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107 lines
3 KiB
C++
107 lines
3 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_MANAGER_USER_H
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#define NL_VISUAL_COLLISION_MANAGER_USER_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/u_visual_collision_manager.h"
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#include "visual_collision_manager.h"
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#include "landscape_user.h"
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#include "visual_collision_entity_user.h"
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#include "ptr_set.h"
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namespace NL3D {
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/**
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* UVisualCollisionManager implementation.
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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 CVisualCollisionManagerUser : public UVisualCollisionManager
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{
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public:
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/// Constructor
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CVisualCollisionManagerUser()
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{
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}
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virtual void setLandscape(ULandscape *landscape)
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{
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_Manager.setLandscape(&(dynamic_cast<CLandscapeUser*>(landscape)->getLandscape()->Landscape));
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}
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virtual UVisualCollisionEntity *createEntity()
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{
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return _Entities.insert(new CVisualCollisionEntityUser(&_Manager));
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}
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virtual void deleteEntity(UVisualCollisionEntity *entity)
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{
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_Entities.erase(dynamic_cast<CVisualCollisionEntityUser*>(entity));
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}
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virtual void setSunContributionPower (float power, float maxThreshold)
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{
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_Manager.setSunContributionPower (power, maxThreshold);
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}
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virtual void setPlayerInside(bool state)
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{
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_Manager.setPlayerInside(state);
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}
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virtual float getCameraCollision(const CVector &start, const CVector &end, float radius, bool cone)
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{
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return _Manager.getCameraCollision (start, end, radius, cone);
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}
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virtual bool getRayCollision(const NLMISC::CVector &start, const NLMISC::CVector &end, bool landscapeOnly)
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{
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return _Manager.getRayCollision (start, end, landscapeOnly);
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}
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virtual uint addMeshInstanceCollision(const UVisualCollisionMesh &mesh, const NLMISC::CMatrix &instanceMatrix, bool avoidCollisionWhenInside, bool avoidCollisionWhenOutside);
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virtual void removeMeshCollision(uint id)
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{
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_Manager.removeMeshCollision(id);
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}
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virtual void getMeshs(const NLMISC::CAABBox &aabbox, std::vector<CMeshInstanceColInfo> &dest);
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public:
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CVisualCollisionManager &getVCM() {return _Manager;}
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protected:
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CVisualCollisionManager _Manager;
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typedef CPtrSet<CVisualCollisionEntityUser> TVisualCollisionEntitySet;
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TVisualCollisionEntitySet _Entities;
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};
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} // NL3D
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#endif // NL_VISUAL_COLLISION_MANAGER_USER_H
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/* End of visual_collision_manager_user.h */
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