dxx-rebirth/common/main/fvi.h

143 lines
5.1 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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.
*/
/*
*
* Header for fvi.c
*
*/
#pragma once
#include "dsx-ns.h"
#include "vecmat.h"
#include "object.h"
#include "pack.h"
#include "countarray.h"
#include "fwd-segment.h"
#include "robot.h"
//return values for find_vector_intersection() - what did we hit?
enum class fvi_hit_type : uint8_t
{
None, //we hit nothing
Wall, //we hit a wall
Object, //we hit an object - which one? no way to tell...
BadP0, //start point not is specified segment
};
#define MAX_FVI_SEGS 100
//this data structure gets filled in by find_vector_intersection()
struct fvi_info : prohibit_void_ptr<fvi_info>
{
struct segment_array_t : public count_array_t<segnum_t, MAX_FVI_SEGS> {};
vms_vector hit_pnt; //where we hit
segnum_t hit_seg; //what segment hit_pnt is in
sidenum_t hit_side; //if hit wall, which side
segnum_t hit_side_seg; //what segment the hit side is in
objnum_t hit_object; //if object hit, which object
vms_vector hit_wallnorm; //if hit wall, ptr to its surface normal
segment_array_t seglist;
};
//flags for fvi query
#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
#ifdef dsx
namespace dcx {
struct fvi_hitpoint
{
fix u, v;
};
struct sphere_intersects_wall_result
{
const shared_segment *seg;
sidenum_t side;
};
}
namespace dsx {
//this data contains the parms to fvi()
struct fvi_query
{
static constexpr const std::pair<const vcobjidx_t *, const vcobjidx_t *> unused_ignore_obj_list{};
static constexpr const d_level_unique_object_state *const unused_LevelUniqueObjectState = nullptr;
static constexpr const d_robot_info_array *const unused_Robot_info = nullptr;
const vms_vector &p0;
const vms_vector &p1;
const std::pair<const vcobjidx_t *, const vcobjidx_t *> ignore_obj_list;
const d_level_unique_object_state *const LevelUniqueObjectState;
/* This member is required when LevelUniqueObjectState != nullptr and
* thisobjnum->type == OBJ_ROBOT.
* Otherwise, it is ignored.
*/
const d_robot_info_array *const Robot_info;
const int flags;
/* This member depends on the value of LevelUniqueObjectState.
* If LevelUniqueObjectState != nullptr, then `thisobjnum` _must_ be a
* valid object. It will be dereferenced in the course of comparing to
* objects in the segment.
*
* If LevelUniqueObjectState == nullptr, then `thisobjnum` may be a valid
* object, or not, depending on the caller's needs.
*
* If `thisobjnum` is a valid object, then regardless of whether
* LevelUniqueObjectState == nullptr:
* - fvi_sub enables the zero-radius hack for objects that ignore wall
* collisions
* - fvi_sub respects the ghostphysics cheat if `thisobjnum` is the local
* player
*/
const icobjptridx_t thisobjnum;
};
//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
// Pass fvi_query by value since callers construct an anonymous instance solely
// for this call. Passing it by value avoids an extra indirection in the
// called function, and has no cost since it is constructed in place.
[[nodiscard]]
fvi_hit_type find_vector_intersection(fvi_query fq, segnum_t startseg, fix rad, 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
[[nodiscard]]
fvi_hitpoint find_hitpoint_uv(const vms_vector &pnt, const cscusegment seg, sidenum_t sidenum, uint_fast32_t facenum);
}
//Returns true if the object is through any walls
sphere_intersects_wall_result sphere_intersects_wall(fvcsegptridx &vcsegptridx, fvcvertptr &vcvertptr, const vms_vector &pnt, vcsegptridx_t seg, fix rad);
#endif