Serious-Engine/Sources/Engine/World/WorldCollision.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_WORLDCOLLISION_H
#define SE_INCL_WORLDCOLLISION_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Base/Lists.h>
#include <Engine/Templates/StaticArray.h>
#include <Engine/Math/Vector.h>
#include <Engine/Math/Matrix.h>
#include <Engine/Math/Placement.h>
#include <Engine/Entities/EntityCollision.h>
/*
* A class used for clipping a movement.
*/
class CClipMove {
public:
BOOL cm_bMovingBrush; // set if moving a brush (some things are reversed then)
CMovableEntity *cm_penMoving; // entity that is moving
CEntity *cm_penA; // entity A - can be only model
CEntity *cm_penB; // entity B - can be either model or brush
// masks for collision flags of other entities
ULONG cm_ulTestMask1;
ULONG cm_ulTestMask2;
ULONG cm_ulPassMaskA; // pass - send event to A
ULONG cm_ulPassMaskB; // pass - send event to B
// test if should test with some entity
inline BOOL MustTest(CEntity *pen) {
return
(pen->en_ulCollisionFlags&cm_ulTestMask1)&&
(pen->en_ulCollisionFlags&cm_ulTestMask2);
};
// send pass if needed
inline BOOL SendPassEvent(CEntity *pen);
CListHead cm_lhActiveSectors; // brush sectors that are queued for testing
// placement of entity A
FLOAT3D cm_vA0; FLOATmatrix3D cm_mA0; // at the start of movement
FLOAT3D cm_vA1; FLOATmatrix3D cm_mA1; // at the end of movement
// placement of entity B
FLOAT3D cm_vB0; FLOATmatrix3D cm_mB0; // at the start of movement
FLOAT3D cm_vB1; FLOATmatrix3D cm_mB1; // at the end of movement
CStaticArray<CMovingSphere> *cm_pamsA; // bounding spheres used by entity A
CStaticArray<CMovingSphere> *cm_pamsB; // bounding spheres used by entity B (if not brush)
// helper variables
FLOATaabbox3D cm_boxMovementPath; // aabbox around entire movement path
CEntity *cm_penTested; // entity to be remembered if hit (A or B)
CBrushPolygon *cm_pbpoTested; // brush polygon to be remembered if hit
class CWorld *cm_pwoWorld; // world that movement is taking place in
// projections for converting from space of entity A to space of entity B
FLOAT3D cm_vAToB0; FLOATmatrix3D cm_mAToB0; // at the start of movement
FLOAT3D cm_vAToB1; FLOATmatrix3D cm_mAToB1; // at the end of movement
// for converting from space of entity B to absolute space
FLOAT3D cm_vBToAbsolute; FLOATmatrix3D cm_mBToAbsolute;
FLOATaabbox3D cm_boxMovementPathAbsoluteA; // movement box in absolute space for A entity
// get start and end positions of an entity in this tick
inline void GetPositionsOfEntity(
CEntity *pen, FLOAT3D &v0, FLOATmatrix3D &m0, FLOAT3D &v1, FLOATmatrix3D &m1);
/* Project spheres of entity A to space of entity B. */
void ProjectASpheresToB(void);
/* Find movement box in absolute space for A entity. */
void FindAbsoluteMovementBoxForA(void);
/* Clip a moving point to a sphere, update collision data. */
inline void ClipMovingPointToSphere(const FLOAT3D &vStart, const FLOAT3D &vEnd,
const FLOAT3D &vSphereCenter, const FLOAT fSphereRadius);
/* Clip a moving point to a cylinder, update collision data. */
inline void ClipMovingPointToCylinder(const FLOAT3D &vStart, const FLOAT3D &vEnd,
const FLOAT3D &vCylinderBottomCenter, const FLOAT3D &vCylinderTopCenter,
const FLOAT fCylinderRadius);
/* Clip a moving sphere to a standing sphere, update collision data. */
void ClipMovingSphereToSphere(const CMovingSphere &msMoving,
const CMovingSphere &msStanding);
/* Clip a moving sphere to a brush polygon, update collision data. */
void ClipMovingSphereToBrushPolygon(
const CMovingSphere &msMoving, CBrushPolygon *pbpoPolygon);
/* Clip a moving sphere to a terrain polygon, update collision data. */
void ClipMovingSphereToTerrainPolygon(
const CMovingSphere &msMoving, const FLOAT3D &v0, const FLOAT3D &v1, const FLOAT3D &v2);
/* Clip movement to a brush polygon. */
void ClipMoveToBrushPolygon(CBrushPolygon *pbpoPolygon);
/* Clip movement to a terrain polygon. */
void ClipMoveToTerrainPolygon(const FLOAT3D &v0, const FLOAT3D &v1, const FLOAT3D &v2);
/* Prepare projections and spheres for movement clipping. */
void PrepareProjectionsAndSpheres(void);
/* Clip movement if B is a model. */
void ClipModelMoveToModel(void);
/* Clip movement if B is a brush. */
void ClipBrushMoveToModel(void);
/* Clip movement to a model entity. */
void ClipMoveToModel(CEntity *penModel);
void ClipToNonZoningSector(CBrushSector *pbsc);
void ClipToZoningSector(CBrushSector *pbsc);
void ClipToTerrain(CEntity *pen);
/* Cache near polygons of movable entity. */
void CacheNearPolygons(void);
/* Clip movement to brush sectors near the entity. */
void ClipMoveToBrushes(void);
/* Clip movement to models near the entity. */
void ClipMoveToModels(void);
/* Clip movement to the world. */
void ClipMoveToWorld(class CWorld *pwoWorld);
public:
// these are filled by clipping algorithm:
CEntity *cm_penHit; // entity hit when moving. NULL if nothing was hit
CBrushPolygon *cm_pbpoHit; // brush polygon that was hit (NULL if did not hit a brush)
FLOAT cm_fMovementFraction; // fraction of movement done before hitting
FLOATplane3D cm_plClippedPlane; // the plane that was hit (in absolute space)
FLOAT3D cm_vClippedLine; // vector describing part of test line that was clipped
/* Constructor. */
CClipMove(CMovableEntity *penEntity);
};
#endif /* include-once check. */