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engines/tetraedge/te/te_free_move_zone.h
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174
engines/tetraedge/te/te_free_move_zone.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 TETRAEDGE_TE_TE_FREE_MOVE_ZONE_H
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#define TETRAEDGE_TE_TE_FREE_MOVE_ZONE_H
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#include "common/array.h"
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#include "tetraedge/te/te_bezier_curve.h"
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#include "tetraedge/te/te_camera.h"
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#include "tetraedge/te/te_intrusive_ptr.h"
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#include "tetraedge/te/te_obp.h"
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#include "tetraedge/te/te_pick_mesh2.h"
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#include "tetraedge/te/te_vector3f32.h"
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#include "tetraedge/te/te_act_zone.h"
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#include "tetraedge/te/te_timer.h"
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namespace Tetraedge {
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namespace micropather {
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class MicroPather;
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}
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// TODO: should these structs be moved to their own headers?
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struct TeBlocker {
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Common::String _s;
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TeVector2f32 _pts[2];
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bool _enabled;
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};
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struct TeRectBlocker {
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Common::String _s;
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TeVector2f32 _pts[4];
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bool _enabled;
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};
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class TeFreeMoveZoneGraph;
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class TeFreeMoveZone : public TePickMesh2 {
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public:
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struct CollidePoint {
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TeVector3f32 _point;
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float _distance;
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};
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TeFreeMoveZone();
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~TeFreeMoveZone();
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float bordersDistance() const;
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void buildAStar();
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void calcGridMatrix();
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void clear();
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Common::Array<TeVector3f32> collisions(const TeVector3f32 &v1, const TeVector3f32 &v2);
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TeVector3f32 correctCharacterPosition(const TeVector3f32 &pos, bool *flagout, bool f);
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TeIntrusivePtr<TeBezierCurve> curve(const TeVector3f32 &startpt, const TeVector2s32 &endpt, float param_5, bool findMeshFlag);
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TeIntrusivePtr<TeBezierCurve> curve(const TeVector3f32 &startpt, const TeVector3f32 &endpt);
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void draw() override;
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TeVector3f32 findNearestPointOnBorder(const TeVector2f32 &pt);
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byte hasBlockerIntersection(const TeVector2s32 &pt);
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bool hasCellBorderIntersection(const TeVector2s32 &pt);
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TeActZone *isInZone(const TeVector3f32 &pt);
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bool loadAStar(const Common::Path &path, const TeVector2s32 &size);
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bool loadBin(const Common::Path &path, const Common::Array<TeBlocker> *blockers,
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const Common::Array<TeRectBlocker> *rectblockers, const Common::Array<TeActZone> *actzones,
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const TeVector2f32 &gridSize);
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bool loadBin(Common::ReadStream &stream, const Common::Array<TeBlocker> *blockers,
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const Common::Array<TeRectBlocker> *rectblockers, const Common::Array<TeActZone> *actzones,
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const TeVector2f32 &gridSize);
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// loadBin() 2 versions, seem unused
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// name(), onPositionChanged(), position(), rotate(), rotation(), scale(),
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// setName(), setPosition(), setRotation(), setScale(), setVisible(),
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// translate(), and visible() are all implemented in original, but all
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// just do the same as super.
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bool onViewportChanged();
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void preUpdateGrid();
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TeVector2s32 projectOnAStarGrid(const TeVector3f32 &pt);
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Common::Array<TeVector3f32> removeInsignificantPoints(const Common::Array<TeVector3f32> &points);
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void setBordersDistance(float dist);
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void setCamera(TeIntrusivePtr<TeCamera> &cam, bool noRecalcProjPoints);
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void setNbTriangles(uint len);
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void setPathFindingOccluder(const TeOBP &occluder);
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void setVertex(uint offset, const TeVector3f32 &vertex);
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TeVector3f32 transformAStarGridInWorldSpace(const TeVector2s32 &gridpt);
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float transformHeightMin(float minval);
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TeVector3f32 transformVectorInWorldSpace(float param_3, float param_4);
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void updateBorders();
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void updateGrid(bool force);
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void updatePickMesh();
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void updateProjectedPoints();
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void updateTransformedVertices();
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static float normalizeAngle(float angle);
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static void deserialize(Common::ReadStream &stream, TeFreeMoveZone &dest, const Common::Array<TeBlocker> *blockers,
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const Common::Array<TeRectBlocker> *rectblockers, const Common::Array<TeActZone> *actzones);
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static void serialize(Common::WriteStream &stream, const TeFreeMoveZone &src, bool updateFirst);
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static TePickMesh2 *findNearestMesh(TeIntrusivePtr<TeCamera> &camera, const TeVector2s32 &frompt,
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Common::Array<TePickMesh2*> &pickMeshes, TeVector3f32 *outloc, bool lastHitFirst);
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const Common::Array<TeVector3f32> freeMoveZoneVerticies() const { return _freeMoveZoneVerticies; }
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static void setCollisionSlide(bool val) { _collisionSlide = val; }
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private:
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TeVector2s32 aStarResolution() const;
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const Common::Array<TeActZone> *_actzones;
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const Common::Array<TeBlocker> *_blockers;
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const Common::Array<TeRectBlocker> *_rectBlockers;
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Common::Array<TeVector3f32> _freeMoveZoneVerticies;
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Common::Array<uint> _pickMesh;
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Common::Array<TeVector3f32> _transformedVerticies;
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Common::Array<uint> _borders;
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Common::Array<TeVector2f32> _projectedPoints;
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TeVector2f32 _gridSquareSize;
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TeVector2f32 _gridTopLeft;
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TeVector2f32 _gridBottomRight;
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TeVector2f32 _loadGridSize; // At least, it seems unused?
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TeMatrix4x4 _gridMatrix;
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TeMatrix4x4 _inverseWorldTransform;
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float _gridWorldY;
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TeOBP _obp;
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TeIntrusivePtr<TeCamera> _camera;
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//static TeIntrusivePtr<TeCamera> _globalCamera;
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TeFreeMoveZoneGraph *_graph;
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bool _loadedFromBin;
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bool _gridDirty;
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bool _transformedVerticiesDirty;
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bool _bordersDirty;
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bool _pickMeshDirty;
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bool _projectedPointsDirty;
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micropather::MicroPather *_micropather;
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TeTimer _updateTimer;
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Common::Path _aszGridPath;
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static bool _collisionSlide;
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};
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} // end namespace Tetraedge
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#endif // TETRAEDGE_TE_TE_FREE_MOVE_ZONE_H
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