scummvm/engines/stark/resources/floorface.h
2021-12-26 21:19:38 +01:00

122 lines
3.4 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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<FloorEdge *> 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<FloorEdge *> _edges; // Owned by Floor
float _distanceFromCamera;
float _unk2;
};
} // End of namespace Resources
} // End of namespace Stark
#endif // STARK_RESOURCES_FLOOR_FACE_H