/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef STARK_RESOURCES_FLOOR_FACE_H #define STARK_RESOURCES_FLOOR_FACE_H #include "common/array.h" #include "common/str.h" #include "math/ray.h" #include "math/vector3d.h" #include "engines/stark/resources/object.h" namespace Stark { namespace Formats { class XRCReadStream; } namespace Resources { class FloorEdge; /** * A floor face is a 3D triangle used to build the floor */ class FloorFace : public Object { public: static const Type::ResourceType TYPE = Type::kFloorFace; FloorFace(Object *parent, byte subType, uint16 index, const Common::String &name); virtual ~FloorFace(); // Resource API void onAllLoaded() override; /** Return true if the point is inside the face when both are projected on a Z=0 plane*/ bool isPointInside(const Math::Vector3d &point) const; /** Fill the z coordinate of the point so that it is on the plane */ void computePointHeight(Math::Vector3d &point) const; /** * Check if a ray is intersecting this face * * @param origin The ray's origin * @param direction The ray's direction * @param intersection The intersection between the ray and the face. Only valid when the return value is true. * @return true if the ray intersects the face, false otherwise. */ bool intersectRay(const Math::Ray &ray, Math::Vector3d &intersection) const; /** * Compute the distance between the face center and the ray */ float distanceToRay(const Math::Ray &ray) const; /** Obtain the distance to the camera */ float getDistanceFromCamera() const; /** Get one of the three vertex indices from the face */ int16 getVertexIndex(int32 index) const; /** Add an edge to the triangle edge list */ void addEdge(FloorEdge *edge); /** Get the triangle's edge list */ Common::Array getEdges() const; /** * Find the edge closest to a point * * Distance are compared using the middle point of each edge of the face */ FloorEdge *findNearestEdge(const Math::Vector3d &point) const; /** Get the point at the center of the face's triangle */ Math::Vector3d getCenter() const; /** Checks if the face is non degenerate */ bool hasVertices() const; /** Allow or disallow characters to walk on this face */ void enable(bool enable); bool isEnabled() const; protected: void readData(Formats::XRCReadStream *stream) override; void printData() override; int16 _indices[3]; Math::Vector3d _vertices[3]; Common::Array _edges; // Owned by Floor float _distanceFromCamera; float _unk2; }; } // End of namespace Resources } // End of namespace Stark #endif // STARK_RESOURCES_FLOOR_FACE_H