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

205 lines
7.8 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_VISUAL_COLLISION_ENTITY_H
#define NL_VISUAL_COLLISION_ENTITY_H
#include "nel/misc/types_nl.h"
#include "nel/3d/point_light_influence.h"
#include "nel/3d/patch.h"
#include "nel/3d/landscape_collision_grid.h"
namespace NL3D
{
class CVisualCollisionManager;
class IDriver;
struct CSurfaceInfo;
// ***************************************************************************
/**
* An entity created by CVisualCollisionManager.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CVisualCollisionEntity
{
public:
/// Constructor
CVisualCollisionEntity(CVisualCollisionManager *owner);
~CVisualCollisionEntity();
/** Snap the entity onto the ground. pos.z is modified so that it lies on the ground, according to rendered landscapes
* and meshes. see setSnapToRenderedTesselation() option.
* 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).
*/
bool snapToGround(CVector &pos);
/** Snap the entity onto the ground. pos.z is modified so that it lies on the ground, according to rendered landscapes
* and meshes.
* 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).
*/
bool snapToGround(CVector &pos, CVector &normal);
/** 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.
*/
void setGroundMode(bool groundMode) {_GroundMode= groundMode;}
/** 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.
*/
void setCeilMode(bool ceilMode) {_CeilMode= ceilMode;}
bool getGroundMode() const {return _GroundMode;}
bool getCeilMode() const {return _CeilMode;}
/** 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...
*/
void setSnapToRenderedTesselation(bool snapMode) {_SnapToRenderedTesselation= snapMode;}
bool getSnapToRenderedTesselation() const {return _SnapToRenderedTesselation;}
/** Get surface information.
* pos is checked with polygons that are at least (cache dependent) at +- 10m in altitude.
* \param info will be filled with surface information if the method returns true.
* \return true if the surface has been found and information has been filled.
*/
bool getSurfaceInfo(const CVector &pos, CSurfaceInfo &info);
/// \name Parameters.
// @{
/// This is the radius of the bbox around the entity where we have correct collisions: 10m.
static const float BBoxRadius;
/** Same as BBoxRadius, but for z value. This later should be greater because of NLPACS
* surface quadtree imprecision. 20m
* NB: Because of caching, if the pos.z passed to snapToGround() is outside of the currentBBox
* with BBoxRadiuZ/2 (=> 10m), then the bbox is recomputed.
* Hence, this actually means that a pos is checked with patchs that are at least at +- 10m in altitude.
*/
static const float BBoxRadiusZ;
// @}
/// \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, returning lumelValue will
* darken the object too much. To avoid this, the sunContribution is raised to a power (0..1).
* See CVisualCollisionManager::setSunContributionPower(). Default is 0.5
*/
bool getStaticLightSetup(NLMISC::CRGBA sunAmbient, const CVector &pos, std::vector<CPointLightInfluence> &pointLightList, uint8 &sunContribution, NLMISC::CRGBA &localAmbient);
// @}
/// \name Debug display
// @{
/// Draw lines for the landscape quadgrid collision faces under us
void displayDebugGrid(IDriver &drv) const;
// @}
// ***********************
private:
CVisualCollisionManager *_Owner;
bool _CeilMode;
bool _GroundMode;
bool _SnapToRenderedTesselation;
/// \name Landscape part.
// @{
/// Default capacity of _PatchQuadBlocks.
static const uint32 _StartPatchQuadBlockSize;
/// This is the temp array of BlockIds filled by landscape search.
static std::vector<CPatchBlockIdent> _TmpBlockIds;
/// This is the temp array of PatchBlocks ptr.
static std::vector<CPatchQuadBlock*> _TmpPatchQuadBlocks;
/** Array of quadBlock which are around the entity. NB: plain vector, because not so big (ptrs).
* NB: reserve to a big size (64), so reallocation rarely occurs.
* NB: this array is sorted in ascending order (comparison of CPatchBlockIdent).
*/
std::vector<CPatchQuadBlock*> _PatchQuadBlocks;
/// A quadgrid of chainlist of tileId (CVisualTileDescNode), which are around the entity.
CLandscapeCollisionGrid _LandscapeQuadGrid;
/// The current BBox where we don't need to recompute the patchQuadBlocks if the entity is in
CAABBox _CurrentBBoxValidity;
/// Cache for getPatchTriangleUnderUs().
bool _LastGPTValid;
CVector _LastGPTPosInput;
CVector _LastGPTPosOutput;
CTrianglePatch _LastGPTTrianglePatch;
/// Fast "2D" test of a triangle against ray P0 P1.
static bool triangleIntersect2DGround(CTriangle &tri, const CVector &pos0);
static bool triangleIntersect2DCeil(CTriangle &tri, const CVector &pos0);
/// Fast "2D" test of a triangle against ray P0 P1.
bool triangleIntersect(CTriangle &tri, const CVector &pos0, const CVector &pos1, CVector &hit);
/// test if the new position is outside the preceding setuped bbox, and then compute tiles infos around the position.
void testComputeLandscape(const CVector &pos);
/// compute tiles infos around the position.
void doComputeLandscape(const CVector &pos);
/// snap to current rendered tesselation.
void snapToLandscapeCurrentTesselation(CVector &pos, const CTrianglePatch &tri);
/// given a CTrianglePatch, compute Patch uv according to position.
static void computeUvForPos(const CTrianglePatch &tri, const CVector &pos, CUV &uv);
/** return the best trianglePatch under what we are. NULL if not found.
* Ptr is valid until next call to getPatchTriangleUnderUs()
* Actually return NULL or &_LastTrianglePatch;
*/
CTrianglePatch *getPatchTriangleUnderUs(const CVector &pos, CVector &res);
// @}
};
} // NL3D
#endif // NL_VISUAL_COLLISION_ENTITY_H
/* End of visual_collision_entity.h */