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