/* 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 GRIM_WALKPLANE_H #define GRIM_WALKPLANE_H #include "common/str.h" #include "common/list.h" #include "math/vector3d.h" #include "math/line3d.h" namespace Common { class SeekableReadStream; } namespace Grim { class SaveGame; class TextSplitter; class Sector { public: enum SectorType { NoneType = 0, WalkType = 0x1000, FunnelType = 0x1100, CameraType = 0x2000, SpecialType = 0x4000, HotType = 0x8000 }; Sector(); Sector(const Sector &other); virtual ~Sector(); void saveState(SaveGame *savedState) const; bool restoreState(SaveGame *savedState); void load(TextSplitter &ts); void loadBinary(Common::SeekableReadStream *data); void setVisible(bool visible); void shrink(float radius); void unshrink(); Common::String getName() const { return _name; } int getSectorId() const { return _id; } SectorType getType() const { return _type; } // FIXME: Implement type de-masking bool isVisible() const { return _visible && !_invalid; } bool isPointInSector(const Math::Vector3d &point) const; float distanceToPoint(const Math::Vector3d &point) const; Common::List getBridgesTo(Sector *sector) const; Math::Vector3d getProjectionToPlane(const Math::Vector3d &point) const; Math::Vector3d getProjectionToPuckVector(const Math::Vector3d &v) const; Math::Vector3d getClosestPoint(const Math::Vector3d &point) const; // Interface to trace a ray to its exit from the polygon struct ExitInfo { Math::Vector3d exitPoint; Math::Angle angleWithEdge; Math::Vector3d edgeDir; int edgeVertex; }; void getExitInfo(const Math::Vector3d &start, const Math::Vector3d &dir, struct ExitInfo *result) const; int getNumSortplanes() { return _numSortplanes; } int getSortplane(int setup) { return _sortplanes[setup]; } int getNumVertices() { return _numVertices; } Math::Vector3d *getVertices() const { return _vertices; } Math::Vector3d getNormal() const { return _normal; } Sector &operator=(const Sector &other); bool operator==(const Sector &other) const; private: int _numVertices; int _id; int _numSortplanes; int *_sortplanes; Common::String _name; SectorType _type; bool _visible; bool _invalid; Math::Vector3d *_vertices; Math::Vector3d *_origVertices; float _height; float _shrinkRadius; Math::Vector3d _normal; }; } // end of namespace Grim #endif