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150 lines
3.8 KiB
C++
150 lines
3.8 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_MINI_COL_H
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#define NL_MINI_COL_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/matrix.h"
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#include "nel/misc/plane.h"
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#include "nel/misc/triangle.h"
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#include "nel/3d/quad_grid.h"
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#include "nel/3d/landscape.h"
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#include <set>
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namespace NL3D
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{
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using NLMISC::CVector;
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using NLMISC::CPlane;
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// ***************************************************************************
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/**
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* This is a TEMPORARY collision "system".
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CMiniCol
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{
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public:
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/// Constructor
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CMiniCol();
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/// Init the size of the collision system, and init it with the landscape.
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void init(CLandscape *land, float radMin=100, float radDelta=50);
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/// Add a zone to the collision system. Zone must be loaded into the landscape before.
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void addZone(uint16 zoneId);
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/// Remove a zone from the collision system. Zone do not have to be loaded into the landscape.
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void removeZone(uint16 zoneId);
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/// Reset the center of interset of the collision zone.
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void setCenter(const CVector& center);
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/** This function test if a move is OK, by snaping it to ground, and test if angle is<45deg.
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* If !OK, cur is set to prec, and false is returned.
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*/
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bool testMove(const CVector &prec, CVector &cur);
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/** This function snap a position on the current set of faces.
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* hbot and hup are the margin where pos.z can't change. (the pos can't move higher than +hup and lower than -hbot)
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*/
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bool snapToGround(CVector &pos, float hup=0.5, float hbot=1000);
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/** This function get the ground normal under a position.
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* hbot and hup are the margin where face can be taken.
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*/
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bool getGroundNormal(const CVector &pos, CVector &normal, float hup=0.5, float hbot=1000);
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/** This function get the faces which intersect a bbox..
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*/
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void getFaces(std::vector<CTriangle> &triresult, const CAABBox &bbox);
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// *****************************
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private:
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struct CFace
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{
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CTriangle Face;
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CPlane Plane;
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uint16 ZoneId; // From which zone this face come from...
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uint16 PatchId; // From which patch this face come from...
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bool isFromPatch(sint zoneId, sint patchId) const
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{
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return ZoneId==zoneId && PatchId==patchId;
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}
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};
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struct CPatchIdent
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{
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CBSphere Sphere;
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bool Inserted;
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CPatchIdent() {Inserted= false;}
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};
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struct CZoneIdent
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{
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sint ZoneId;
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CBSphere Sphere;
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sint NPatchInserted; // number of patch inserted.
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std::vector<CPatchIdent> Patchs;
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CZoneIdent() {NPatchInserted= 0;}
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bool operator<(const CZoneIdent &z) const {return ZoneId<z.ZoneId;}
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};
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typedef CQuadGrid<CFace> TGrid;
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typedef std::set<CZoneIdent> TZoneSet;
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private:
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CRefPtr<CLandscape> _Landscape;
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float _RadMin, _RadMax;
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TGrid _Grid;
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TZoneSet _Zones;
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//bool _Inited;
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private:
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void addFaces(const std::vector<CTriangle> &faces, uint16 zoneId, uint16 patchId);
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void addLandscapePart(uint16 zoneId, uint16 patchId);
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void removeLandScapePart(uint16 zoneId, uint16 patchId, const CBSphere &sphere);
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};
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} // NL3D
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#endif // NL_MINI_COL_H
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/* End of mini_col.h */
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