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239 lines
7.9 KiB
C++
239 lines
7.9 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_VISUAL_COLLISION_MANAGER_H
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#define NL_VISUAL_COLLISION_MANAGER_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/block_memory.h"
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#include "patch.h"
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#include "landscape.h"
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#include "quad_grid.h"
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#include "visual_collision_mesh.h"
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namespace NL3D
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{
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class CVisualCollisionEntity;
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class CLandscapeCollisionGrid;
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class IDriver;
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class CShadowMap;
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class CShadowMapProjector;
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class CMaterial;
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// ***************************************************************************
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/**
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* Server to Client collision manager. Snap logic position to Visual position.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CVisualTileDescNode
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{
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public:
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/// If od the patchblock containing this tile.
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uint16 PatchQuadBlocId;
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/// id in this patchblock of the tile.
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uint16 QuadId;
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/// for the quadgrid of chain list of CVisualTileDescNode.
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CVisualTileDescNode *Next;
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};
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// ***************************************************************************
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/**
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* Server to Client collision manager. It is used for multiple purpose:
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* - Snap logic entities position to Visual position (snap on landscape for instance).
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* - Get precise camera collision with mesh instances
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* - Used for ShadowMap receiving
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*
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CVisualCollisionManager
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{
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public:
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class CMeshInstanceColInfo
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{
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public:
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CVisualCollisionMesh *Mesh;
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const NLMISC::CMatrix *WorldMatrix;
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const NLMISC::CAABBox *WorldBBox;
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uint ID;
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};
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/// Constructor
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CVisualCollisionManager();
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~CVisualCollisionManager();
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/** setup the landscape used for this collision manager. ptr is kept, and manager and all entities must be cleared
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* when the landscape is deleted.
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*/
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void setLandscape(CLandscape *landscape);
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/** create an entity. NB: CVisualCollisionManager do not owns this ptr for now, and you must delete it with deleteEntity().
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* NB: CVisualCollisionEntity are no more valid when this manager is deleted.
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*/
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CVisualCollisionEntity *createEntity();
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/** delete an entity.
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*/
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void deleteEntity(CVisualCollisionEntity *entity);
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/** for CVisualCollisionEntity::getStaticLightSetup().
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* \see CVisualCollisionEntity::getStaticLightSetup()
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*
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* Build a lighting table to remap sun contribution from landscape to sun contribution for objects.
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* The value remap the landscape sun contribution (0 ~ 1) to an object sun contribution (0 ~1)
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* using the following formula:
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*
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* objectSunContribution = min ( powf ( landscapeSunContribution / maxThreshold, power ), 1 );
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*
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* Default is 0.5 (=> sqrt) for power and 0.5 for maxThreshold.
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*/
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void setSunContributionPower(float power, float maxThreshold);
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/** Inform the VisualCollisionManager if the player is "inside" or "outside".
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* set it to true if the player is not on Landscape.
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* This is a tricky flag used for the IBBR problem: this is an issue with clusters and
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* "interior building that can be bigger than reality"
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* It is used at getCameraCollision(), and receiveShadowMap() time
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*/
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void setPlayerInside(bool state);
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/** Get Typical Camera 3rd person collision.
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* For landscape, it is done only against TileFaces (ie only under approx 50 m)
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* return a [0,1] value. 0 => collision at start. 1 => no collision.
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* \param radius is the radius of the 'cylinder'
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* \param cone if true, the object tested is a cone (radius goes to end)
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*/
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float getCameraCollision(const CVector &start, const CVector &end, float radius, bool cone);
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/** Get a Ray collision.
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* For landscape, it is done only against TileFaces (ie only under approx 50 m)
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* \return true if some collision found
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*/
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bool getRayCollision(const NLMISC::CVector &start, const NLMISC::CVector &end, bool landscapeOnly= false);
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/** Add a Mesh Instance to the collision manager. For now it is used only for Camera Collision
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* \param mesh the collision mesh (keep a refptr on it)
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* \param instanceMatrix the matrix instance to apply to this mesh
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* \param avoidCollisionWhenInside special flag for the IBBR problem. if true this collision instance won't be tested if the player is "inside"
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* \param avoidCollisionWhenOutside special flag for the IBBR problem. if true this collision instance won't be tested if the player is "outside"
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* \return the id used for remove, 0 if not succeed
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*/
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uint addMeshInstanceCollision(CVisualCollisionMesh *mesh, const CMatrix &instanceMatrix, bool avoidCollisionWhenInside, bool avoidCollisionWhenOutside);
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/** Remove a Mesh from the collision manager.
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*/
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void removeMeshCollision(uint id);
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/** Use the MeshInstance Collision to rended a ShadowMap on them.
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* NB: only the minimum faces touched by the shadowmap are rendered
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* NB: the MeshInstance Collision use a fake lighting to avoid backface shadowing.
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* - driver light setup must be reseted
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* - light0 must be enabled
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* - light0 setup is modified internally
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* \see CTransform::receiveShadowMap() for more information
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*/
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void receiveShadowMap(IDriver *drv, CShadowMap *shadowMap, const CVector &casterPos, CMaterial &shadowMat, CShadowMapProjector &smp);
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// Get collision meshs instances that are inside the given box
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void getMeshs(const NLMISC::CAABBox &aabbox, std::vector<CMeshInstanceColInfo> &dest);
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// ***************************
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private:
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/// The landscape used to generate tiles, and to snap position to tesselated ground.
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NLMISC::CRefPtr<CLandscape> _Landscape;
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/// Allocators.
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CBlockMemory<CVisualTileDescNode> _TileDescNodeAllocator;
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CBlockMemory<CPatchQuadBlock> _PatchQuadBlockAllocator;
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// An instance of a Mesh collision
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class CMeshInstanceCol
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{
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public:
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// A ref to the visual col mesh
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CRefPtr<CVisualCollisionMesh> Mesh;
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// The Matrix to apply to the mesh to get instance
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CMatrix WorldMatrix;
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// The World BBox
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NLMISC::CAABBox WorldBBox;
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// The pos in Mesh Instance quadgrid
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CQuadGrid<CMeshInstanceCol*>::CIterator QuadGridIt;
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// see addMeshInstanceCollision for those special flags
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bool AvoidCollisionWhenPlayerInside;
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bool AvoidCollisionWhenPlayerOutside;
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uint ID;
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public:
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/// get collision with camera. [0,1] value
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float getCameraCollision(class CCameraCol &camCol);
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/// receive a shadow map
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void receiveShadowMap(const CVisualCollisionMesh::CShadowContext &shadowContext);
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};
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// The map of Meshes Instance
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typedef std::map<uint32, CMeshInstanceCol> TMeshColMap;
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TMeshColMap _Meshs;
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// The QuadGrid of Collision meshs
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CQuadGrid<CMeshInstanceCol*> _MeshQuadGrid;
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// The pool of id.
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uint32 _MeshIdPool;
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private:
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friend class CVisualCollisionEntity;
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friend class CLandscapeCollisionGrid;
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// Allocators.
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CVisualTileDescNode *newVisualTileDescNode();
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void deleteVisualTileDescNode(CVisualTileDescNode *ptr);
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CPatchQuadBlock *newPatchQuadBlock();
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void deletePatchQuadBlock(CPatchQuadBlock *ptr);
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// setSunContributionPower Table.
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uint8 _SunContributionLUT[256];
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// PlayerInside state
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bool _PlayerInside;
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// Same IndexBuffer filled at each CVisalCollisionMesh::receiveShadowMap()
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CIndexBuffer _ShadowIndexBuffer;
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};
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} // NL3D
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#endif // NL_VISUAL_COLLISION_MANAGER_H
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/* End of visual_collision_manager.h */
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