scummvm/engines/grim/sector.h
2021-12-26 21:19:38 +01:00

116 lines
3.1 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 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<Math::Line3d> 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