/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ #ifndef _FVI_H #define _FVI_H #include "vecmat.h" #include "segment.h" #include "object.h" //return values for find_vector_intersection() - what did we hit? #define HIT_NONE 0 //we hit nothing #define HIT_WALL 1 //we hit - guess - a wall #define HIT_OBJECT 2 //we hit an object - which one? no way to tell... #define HIT_BAD_P0 3 //start point not is specified segment #define MAX_FVI_SEGS 100 //this data structure gets filled in by find_vector_intersection() typedef struct fvi_info { int hit_type; //what sort of intersection vms_vector hit_pnt; //where we hit int hit_seg; //what segment hit_pnt is in int hit_side; //if hit wall, which side int hit_side_seg; //what segment the hit side is in int hit_object; //if object hit, which object vms_vector hit_wallnorm; //if hit wall, ptr to its surface normal int n_segs; //how many segs we went through int seglist[MAX_FVI_SEGS]; //list of segs vector went through } fvi_info; //flags for fvi query #define FQ_CHECK_OBJS 1 //check against objects? #define FQ_TRANSWALL 2 //go through transparent walls #define FQ_TRANSPOINT 4 //go through trans wall if hit point is transparent #define FQ_GET_SEGLIST 8 //build a list of segments #define FQ_IGNORE_POWERUPS 16 //ignore powerups //this data contains the parms to fvi() typedef struct fvi_query { vms_vector *p0,*p1; int startseg; fix rad; short thisobjnum; int *ignore_obj_list; int flags; } fvi_query; //Find out if a vector intersects with anything. //Fills in hit_data, an fvi_info structure (see above). //Parms: // p0 & startseg describe the start of the vector // p1 the end of the vector // rad the radius of the cylinder // thisobjnum used to prevent an object with colliding with itself // ingore_obj_list NULL, or ptr to a list of objnums to ignore, terminated with -1 // check_obj_flag determines whether collisions with objects are checked //Returns the hit_data->hit_type int find_vector_intersection(fvi_query *fq,fvi_info *hit_data); //finds the uv coords of the given point on the given seg & side //fills in u & v. if l is non-NULL fills it in also void find_hitpoint_uv(fix *u,fix *v,fix *l, vms_vector *pnt,segment *seg,int sidenum,int facenum); //Returns true if the object is through any walls int object_intersects_wall(object *objp); #endif