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engines/stark/resources/floorface.h
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122
engines/stark/resources/floorface.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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 General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef STARK_RESOURCES_FLOOR_FACE_H
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#define STARK_RESOURCES_FLOOR_FACE_H
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#include "common/array.h"
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#include "common/str.h"
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#include "math/ray.h"
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#include "math/vector3d.h"
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#include "engines/stark/resources/object.h"
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namespace Stark {
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namespace Formats {
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class XRCReadStream;
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}
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namespace Resources {
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class FloorEdge;
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/**
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* A floor face is a 3D triangle used to build the floor
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*/
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class FloorFace : public Object {
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public:
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static const Type::ResourceType TYPE = Type::kFloorFace;
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FloorFace(Object *parent, byte subType, uint16 index, const Common::String &name);
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virtual ~FloorFace();
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// Resource API
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void onAllLoaded() override;
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/** Return true if the point is inside the face when both are projected on a Z=0 plane*/
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bool isPointInside(const Math::Vector3d &point) const;
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/** Fill the z coordinate of the point so that it is on the plane */
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void computePointHeight(Math::Vector3d &point) const;
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/**
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* Check if a ray is intersecting this face
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*
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* @param origin The ray's origin
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* @param direction The ray's direction
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* @param intersection The intersection between the ray and the face. Only valid when the return value is true.
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* @return true if the ray intersects the face, false otherwise.
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*/
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bool intersectRay(const Math::Ray &ray, Math::Vector3d &intersection) const;
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/**
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* Compute the distance between the face center and the ray
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*/
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float distanceToRay(const Math::Ray &ray) const;
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/** Obtain the distance to the camera */
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float getDistanceFromCamera() const;
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/** Get one of the three vertex indices from the face */
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int16 getVertexIndex(int32 index) const;
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/** Add an edge to the triangle edge list */
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void addEdge(FloorEdge *edge);
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/** Get the triangle's edge list */
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Common::Array<FloorEdge *> getEdges() const;
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/**
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* Find the edge closest to a point
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*
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* Distance are compared using the middle point of each edge of the face
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*/
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FloorEdge *findNearestEdge(const Math::Vector3d &point) const;
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/** Get the point at the center of the face's triangle */
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Math::Vector3d getCenter() const;
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/** Checks if the face is non degenerate */
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bool hasVertices() const;
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/** Allow or disallow characters to walk on this face */
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void enable(bool enable);
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bool isEnabled() const;
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protected:
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void readData(Formats::XRCReadStream *stream) override;
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void printData() override;
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int16 _indices[3];
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Math::Vector3d _vertices[3];
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Common::Array<FloorEdge *> _edges; // Owned by Floor
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float _distanceFromCamera;
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float _unk2;
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};
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} // End of namespace Resources
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} // End of namespace Stark
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#endif // STARK_RESOURCES_FLOOR_FACE_H
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