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

143 lines
4.8 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_ENTITY_H
#define NL_U_VISUAL_COLLISION_ENTITY_H
#include "nel/misc/types_nl.h"
#include "nel/misc/vector.h"
#include "nel/misc/rgba.h"
#include "point_light_influence.h"
namespace NL3D
{
class UDriver;
using NLMISC::CVector;
/**
* Surface data information structure
*/
struct CSurfaceInfo
{
/**
* This user surface data is the user value setuped for this surface in the surface data.
* Default value is 0.
*/
uint UserSurfaceData;
};
/**
* Interface to visual collision entity.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class UVisualCollisionEntity
{
protected:
UVisualCollisionEntity() {}
virtual ~UVisualCollisionEntity() {}
public:
/** Snap the entity onto the ground. pos.z is modified so that it lies on the ground, according to rendered landscapes
* and meshes setuped into the visual collision manager.
* pos is checked with polygons that are at least (cache dependent) at +- 10m in altitude.
* \return true if pos.z has been modified (sometimes it may not find a solution).
*/
virtual bool snapToGround(CVector &pos) =0;
/** Snap the entity onto the ground. pos.z is modified so that it lies on the ground, according to rendered landscapes
* and meshes setuped into the visual collision manager.
* pos is checked with polygons that are at least (cache dependent) at +- 10m in altitude.
* \param normal the ret normal of where it is snapped. NB: if return false, not modified.
* \return true if pos.z has been modified (sometimes it may not find a solution).
*/
virtual bool snapToGround(CVector &pos, CVector &normal) =0;
/** If groundMode is true, the entity is snapped on faces with normal.z > 0. Default is true.
* NB: if both groundMode and ceilMode are false, snapToGround is a no-op.
*/
virtual void setGroundMode(bool groundMode) =0;
/** If ceilMode is true, the entity is snapped on faces with normal.z < 0. Default is false.
* NB: if both groundMode and ceilMode are false, snapToGround is a no-op.
*/
virtual void setCeilMode(bool ceilMode) =0;
virtual bool getGroundMode() const =0;
virtual bool getCeilMode() const =0;
/** By default, the visual collision entity is snapped on rendered/geomorphed tesselation (true).
* Use this method to change this behavior. if false, the entity is snapped to the tile level tesselation
* according to noise etc...
*/
virtual void setSnapToRenderedTesselation(bool snapMode) =0;
virtual bool getSnapToRenderedTesselation() const =0;
/// \name Surface Informations
/** Get surface informations.
* pos is checked with polygons that are at least (cache dependent) at +- 10m in altitude.
* \param info will be filled with surface informations if the method returns true.
* \return true if the surface has been found and informations has been filled.
*/
virtual bool getSurfaceInfo(const CVector &pos, CSurfaceInfo &info) =0;
/// \name Static Lighting
// @{
/** Get the static Light Setup, using landscape under us. append lights to pointLightList.
* NB: if find no landscape faces, don't modify pointLightList, set sunContribution=255, and return false
* Else, use CPatch::TileLightInfluences to get lights, and use CPatch::Lumels to get sunContribution.
* NB: because CPatch::Lumels encode the gouraud shading on the surface, return lumelValue*2 so
* the object won't be too darken.
*/
virtual bool getStaticLightSetup(NLMISC::CRGBA sunAmbient, const CVector &pos, std::vector<CPointLightInfluence> &pointLightList, uint8 &sunContribution, NLMISC::CRGBA &localAmbient) =0;
// @}
/// \name Debug display
// @{
/** Draw lines for the landscape quadgrid collision faces under us
* NB: a drv.setMatrixMode3D() should have been done before.
*/
virtual void displayDebugGrid(UDriver &drv) const =0;
// @}
};
} // NL3D
#endif // NL_U_VISUAL_COLLISION_ENTITY_H
/* End of u_visual_collision_entity.h */