khanat-opennel-code/code/nel/include/nel/3d/mini_col.h

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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_MINI_COL_H
#define NL_MINI_COL_H
#include "nel/misc/types_nl.h"
#include "nel/misc/matrix.h"
#include "nel/misc/plane.h"
#include "nel/misc/triangle.h"
#include "nel/3d/quad_grid.h"
#include "nel/3d/landscape.h"
#include <set>
namespace NL3D
{
using NLMISC::CVector;
using NLMISC::CPlane;
// ***************************************************************************
/**
* This is a TEMPORARY collision "system".
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
class CMiniCol
{
public:
/// Constructor
CMiniCol();
/// Init the size of the collision system, and init it with the landscape.
void init(CLandscape *land, float radMin=100, float radDelta=50);
/// Add a zone to the collision system. Zone must be loaded into the landscape before.
void addZone(uint16 zoneId);
/// Remove a zone from the collision system. Zone do not have to be loaded into the landscape.
void removeZone(uint16 zoneId);
/// Reset the center of interset of the collision zone.
void setCenter(const CVector& center);
/** This function test if a move is OK, by snaping it to ground, and test if angle is<45deg.
* If !OK, cur is set to prec, and false is returned.
*/
bool testMove(const CVector &prec, CVector &cur);
/** This function snap a position on the current set of faces.
* hbot and hup are the margin where pos.z can't change. (the pos can't move higher than +hup and lower than -hbot)
*/
bool snapToGround(CVector &pos, float hup=0.5, float hbot=1000);
/** This function get the ground normal under a position.
* hbot and hup are the margin where face can be taken.
*/
bool getGroundNormal(const CVector &pos, CVector &normal, float hup=0.5, float hbot=1000);
/** This function get the faces which intersect a bbox..
*/
void getFaces(std::vector<CTriangle> &triresult, const CAABBox &bbox);
// *****************************
private:
struct CFace
{
CTriangle Face;
CPlane Plane;
uint16 ZoneId; // From which zone this face come from...
uint16 PatchId; // From which patch this face come from...
bool isFromPatch(sint zoneId, sint patchId) const
{
return ZoneId==zoneId && PatchId==patchId;
}
};
struct CPatchIdent
{
CBSphere Sphere;
bool Inserted;
CPatchIdent() {Inserted= false;}
};
struct CZoneIdent
{
sint ZoneId;
CBSphere Sphere;
sint NPatchInserted; // number of patch inserted.
std::vector<CPatchIdent> Patchs;
CZoneIdent() {NPatchInserted= 0;}
bool operator<(const CZoneIdent &z) const {return ZoneId<z.ZoneId;}
};
typedef CQuadGrid<CFace> TGrid;
typedef std::set<CZoneIdent> TZoneSet;
private:
CRefPtr<CLandscape> _Landscape;
float _RadMin, _RadMax;
TGrid _Grid;
TZoneSet _Zones;
//bool _Inited;
private:
void addFaces(const std::vector<CTriangle> &faces, uint16 zoneId, uint16 patchId);
void addLandscapePart(uint16 zoneId, uint16 patchId);
void removeLandScapePart(uint16 zoneId, uint16 patchId, const CBSphere &sphere);
};
} // NL3D
#endif // NL_MINI_COL_H
/* End of mini_col.h */