ScummVM API documentation
sector.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef GRIM_WALKPLANE_H
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#define GRIM_WALKPLANE_H
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#include "common/str.h"
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#include "common/list.h"
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#include "math/vector3d.h"
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#include "math/line3d.h"
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namespace
Common
{
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class
SeekableReadStream;
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}
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namespace
Grim
{
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class
SaveGame;
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class
TextSplitter;
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class
Sector
{
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public
:
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enum
SectorType {
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NoneType = 0,
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WalkType = 0x1000,
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FunnelType = 0x1100,
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CameraType = 0x2000,
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SpecialType = 0x4000,
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HotType = 0x8000
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};
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Sector
();
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Sector
(
const
Sector
&other);
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virtual
~
Sector
();
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void
saveState(
SaveGame
*savedState)
const
;
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bool
restoreState(
SaveGame
*savedState);
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void
load(
TextSplitter
&ts);
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void
loadBinary(
Common::SeekableReadStream
*data);
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void
setVisible(
bool
visible);
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void
shrink(
float
radius);
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void
unshrink();
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Common::String
getName()
const
{
return
_name; }
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int
getSectorId()
const
{
return
_id; }
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SectorType getType()
const
{
return
_type; }
// FIXME: Implement type de-masking
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bool
isVisible()
const
{
return
_visible && !_invalid; }
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bool
isPointInSector(
const
Math::Vector3d &point)
const
;
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float
distanceToPoint(
const
Math::Vector3d &point)
const
;
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Common::List<Math::Line3d>
getBridgesTo(
Sector
*sector)
const
;
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Math::Vector3d getProjectionToPlane(
const
Math::Vector3d &point)
const
;
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Math::Vector3d getProjectionToPuckVector(
const
Math::Vector3d &v)
const
;
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Math::Vector3d getClosestPoint(
const
Math::Vector3d &point)
const
;
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// Interface to trace a ray to its exit from the polygon
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struct
ExitInfo
{
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Math::Vector3d exitPoint;
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Math::Angle angleWithEdge;
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Math::Vector3d edgeDir;
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int
edgeVertex;
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};
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void
getExitInfo(
const
Math::Vector3d &start,
const
Math::Vector3d &dir,
struct
ExitInfo
*result)
const
;
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int
getNumSortplanes() {
return
_numSortplanes; }
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int
getSortplane(
int
setup) {
return
_sortplanes[setup]; }
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int
getNumVertices() {
return
_numVertices; }
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Math::Vector3d *getVertices()
const
{
return
_vertices; }
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Math::Vector3d getNormal()
const
{
return
_normal; }
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Sector
&operator=(
const
Sector
&other);
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bool
operator==(
const
Sector
&other)
const
;
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private
:
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int
_numVertices;
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int
_id;
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int
_numSortplanes;
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int
*_sortplanes;
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Common::String
_name;
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SectorType _type;
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bool
_visible;
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bool
_invalid;
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Math::Vector3d *_vertices;
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Math::Vector3d *_origVertices;
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float
_height;
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float
_shrinkRadius;
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Math::Vector3d _normal;
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};
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}
// end of namespace Grim
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#endif
Common::String
Definition:
str.h:59
Common::List
Definition:
list.h:44
Grim::SaveGame
Definition:
savegame.h:33
Common::SeekableReadStream
Definition:
stream.h:745
Grim
Definition:
actor.h:33
Grim::Sector::ExitInfo
Definition:
sector.h:78
Common
Definition:
algorithm.h:29
Grim::TextSplitter
Definition:
textsplit.h:35
Grim::Sector
Definition:
sector.h:40
engines
grim
sector.h
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