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/* bzflag
* Copyright (c) 1993-2025 Tim Riker
*
* This package is free software; you can redistribute it and/or
* modify it under the terms of the license found in the file
* named COPYING that should have accompanied this file.
*
* THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*/
/* TetraBuilding:
* Encapsulates a tetrahederon in the game environment.
*/
#ifndef BZF_MESH_FACE_OBSTACLE_H
#define BZF_MESH_FACE_OBSTACLE_H
#include "common.h"
#include <string>
#include <iostream>
#include "vectors.h"
#include "Ray.h"
#include "Obstacle.h"
#include "global.h"
#include "BzMaterial.h"
//#include "PhysicsDrive.h"
class MeshFace : public Obstacle
{
friend class MeshObstacle;
friend class ObstacleModifier;
public:
MeshFace(class MeshObstacle* mesh);
MeshFace(MeshObstacle* mesh, int vertexCount,
float** vertices, float** normals, float** texcoords,
const BzMaterial* material, int physics,
bool noclusters, bool smoothBounce, bool drive, bool shoot, bool ricochet);
~MeshFace();
const char* getType() const;
static const char* getClassName(); // const
bool isValid() const;
bool isFlatTop() const;
float intersect(const Ray&) const;
void getNormal(const float* p, float* n) const;
void get3DNormal(const float* p, float* n) const;
bool inCylinder(const float* p, float radius, float height) const;
bool inBox(const float* p, float angle,
float halfWidth, float halfBreadth, float height) const;
bool inMovingBox(const float* oldP, float oldAngle,
const float *newP, float newAngle,
float halfWidth, float halfBreadth, float height) const;
bool isCrossing(const float* p, float angle,
float halfWidth, float halfBreadth, float height,
float* plane) const;
bool getHitNormal(const float* pos1, float azimuth1,
const float* pos2, float azimuth2,
float halfWidth, float halfBreadth,
float height, float* normal) const;
MeshObstacle* getMesh() const;
int getVertexCount() const;
bool useNormals() const;
bool useTexcoords() const;
const float* getVertex(int index) const;
const float* getNormal(int index) const;
const float* getTexcoord(int index) const;
const float* getPlane() const;
const BzMaterial* getMaterial() const;
int getPhysicsDriver() const;
bool noClusters() const;
bool isSmoothBounce() const;
bool isSpecial() const;
bool isBaseFace() const;
bool isLinkToFace() const;
bool isLinkFromFace() const;
bool isZPlane() const;
bool isUpPlane() const;
bool isDownPlane() const;
void setLink(const MeshFace* link);
const MeshFace* getLink() const;
int packSize() const;
void *pack(void*) const;
const void *unpack(const void*);
void print(std::ostream& out, const std::string& indent) const;
public:
mutable float scratchPad;
private:
void finalize();
private:
static const char* typeName;
class MeshObstacle* mesh;
int vertexCount;
float** vertices;
float** normals;
float** texcoords;
const BzMaterial* bzMaterial;
bool smoothBounce;
bool noclusters;
int phydrv;
afvec4 plane;
afvec4* edgePlanes;
MeshFace* edges; // edge 0 is between vertex 0 and 1, etc...
// not currently used for anything
enum
{
XPlane = (1 << 0),
YPlane = (1 << 1),
ZPlane = (1 << 2),
UpPlane = (1 << 3),
DownPlane = (1 << 4),
WallPlane = (1 << 5)
} PlaneBits;
char planeBits;
enum
{
LinkToFace = (1 << 0),
LinkFromFace = (1 << 1),
BaseFace = (1 << 2),
IcyFace = (1 << 3),
StickyFace = (1 << 5),
DeathFace = (1 << 6),
PortalFace = (1 << 7)
} SpecialBits;
// combining all types into one struct, because I'm lazy
typedef struct
{
// linking data
const MeshFace* linkFace;
bool linkFromFlat;
float linkFromSide[3]; // sideways vector
float linkFromDown[3]; // downwards vector
float linkFromCenter[3];
bool linkToFlat;
float linkToSide[3]; // sideways vector
float linkToDown[3]; // downwards vector
float linkToCenter[3];
// base data
TeamColor teamColor;
} SpecialData;
uint16_t specialState;
SpecialData* specialData;
};
inline MeshObstacle* MeshFace::getMesh() const
{
return mesh;
}
inline const BzMaterial* MeshFace::getMaterial() const
{
return bzMaterial;
}
inline int MeshFace::getPhysicsDriver() const
{
return phydrv;
}
inline const float* MeshFace::getPlane() const
{
return plane;
}
inline int MeshFace::getVertexCount() const
{
return vertexCount;
}
inline const float* MeshFace::getVertex(int index) const
{
return (const float*)vertices[index];
}
inline const float* MeshFace::getNormal(int index) const
{
return (const float*)normals[index];
}
inline const float* MeshFace::getTexcoord(int index) const
{
return (const float*)texcoords[index];
}
inline bool MeshFace::useNormals() const
{
return (normals != NULL);
}
inline bool MeshFace::useTexcoords() const
{
return (texcoords != NULL);
}
inline bool MeshFace::noClusters() const
{
return noclusters;
}
inline bool MeshFace::isSmoothBounce() const
{
return smoothBounce;
}
inline bool MeshFace::isSpecial() const
{
return (specialState != 0);
}
inline bool MeshFace::isBaseFace() const
{
return (specialState & BaseFace) != 0;
}
inline bool MeshFace::isLinkToFace() const
{
return (specialState & LinkToFace) != 0;
}
inline bool MeshFace::isLinkFromFace() const
{
return (specialState & LinkFromFace) != 0;
}
inline const MeshFace* MeshFace::getLink() const
{
return specialData->linkFace;
}
inline bool MeshFace::isZPlane() const
{
return ((planeBits & ZPlane) != 0);
}
inline bool MeshFace::isUpPlane() const
{
return ((planeBits & UpPlane) != 0);
}
inline bool MeshFace::isDownPlane() const
{
return ((planeBits & DownPlane) != 0);
}
#endif // BZF_MESH_FACE_OBSTACLE_H
// Local Variables: ***
// mode: C++ ***
// tab-width: 4 ***
// c-basic-offset: 4 ***
// indent-tabs-mode: nil ***
// End: ***
// ex: shiftwidth=4 tabstop=4
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