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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.
*/
/* SphereObstacle:
* Encapsulates a cone in the game environment.
*/
#ifndef BZF_SPHERE_OBSTACLE_H
#define BZF_SPHERE_OBSTACLE_H
#include "common.h"
#include <string>
#include "Obstacle.h"
#include "MeshObstacle.h"
#include "MeshTransform.h"
#include "BzMaterial.h"
class SphereObstacle : public Obstacle
{
public:
enum
{
Edge,
Bottom,
MaterialCount
};
SphereObstacle();
SphereObstacle(const MeshTransform& transform,
const float* _pos, const float* _size,
float _rotation, const float _texsize[2],
bool _useNormals, bool hemisphere,
int _divisions, const BzMaterial* mats[MaterialCount],
int physics, bool bounce, bool drive, bool shoot, bool ricochet);
~SphereObstacle();
Obstacle* copyWithTransform(const MeshTransform&) const;
MeshObstacle* makeMesh();
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;
int packSize() const;
void *pack(void*) const;
const void *unpack(const void*);
void print(std::ostream& out, const std::string& indent) const;
private:
void finalize();
private:
static const char* typeName;
MeshTransform transform;
int divisions;
bool hemisphere;
int phydrv;
bool smoothBounce;
bool useNormals;
float texsize[2];
const BzMaterial* materials[MaterialCount];
};
#endif // BZF_SPHERE_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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