File: MeshObstacle.h

package info (click to toggle)
bzflag 2.4.30-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid, trixie
  • size: 26,488 kB
  • sloc: cpp: 150,376; ansic: 3,463; sh: 2,535; makefile: 2,194; perl: 486; python: 260; objc: 246; php: 206
file content (246 lines) | stat: -rw-r--r-- 6,321 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
/* 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