Serious-Engine/Sources/Engine/Entities/EntityCollision.h

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#ifndef SE_INCL_ENTITYCOLLISION_H
#define SE_INCL_ENTITYCOLLISION_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Math/Vector.h>
#include <Engine/Math/Matrix.h>
#include <Engine/Math/AABBox.h>
#include <Engine/Templates/StaticArray.h>
/*
* Bounding sphere used for movement clipping.
*/
class ENGINE_API CMovingSphere {
public:
// implementation:
FLOAT3D ms_vCenter; // sphere center in space of moving entity
FLOAT ms_fR; // sphere radius
FLOAT3D ms_vRelativeCenter0; // start point of sphere center in space of standing entity
FLOAT3D ms_vRelativeCenter1; // end point of sphere center in space of standing entity
FLOATaabbox3D ms_boxMovement; // the movement path in space of standing entity
public:
// interface:
};
// Used for caching collision info for models
#define CIF_IGNOREHEADING (1L<<0) // heading rotation can be ignored
#define CIF_IGNOREROTATION (1L<<1) // any rotation can be ignored
#define CIF_CANSTANDONHANDLE (1L<<2) // entity can stand on its handle sphere
#define CIF_BRUSH (1L<<3) // entity is a brush
class ENGINE_API CCollisionInfo {
public:
CStaticArray<CMovingSphere> ci_absSpheres; // collision spheres of the model
FLOAT ci_fMinHeight, ci_fMaxHeight; // height span of the model
FLOAT ci_fHandleY; // y coordinate of handle sphere to stand on
FLOAT ci_fHandleR; // radius of handle sphere to stand on
FLOATaabbox3D ci_boxCurrent; // current bounding box
ULONG ci_ulFlags;
CCollisionInfo(void) {};
CCollisionInfo(const CCollisionInfo &ciOrg);
/* Create collision info for a model. */
void FromModel(CEntity *penModel, INDEX iBox);
/* Create collision info for a ska model */
void FromSkaModel(CEntity *penModel, INDEX iBox);
/* Create collision info for a brush. */
void FromBrush(CBrush3D *pbrBrush);
/* Calculate bounding box in absolute space from position. */
void MakeBoxAtPlacement(const FLOAT3D &vPosition, const FLOATmatrix3D &mRotation,
FLOATaabbox3D &box);
// get maximum radius of entity in xz plane (relative to entity handle)
FLOAT GetMaxFloorRadius(void);
inline void Clear(void) { ci_absSpheres.Clear(); };
};
#endif /* include-once check. */