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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410
|
/* 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.
*/
/* Obstacle:
* Interface for all obstacles in the game environment,
* including boxes, pyramids, and teleporters.
*
* isInside(const float*, float) is a rough test that considers
* the tank as a circle
* isInside(const float*, float, float, float) is a careful test
* that considers the tank as a rectangle
*/
#ifndef BZF_OBSTACLE_H
#define BZF_OBSTACLE_H
#include "common.h"
// system headers
#include <string>
#include <iostream>
// common headers
#include "Extents.h"
class Ray;
class SceneNode;
class MeshTransform;
/** This ABC represents a (normally) solid object in a world. It has pure
virtual functions for getting information about it's size, checking ray
intersections, checking point intersections, computing normals etc.
All these functions have to be implemented in concrete subclasses.
*/
class Obstacle
{
friend class ObstacleModifier;
public:
/** The default constructor. It sets all values to 0
and is not very useful. */
Obstacle();
/** This function initializes the Obstacle with the given parameters.
@param pos The position of the obstacle in world coordinates
@param rotation The rotation around the obstacle's Z axis
@param hwidth Half the X size of the obstacle
@param hbreadth Half the Y size of the obstacle
@param height The Z size of the obstacle
@param drive @c true if the obstacle is drivethrough, i.e. tanks
can pass through it
@param shoot @c true if the obstacle is shootthrough, i.e. bullets
can pass through it
*/
Obstacle(const float* pos, float rotation, float hwidth, float hbreadth,
float height, bool drive = false, bool shoot = false, bool rico = false);
/** This function makes a copy using the given transform */
virtual Obstacle* copyWithTransform(const MeshTransform&) const;
/** A virtual destructor is needed to let subclasses do their cleanup. */
virtual ~Obstacle();
/** This function returns a string describing what kind of obstacle this is.
*/
virtual const char* getType() const = 0;
/** This function calculates extents from pos, size, and rotation */
void setExtents();
/** This function returns true if the obstacle is valid */
virtual bool isValid() const;
/** This function returns true if the obstacle has a flat top */
virtual bool isFlatTop() const;
/** TThis function returns the network packed size in bytes */
virtual int packSize() const = 0;
/** This function packs the obstacle into buf */
virtual void *pack(void* buf) const = 0;
/** This function unpacks the obstacle from buf */
virtual const void *unpack(const void* buf) = 0;
/** This function prints the obstacle to the stream */
virtual void print(std::ostream& out, const std::string& indent) const = 0;
/** This function prints the obstacle in Alias Wavefront format to the stream */
virtual void printOBJ(std::ostream&, const std::string&) const
{
return;
}
/** This function returns the position of this obstacle. */
const Extents& getExtents() const;
/** This function returns the position of this obstacle. */
const float* getPosition() const;
/** This function returns the sizes of this obstacle. */
const float* getSize() const;
/** This function returns the obstacle's rotation around its own Y axis. */
float getRotation() const;
/** This function returns half the obstacle's X size. */
float getWidth() const;
/** This function returns half the obstacle's Y size. */
float getBreadth() const;
/** This function returns the obstacle's full height. */
float getHeight() const;
/** This function returns the time of intersection between the obstacle
and a Ray object. If the ray does not intersect this obstacle -1 is
returned. */
virtual float intersect(const Ray&) const = 0;
/** This function computes the two-dimensional surface normal of this
obstacle at the point @c p. The normal is stored in @c n. */
virtual void getNormal(const float* p, float* n) const = 0;
/** This function computes the three-dimensional surface normal of this
obstacle at the point @c p. The normal is stored in @c n. */
virtual void get3DNormal(const float* p, float* n) const;
/** This function checks if a tank, approximated as a cylinder with base
centre in point @c p and radius @c radius, intersects this obstacle. */
virtual bool inCylinder(const float* p, float radius, float height) const = 0;
/** This function checks if a tank, approximated as a box rotated around its
Z axis, intersects this obstacle. */
virtual bool inBox(const float* p, float angle,
float halfWidth, float halfBreadth, float height) const = 0;
/** This function checks if a tank, approximated as a box rotated around its
Z axis, intersects this obstacle. It also factors in the difference
between the old Z location and the new Z location */
virtual bool inMovingBox(const float* oldP, float oldAngle,
const float* newP, float newAngle,
float halfWidth, float halfBreadth, float height) const = 0;
/** This function checks if a horizontal rectangle crosses the surface of
this obstacle.
@param p The position of the centre of the rectangle
@param angle The rotation of the rectangle
@param halfWidth Half the width of the rectangle
@param halfBreadth Half the breadth of the rectangle
@param plane The tangent plane of the obstacle where it's
intersected by the rectangle will be stored here
*/
virtual bool isCrossing(const float* p, float angle,
float halfWidth, float halfBreadth, float height,
float* plane) const;
/** This function checks if a box moving from @c pos1 to @c pos2 will hit
this obstacle, and if it does what the surface normal at the hitpoint is.
@param pos1 The original position of the box
@param azimuth1 The original rotation of the box
@param pos2 The position of the box at the hit
@param azimuth2 The rotation of the box at the hit
@param halfWidth Half the width of the box
@param halfBreadth Half the breadth of the box
@param height The height of the box
@param normal The surface normal of this obstacle at the hit point
will be stored here
@returns @c true if the box hits this obstacle, @c false
otherwise
*/
virtual bool getHitNormal(const float* pos1, float azimuth1,
const float* pos2, float azimuth2,
float halfWidth, float halfBreadth,
float height, float* normal) const = 0;
/** This function returns @c true if tanks can pass through this object,
@c false if they can't. */
bool isDriveThrough() const;
/** This function returns @c true if bullets can pass through this object,
@c false if they can't. */
bool isShootThrough() const;
/** This function returns @c true if tanks and bullets can pass through
this object, @c false if either can not */
bool isPassable() const;
/** This function returns @c true if bullets will bounce off of this
* object, @c false if they simply die of contact */
bool canRicochet() const;
/** This function sets the "zFlip" flag of this obstacle, i.e. if it's
upside down. */
void setZFlip(void);
/** This function returns the "zFlip" flag of this obstacle.
@see setZFlip()
*/
bool getZFlip(void) const;
// where did the object come from?
enum SourceBits
{
WorldSource = 0,
GroupDefSource = (1 << 0),
ContainerSource = (1 << 1)
};
void setSource(char);
char getSource() const;
bool isFromWorldFile() const;
bool isFromGroupDef() const;
bool isFromContainer() const;
/** This function resets the object ID counter for printing OBJ files */
static void resetObjCounter();
// inside sceneNodes
void addInsideSceneNode(SceneNode* node);
void freeInsideSceneNodeList();
int getInsideSceneNodeCount() const;
SceneNode** getInsideSceneNodeList() const;
/** This boolean is used by CollisionManager.
Someone else can 'friend'ify it later.
*/
bool collisionState;
/** The maximum extent of any object parameter
*/
static const float maxExtent;
protected:
/** This function checks if a moving horizontal rectangle will hit a
box-shaped obstacle, and if it does, computes the obstacle's normal
at the hitpoint.
@param pos1 The original position of the rectangle
@param azimuth1 The original rotation of the rectangle
@param pos2 The final position of the rectangle
@param azimuth2 The final rotation of the rectangle
@param halfWidth Half the width of the rectangle
@param halfBreadth Half the breadth of the rectangle
@param oPos The position of the obstacle
@param oAzimuth The rotation of the obstacle
@param oWidth Half the width of the obstacle
@param oBreadth Half the breadth of the obstacle
@param oHeight The height of the obstacle
@param normal The surface normal of the obstacle at the hitpoint
will be stored here
@returns The time of the hit, where 0 is the time when the
rectangle is at @c pos1 and 1 is the time when it's
at @c pos2, and -1 means "no hit"
*/
float getHitNormal(const float* pos1, float azimuth1,
const float* pos2, float azimuth2,
float halfWidth, float halfBreadth,
const float* oPos, float oAzimuth,
float oWidth, float oBreadth, float oHeight,
float* normal) const;
protected:
static int getObjCounter();
static void incObjCounter();
protected:
Extents extents;
float pos[3];
float size[3]; // width, breadth, height
float angle;
bool driveThrough;
bool shootThrough;
bool ricochet;
bool ZFlip;
char source;
private:
int insideNodeCount;
SceneNode** insideNodes;
private:
static int objCounter;
};
//
// Obstacle
//
inline const Extents& Obstacle::getExtents() const
{
return extents;
}
inline const float* Obstacle::getPosition() const
{
return pos;
}
inline const float* Obstacle::getSize() const
{
return size;
}
inline float Obstacle::getRotation() const
{
return angle;
}
inline float Obstacle::getWidth() const
{
return size[0];
}
inline float Obstacle::getBreadth() const
{
return size[1];
}
inline float Obstacle::getHeight() const
{
return size[2];
}
inline void Obstacle::get3DNormal(const float *p, float *n) const
{
getNormal(p, n);
}
inline bool Obstacle::isDriveThrough() const
{
return driveThrough;
}
inline bool Obstacle::isShootThrough() const
{
return shootThrough;
}
inline bool Obstacle::isPassable() const
{
return (driveThrough && shootThrough);
}
inline bool Obstacle::canRicochet() const
{
return ricochet;
}
inline void Obstacle::setSource(char _source)
{
source = _source;
return;
}
inline char Obstacle::getSource() const
{
return source;
}
inline bool Obstacle::isFromWorldFile() const
{
return (source == WorldSource);
}
inline bool Obstacle::isFromGroupDef() const
{
return ((source & GroupDefSource) != 0);
}
inline bool Obstacle::isFromContainer() const
{
return ((source & ContainerSource) != 0);
}
inline int Obstacle::getObjCounter()
{
return objCounter;
}
inline void Obstacle::incObjCounter()
{
objCounter++;
}
inline void Obstacle::resetObjCounter()
{
objCounter = 0;
}
#endif // BZF_OBSTACLE_H
// Local Variables: ***
// mode: C++ ***
// tab-width: 4 ***
// c-basic-offset: 4 ***
// indent-tabs-mode: nil ***
// End: ***
// ex: shiftwidth=4 tabstop=4
|