khanat-code-old/code/nel/include/nel/3d/u_visual_collision_manager.h
2010-06-12 12:17:29 +02:00

139 lines
4.9 KiB
C++

// 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_U_VISUAL_COLLISION_MANAGER_H
#define NL_U_VISUAL_COLLISION_MANAGER_H
#include "nel/misc/types_nl.h"
#include <vector>
#include "nel/misc/vector.h"
#include "u_visual_collision_mesh.h"
namespace NLMISC
{
class CAABBox;
}
namespace NL3D
{
class ULandscape;
class UVisualCollisionEntity;
class UVisualCollisionMesh;
// ***************************************************************************
/**
* Interface to visual collision manager.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class UVisualCollisionManager
{
protected:
UVisualCollisionManager() {}
virtual ~UVisualCollisionManager() {}
public:
// Infos about a collision mesh instance
class CMeshInstanceColInfo
{
public:
UVisualCollisionMesh Mesh;
const NLMISC::CMatrix *WorldMatrix;
const NLMISC::CAABBox *WorldBBox;
uint ID;
};
/** setup the landscape used for this collision manager. ptr is kept, and manager must be cleared
* when the landscape is deleted.
*/
virtual void setLandscape(ULandscape *landscape) =0;
/** create an entity. NB: CVisualCollisionManager owns this ptr, and you must delete it with deleteEntity().
* NB: all CVisualCollisionEntity are deleted when this manager is deleted.
*/
virtual UVisualCollisionEntity *createEntity() =0;
/** delete an entity.
*/
virtual void deleteEntity(UVisualCollisionEntity *entity) =0;
/**
* Build a lighting table to remap sun contribution from landscape to sun contribution for objects.
* The value remap the landscape sun contribution (0 ~ 1) to an object sun contribution (0 ~1)
* using the following formula:
*
* objectSunContribution = min ( powf ( landscapeSunContribution / maxThreshold, power ), 1 );
*
* Default is 0.5 (=> sqrt) for power and 0.5 for maxThreshold.
*/
virtual void setSunContributionPower (float power, float maxThreshold) =0;
/** Inform the VisualCollisionManager if the player is "inside" or "outside".
* set it to true if the player is not on Landscape.
* This is a tricky flag used for the IBBR problem: this is an issue with clusters and
* "interior building that can be bigger than reality"
* It is used at getCameraCollision(), and receiveShadowMap() time
*/
virtual void setPlayerInside(bool state) =0;
/** Get Typical Camera 3rd person collision.
* For landscape, it is done only against TileFaces (ie only under approx 50 m)
* return a [0,1] value. 0 => collision at start. 1 => no collision.
* \param radius is the radius of the 'cylinder'
* \param cone if true, the object tested is a cone (radius goes to end)
*/
virtual float getCameraCollision(const NLMISC::CVector &start, const NLMISC::CVector &end, float radius, bool cone) =0;
/** Get a Ray collision.
* For landscape, it is done only against TileFaces (ie only under approx 50 m)
* \return true if some collision found
*/
virtual bool getRayCollision(const NLMISC::CVector &start, const NLMISC::CVector &end, bool landscapeOnly= false) =0;
/** Add a Mesh to the collision manager. For now it is used only for Camera Collision
* \param mesh the collision mesh (keep a refptr on it)
* \param instanceMatrix the matrix instance to apply to this mesh
* \param avoidCollisionWhenInside special flag for the IBBR problem. if true this collision instance won't be tested if the player is "inside"
* \param avoidCollisionWhenOutside special flag for the IBBR problem. if true this collision instance won't be tested if the player is "outside"
* \return the id used for remove, 0 if not succeed
*/
virtual uint addMeshInstanceCollision(const UVisualCollisionMesh &mesh, const NLMISC::CMatrix &instanceMatrix, bool avoidCollisionWhenInside, bool avoidCollisionWhenOutside) =0;
/** Remove a Mesh from the collision manager.
*/
virtual void removeMeshCollision(uint id) =0;
// retrieve mesh that are in the given box
virtual void getMeshs(const NLMISC::CAABBox &aabbox, std::vector<CMeshInstanceColInfo> &dest) = 0;
};
} // NL3D
#endif // NL_U_VISUAL_COLLISION_MANAGER_H
/* End of u_visual_collision_manager.h */