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113 lines
3.3 KiB
C++
113 lines
3.3 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_CAMERA_COL_H
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#define NL_CAMERA_COL_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/plane.h"
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namespace NL3D {
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// ***************************************************************************
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/**
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* A tool class used to compute differents info for camera collision
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2003
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*/
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class CCameraCol
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{
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public:
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CCameraCol();
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/** build the camera collision as a cone or a cylinder
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*/
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void build(const CVector &start, const CVector &end, float radius, bool cone);
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/** build the camera collision as a simple ray
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*/
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void buildRay(const CVector &start, const CVector &end);
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/** compute the intersection of the Camera Volume against the triangle, and minimize
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* minDist (actual square of distance) with min sqr distance of the poly.
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*/
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void minimizeDistanceAgainstTri(const CVector &p0, const CVector &p1, const CVector &p2, float &sqrMinDist);
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/** Compute into this the camera collision 'other' mul by 'matrix'
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* NB: for cone Radius, suppose uniform scale, else will have strange result (a uniform scale is deduced)
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*/
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void setApplyMatrix(const CCameraCol &other, const NLMISC::CMatrix &matrix);
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/** Get The World Bbox enclosing the camera collision volume
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*/
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const NLMISC::CAABBox &getBBox() const {return _BBox;}
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/** Get the length of the ray built
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*/
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float getRayLen() const {return _RayLen;}
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bool isSimpleRay() const { return _SimpleRay; }
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private:
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enum {MaxNPlanes=6};
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// The start of the camera raycast
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CVector _Start;
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// The end of the camera raycast
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CVector _End;
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// The radius (at end only if cone)
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float _Radius;
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// cone or cylinder?
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bool _Cone;
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// Simple Ray?
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bool _SimpleRay;
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// The World Bbox enclosing the camera collision volume
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NLMISC::CAABBox _BBox;
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// Temp Data for minimizeDistanceAgainstTri
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CVector _ArrayIn[3+MaxNPlanes];
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CVector _ArrayOut[3+MaxNPlanes];
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// The pyramid representing the camera collision volume. Nb: local to start for precision problems
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NLMISC::CPlane _Pyramid[MaxNPlanes];
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uint _NPlanes;
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// For Camera smoothing. => the pyramid is bigger
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float _MaxRadius;
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// projection of the radius at 1 meter
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float _MinRadiusProj;
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float _MaxRadiusProj;
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float _OODeltaRadiusProj;
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float _RayLen;
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CVector _RayNorm;
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// simpler method for simple ray
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void intersectRay(const CVector &p0, const CVector &p1, const CVector &p2, float &sqrMinDist);
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};
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} // NL3D
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#endif // NL_CAMERA_COL_H
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/* End of camera_col.h */
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