_grid.h"
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namespace NL3D
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{
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class CVisualCollisionManager;
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class IDriver;
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struct CSurfaceInfo;
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// ***************************************************************************
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/**
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* An entity created by CVisualCollisionManager.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CVisualCollisionEntity
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{
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public:
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/// Constructor
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CVisualCollisionEntity(CVisualCollisionManager *owner);
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~CVisualCollisionEntity();
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/** Snap the entity onto the ground. pos.z is modified so that it lies on the ground, according to rendered landscapes
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* and meshes. see setSnapToRenderedTesselation() option.
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* pos is checked with polygons that are at least (cache dependent) at +- 10m in altitude.
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* \return true if pos.z has been modified (sometimes it may not find a solution).
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*/
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bool snapToGround(CVector &pos);
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/** Snap the entity onto the ground. pos.z is modified so that it lies on the ground, according to rendered landscapes
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* and meshes.
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* pos is checked with polygons that are at least (cache dependent) at +- 10m in altitude.
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* \param normal the ret normal of where it is snapped. NB: if return false, not modified.
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* \return true if pos.z has been modified (sometimes it may not find a solution).
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*/
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bool snapToGround(CVector &pos, CVector &normal);
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/** If groundMode is true, the entity is snapped on faces with normal.z > 0. Default is true.
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* NB: if both groundMode and ceilMode are false, snapToGround is a no-op.
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*/
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void setGroundMode(bool groundMode) {_GroundMode= groundMode;}
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/** If ceilMode is true, the entity is snapped on faces with normal.z < 0. Default is false.
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* NB: if both groundMode and ceilMode are false, snapToGround is a no-op.
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*/
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void setCeilMode(bool ceilMode) {_CeilMode= ceilMode;}
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bool getGroundMode() const {return _GroundMode;}
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bool getCeilMode() const {return _CeilMode;}
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/** By default, the visual collision entity is snapped on rendered/geomorphed tesselation (true).
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* Use this method to change this behavior. if false, the entity is snapped to the tile level tesselation
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* according to noise etc...
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*/
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void setSnapToRenderedTesselation(bool snapMode) {_SnapToRenderedTesselation= snapMode;}
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bool getSnapToRenderedTesselation() const {return _SnapToRenderedTesselation;}
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/** Get surface informations.
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* pos is checked with polygons that are at least (cache dependent) at +- 10m in altitude.
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* \param info will be filled with surface informations if the method returns true.
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* \return true if the surface has been found and informations has been filled.
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*/
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bool getSurfaceInfo(const CVector &pos, CSurfaceInfo &info);
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/// \name Parameters.
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// @{
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/// This is the radius of the bbox around the entity where we have correct collisions: 10m.
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static const float BBoxRadius;
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/** Same as BBoxRadius, but for z value. This later should be greater because of NLPACS
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* surface quadtree imprecision. 20m
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* NB: Because of caching, if the pos.z passed to snapToGround() is outside of the currentBBox
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* with BBoxRadiuZ/2 (=> 10m), then the bbox is recomputed.
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* Hence, this actually means that a pos is checked with patchs that are at least at +- 10m in altitude.
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*/
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static const float BBoxRadiusZ;
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// @}
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/// \name Static Lighting
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// @{
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/** Get the static Light Setup, using landscape under us. append lights to pointLightList.
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* NB: if find no landscape faces, don't modify pointLightList, set sunContribution=255, and return false
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* Else, use CPatch::TileLightInfluences to get lights, and use CPatch::Lumels to get sunContribution.
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* NB: because CPatch::Lumels encode the gouraud shading on the surface, returning lumelValue will
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* darken the object too much. To avoid this, the sunContribution is raised to a power (0..1).
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* See CVisualCollisionManager::setSunContributionPower(). Default is 0.5
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*/
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bool getStaticLightSetup(NLMISC::CRGBA sunAmbient, const CVector &pos, std::vector<CPointLightInfluence> &pointLightList, uint8 &sunContribution, NLMISC::CRGBA &localAmbient);
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// @}
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/// \name Debug display
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// @{
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/// Draw lines for the landscape quadgrid collision faces under us
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void displayDebugGrid(IDriver &drv) const;
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// @}
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// ***********************
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private:
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CVisualCollisionManager *_Owner;
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bool _CeilMode;
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bool _GroundMode;
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bool _SnapToRenderedTesselation;
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/// \name Landscape part.
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// @{
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/// Default capacity of _PatchQuadBlocks.
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static const uint32 _StartPatchQuadBlockSize;
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/// This is the temp array of BlockIds filled by landscape search.
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static std::vector<CPatchBlockIdent> _TmpBlockIds;
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/// This is the temp array of PatchBlocks ptr.
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static std::vector<CPatchQuadBlock*> _TmpPatchQuadBlocks;
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/** Array of quadBlock which are around the entity. NB: plain vector, because not so big (ptrs).
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* NB: reserve to a big size (64), so reallocation rarely occurs.
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* NB: this array is sorted in ascending order (comparison of CPatchBlockIdent).
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*/
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std::vector<CPatchQuadBlock*> _PatchQuadBlocks;
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/// A quadgrid of chainlist of tileId (CVisualTileDescNode), which are around the entity.
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CLandscapeCollisionGrid _LandscapeQuadGrid;
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/// The current BBox where we don't need to recompute the patchQuadBlocks if the entity is in
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CAABBox _CurrentBBoxValidity;
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/// Cache for getPatchTriangleUnderUs().
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bool _LastGPTValid;
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CVector _LastGPTPosInput;
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CVector _LastGPTPosOutput;
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CTrianglePatch _LastGPTTrianglePatch;
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/// Fast "2D" test of a triangle against ray P0 P1.
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static bool triangleIntersect2DGround(CTriangle &tri, const CVector &pos0);
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static bool triangleIntersect2DCeil(CTriangle &tri, const CVector &pos0);
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/// Fast "2D" test of a triangle against ray P0 P1.
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bool triangleIntersect(CTriangle &tri, const CVector &pos0, const CVector &pos1, CVector &hit);
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/// test if the new position is outside the preceding setuped bbox, and then compute tiles infos around the position.
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void testComputeLandscape(const CVector &pos);
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/// compute tiles infos around the position.
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void doComputeLandscape(const CVector &pos);
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/// snap to current rendered tesselation.
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void snapToLandscapeCurrentTesselation(CVector &pos, const CTrianglePatch &tri);
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/// given a CTrianglePatch, compute Patch uv according to position.
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static void computeUvForPos(const CTrianglePatch &tri, const CVector &pos, CUV &uv);
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/** return the best trianglePatch under what we are. NULL if not found.
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* Ptr is valid until next call to getPatchTriangleUnderUs()
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* Actually return NULL or &_LastTrianglePatch;
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*/
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CTrianglePatch *getPatchTriangleUnderUs(const CVector &pos, CVector &res);
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// @}
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};
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} // NL3D
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#endif // NL_VISUAL_COLLISION_ENTITY_H
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/* End of visual_collision_entity.h */
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