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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_OBSTACLE_H
#define BZF_MESH_OBSTACLE_H
#include "common.h"
#include <string>
#include <vector>
#include <iostream>
#include "vectors.h"
#include "Ray.h"
#include "Obstacle.h"
#include "MeshFace.h"
#include "MeshTransform.h"
class MeshDrawInfo;
class MeshObstacle : public Obstacle
{
public:
MeshObstacle();
MeshObstacle(const MeshTransform& transform,
const std::vector<char>& checkTypes,
const std::vector<cfvec3>& checkPoints,
const std::vector<cfvec3>& vertices,
const std::vector<cfvec3>& normals,
const std::vector<cfvec2>& texcoords,
int faceCount, bool noclusters,
bool bounce, bool drive, bool shoot, bool ricochet);
bool addFace (const std::vector<int>& vertices,
const std::vector<int>& normals,
const std::vector<int>& texcoords,
const BzMaterial* bzMaterial, int physics,
bool noclusters, bool bounce, bool drive, bool shoot,
bool ricochet, bool triangulate);
~MeshObstacle();
void finalize();
Obstacle* copyWithTransform(const MeshTransform&) const;
void copyFace(int face, MeshObstacle* mesh) const;
void setName(const std::string& name);
const std::string& getName() const;
enum CheckType
{
CheckInside = 0,
CheckOutside = 1,
InsideParity = 2,
OutsidePartiy = 3
};
const char* getType() const;
static const char* getClassName(); // const
bool isValid() 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;
bool containsPoint(const float point[3]) const;
bool containsPointNoOctree(const float point[3]) const;
const char *getCheckTypes() const;
const afvec3 *getCheckPoints() const;
afvec3 *getVertices() const;
afvec3 *getNormals() const;
afvec2 *getTexcoords() const;
int getCheckCount() const;
int getVertexCount() const;
int getNormalCount() const;
int getTexcoordCount() const;
int getFaceCount() const;
MeshFace* getFace(int face) const;
const float* getPosition() const;
bool useSmoothBounce() const;
bool noClusters() const;
MeshDrawInfo* getDrawInfo() const;
void setDrawInfo(MeshDrawInfo*);
int packSize() const;
void *pack(void*) const;
const void *unpack(const void*);
void print(std::ostream& out, const std::string& indent) const;
void printOBJ(std::ostream& out, const std::string& indent) const;
private:
void makeFacePointers(const std::vector<int>& _vertices,
const std::vector<int>& _normals,
const std::vector<int>& _texcoords,
float**& v, float**& n, float**& t);
private:
static const char* typeName;
std::string name;
int checkCount;
char* checkTypes;
afvec3* checkPoints;
int vertexCount;
afvec3* vertices;
int normalCount;
afvec3* normals;
int texcoordCount;
afvec2* texcoords;
int faceCount, faceSize;
MeshFace** faces;
bool smoothBounce;
bool noclusters;
bool inverted; // used during building. can be ditched if
// edge tables are setup with bi-directional
// ray-vs-face tests and parity counts.
MeshDrawInfo* drawInfo; // hidden data stored in extra texcoords
};
inline const char *MeshObstacle::getCheckTypes() const
{
return checkTypes;
}
inline const afvec3 *MeshObstacle::getCheckPoints() const
{
return checkPoints;
}
inline afvec3 *MeshObstacle::getVertices() const
{
return vertices;
}
inline afvec3 *MeshObstacle::getNormals() const
{
return normals;
}
inline afvec2 *MeshObstacle::getTexcoords() const
{
return texcoords;
}
inline int MeshObstacle::getCheckCount() const
{
return checkCount;
}
inline int MeshObstacle::getVertexCount() const
{
return vertexCount;
}
inline int MeshObstacle::getNormalCount() const
{
return normalCount;
}
inline int MeshObstacle::getTexcoordCount() const
{
return texcoordCount;
}
inline int MeshObstacle::getFaceCount() const
{
return faceCount;
}
inline MeshFace* MeshObstacle::getFace(int face) const
{
return faces[face];
}
inline const float* MeshObstacle::getPosition() const
{
return pos;
}
inline bool MeshObstacle::useSmoothBounce() const
{
return smoothBounce;
}
inline bool MeshObstacle::noClusters() const
{
return noclusters;
}
inline MeshDrawInfo* MeshObstacle::getDrawInfo() const
{
return drawInfo;
}
inline const std::string& MeshObstacle::getName() const
{
return name;
}
inline void MeshObstacle::setName(const std::string& str)
{
name = str;
return;
}
#endif // BZF_MESH_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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