thug/Code/Sk/Objects/rail.h

210 lines
6.8 KiB
C
Raw Permalink Normal View History

2016-02-13 21:39:12 +00:00
//////////////////////////////////////////
// rail.h
#ifndef __OBJECTS_RAIL_H
#define __OBJECTS_RAIL_H
#include <core/defines.h>
#include <core/math.h>
#include <gfx/nxflags.h>
namespace Script
{
class CArray;
class CStruct;
}
#define MAX_RAIL_LINKS 4
namespace Obj
{
class CRailManager;
class CWalkComponent;
struct SHangRailData;
struct SLadderRailData;
enum ERailNodeFlag
{
LIP_OVERRIDE, // always do a lip trick on this
DEFAULT_LINE,
ACTIVE,
NO_CLIMBING,
ONLY_CLIMBING,
LADDER,
NO_HANG_WITH_RIGHT_ALONG_RAIL,
NO_HANG_WITH_LEFT_ALONG_RAIL
};
// seperating out a parallel structure of CRailLinks, as only used
// when rails are first parsed
class CRailLinks
{
friend class CRailManager;
sint16 m_link[MAX_RAIL_LINKS]; // link numbers
};
class CRailNode : public Spt::Class
{
friend class CRailManager;
public:
bool ProbablyOnSameRailAs(int SearchNode) const;
int Side(const Mth::Vector &vel) const;
const CRailNode * GetNextLink() const {return m_pNextLink;}
const CRailNode * GetPrevLink() const {return m_pPrevLink;}
const sint16 GetNode() const {return m_node;}
// const sint16 GetLink() const {return m_link;}
const ETerrainType GetTerrain() const {return (ETerrainType) m_terrain_type;}
void SetActive(bool active) {if (active) SetFlag(ACTIVE); else ClearFlag(ACTIVE);}
const bool GetActive() const {return GetFlag(ACTIVE);}
const bool IsActive() const {return GetActive();}
void SetFlag(ERailNodeFlag flag) {m_flags.Set(flag);}
void ClearFlag(ERailNodeFlag flag) {m_flags.Clear(flag);}
bool GetFlag(ERailNodeFlag flag) const {return m_flags.Test(flag);}
protected:
// MEMOPT: In theory this could all fit in 3x16 = 48 bytes, instead it is 64, becaute the Mth::Vectors are 16 byte aligned
// possibly could define a Mth::Vector3 that uses 12 bytes, with appropiate copy operators.
Mth::Vector m_BBMin; // bounding box for this node and the subsequent one
Mth::Vector m_BBMax; // (or just a zero-sized box, if not applicable)
Mth::Vector m_pos; // position of the node
Mth::Quat m_orientation; // orientation of the rail node; only set for climbing nodes
CRailNode *m_pNextLink; // Pointer to next Node in rail(or NULL if none)
CRailNode *m_pPrevLink; // Pointer to previous Node (or NULL if none)
Flags< ERailNodeFlag > m_flags; // flags for rail segment
sint16 m_node; // Number of the node in the trigger array
uint8 m_terrain_type; // play the correct grind sound on the rail...
// the position getting functions are private
// so you can only access them through the rail manager
// (as you need to know if it's transformed or not)
private:
const Mth::Vector& GetPos() const;
const Mth::Quat& GetOrientation() const;
const Mth::Vector& GetBBMin() const;
const Mth::Vector& GetBBMax() const;
};
class CRailManager : public Spt::Class
{
public:
CRailManager();
~CRailManager();
void Cleanup();
void AddRailsFromNodeArray(Script::CArray * p_node_array);
void AddRailNode(int node_number, Script::CStruct *p_node_struct);
void AddedAll();
void UpdateTransform(Mth::Matrix& transform);
bool CheckForLadderRail ( const Mth::Vector& pos, float max_horizontal_snap_distance, float max_vertical_snap_distance, bool up, CWalkComponent* p_walk_component, SLadderRailData& rail_data, const CRailNode** pp_rail_node );
bool CheckForAirGrabLadderRail ( const Mth::Vector& start_pos, const Mth::Vector& end_pos, CWalkComponent* p_walk_component, SLadderRailData& rail_data, const CRailNode** pp_rail_node );
// bool CheckForHopToHangRail ( const Mth::Vector& check_line_start, float check_line_height, const Mth::Vector& facing, float max_forward_reach, float max_backward_reach, CWalkComponent* p_walk_component, SHangRailData& rail_data, const CRailNode** pp_rail_node );
bool CheckForHangRail ( const Mth::Vector& start_pos, const Mth::Vector& end_pos, const Mth::Vector& facing, CWalkComponent* p_walk_component, SHangRailData& rail_data, float snap_distance );
bool RailNodesAreCoincident ( const CRailNode* p_node_a, const CRailNode* p_node_b );
bool CheckForCoincidentRailNode ( const CRailNode* p_node, uint32 ignore_mask, const CRailNode** pp_next_node );
bool StickToRail(const Mth::Vector &pos1, const Mth::Vector &pos2, Mth::Vector *p_point, Obj::CRailNode **pp_rail_node, const Obj::CRailNode *p_ignore_node = NULL, float min_dot = 1.0f, int side = 0);
void SetActive( int node, int active, bool wholeRail );
bool IsActive( int node );
bool IsMoving(){return m_is_transformed;}
void MoveNode( int node, Mth::Vector &pos );
void DebugRender(Mth::Matrix *p_transform = NULL);
void RemoveOverlapping();
int GetNumNodes(){return m_num_nodes;}
Script::CArray * GetNodeArray(){return mp_node_array;}
void SetNodeArray(Script::CArray *p_nodeArray){mp_node_array = p_nodeArray;}
void NewLink(CRailNode *p_from, CRailNode *p_to);
void AutoGenerateRails(Script::CStruct* pParams);
CRailNode* GetRailNodeByNodeNumber( int node_num );
int GetNodeIndex(const CRailNode *p_node) {return (((int)(p_node)-(int(mp_nodes)))/sizeof(CRailNode));}
// accessor functions for the rail node
// we only access their positions via the rail manager
// as only the rail manager knows the transform of the object to
// which they are attached
// These nodes are "instances", in that the same node might be used in
// more than one place
// so these functions only make sense in conjunction with the rail_manager
Mth::Vector LocalToWorldTransform ( const Mth::Vector& vector ) const;
Mth::Vector GetPos(const CRailNode *p_node) const;
Mth::Matrix GetMatrix(const CRailNode *p_node) const;
Mth::Vector GetBBMin(const CRailNode *p_node) const;
Mth::Vector GetBBMax(const CRailNode *p_node) const;
private:
// CRailNode* mp_first_node; // was a pointer to a list of nodes
Mth::Matrix m_transform;
CRailNode* mp_nodes; // pointer to array of nodes
CRailLinks* mp_links; // pointer to temp array of links
Script::CArray * mp_node_array;
int m_num_nodes;
int m_current_node;
bool m_is_transformed;
};
// Global rail type functions that don't need a manager
bool Rail_ValidInEditor(Mth::Vector Start, Mth::Vector End);
inline const Mth::Vector& CRailNode::GetPos() const
{
return m_pos;
}
inline const Mth::Quat& CRailNode::GetOrientation() const
{
return m_orientation;
}
inline const Mth::Vector& CRailNode::GetBBMin() const
{
return m_BBMin;
}
inline const Mth::Vector& CRailNode::GetBBMax() const
{
return m_BBMax;
}
}
#endif // #ifndef __OBJECTS_RAIL_H