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139 lines
4.8 KiB
C++
139 lines
4.8 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_U_VISUAL_COLLISION_MANAGER_H
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#define NL_U_VISUAL_COLLISION_MANAGER_H
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#include "nel/misc/types_nl.h"
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#include <vector>
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#include "nel/misc/vector.h"
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#include "u_visual_collision_mesh.h"
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namespace NLMISC
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{
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class CAABBox;
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}
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namespace NL3D
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{
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class ULandscape;
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class UVisualCollisionEntity;
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class UVisualCollisionMesh;
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// ***************************************************************************
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/**
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* Interface to visual collision manager.
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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 UVisualCollisionManager
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{
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protected:
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UVisualCollisionManager() {}
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virtual ~UVisualCollisionManager() {}
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public:
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// Infos about a collision mesh instance
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class CMeshInstanceColInfo
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{
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public:
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UVisualCollisionMesh Mesh;
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const NLMISC::CMatrix *WorldMatrix;
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const NLMISC::CAABBox *WorldBBox;
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uint ID;
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};
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/** setup the landscape used for this collision manager. ptr is kept, and manager must be cleared
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* when the landscape is deleted.
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*/
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virtual void setLandscape(ULandscape *landscape) =0;
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/** create an entity. NB: CVisualCollisionManager owns this ptr, and you must delete it with deleteEntity().
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* NB: all CVisualCollisionEntity are deleted when this manager is deleted.
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*/
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virtual UVisualCollisionEntity *createEntity() =0;
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/** delete an entity.
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*/
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virtual void deleteEntity(UVisualCollisionEntity *entity) =0;
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/**
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* Build a lighting table to remap sun contribution from landscape to sun contribution for objects.
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* The value remap the landscape sun contribution (0 ~ 1) to an object sun contribution (0 ~1)
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* using the following formula:
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*
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* objectSunContribution = min ( powf ( landscapeSunContribution / maxThreshold, power ), 1 );
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*
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* Default is 0.5 (=> sqrt) for power and 0.5 for maxThreshold.
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*/
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virtual void setSunContributionPower (float power, float maxThreshold) =0;
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/** Inform the VisualCollisionManager if the player is "inside" or "outside".
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* set it to true if the player is not on Landscape.
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* This is a tricky flag used for the IBBR problem: this is an issue with clusters and
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* "interior building that can be bigger than reality"
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* It is used at getCameraCollision(), and receiveShadowMap() time
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*/
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virtual void setPlayerInside(bool state) =0;
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/** Get Typical Camera 3rd person collision.
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* For landscape, it is done only against TileFaces (ie only under approx 50 m)
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* return a [0,1] value. 0 => collision at start. 1 => no collision.
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* \param radius is the radius of the 'cylinder'
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* \param cone if true, the object tested is a cone (radius goes to end)
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*/
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virtual float getCameraCollision(const NLMISC::CVector &start, const NLMISC::CVector &end, float radius, bool cone) =0;
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/** Get a Ray collision.
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* For landscape, it is done only against TileFaces (ie only under approx 50 m)
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* \return true if some collision found
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*/
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virtual bool getRayCollision(const NLMISC::CVector &start, const NLMISC::CVector &end, bool landscapeOnly= false) =0;
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/** Add a Mesh to the collision manager. For now it is used only for Camera Collision
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* \param mesh the collision mesh (keep a refptr on it)
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* \param instanceMatrix the matrix instance to apply to this mesh
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* \param avoidCollisionWhenInside special flag for the IBBR problem. if true this collision instance won't be tested if the player is "inside"
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* \param avoidCollisionWhenOutside special flag for the IBBR problem. if true this collision instance won't be tested if the player is "outside"
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* \return the id used for remove, 0 if not succeed
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*/
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virtual uint addMeshInstanceCollision(const UVisualCollisionMesh &mesh, const NLMISC::CMatrix &instanceMatrix, bool avoidCollisionWhenInside, bool avoidCollisionWhenOutside) =0;
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/** Remove a Mesh from the collision manager.
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*/
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virtual void removeMeshCollision(uint id) =0;
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// retrieve mesh that are in the given box
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virtual void getMeshs(const NLMISC::CAABBox &aabbox, std::vector<CMeshInstanceColInfo> &dest) = 0;
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};
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} // NL3D
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#endif // NL_U_VISUAL_COLLISION_MANAGER_H
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/* End of u_visual_collision_manager.h */
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