Descent3/physics/collide.h
Azamat H. Hackimov b9da6b59ff Isolate physics module
Update physics module, minor cleanups, remove unused code.
2024-07-28 16:50:42 +03:00

126 lines
3.7 KiB
C++

/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* 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/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/lib/collide.h $
* $Revision: 15 $
* $Date: 6/10/99 6:41p $
* $Author: Chris $
*
* Descent III collide code
*
* $Log: /DescentIII/Main/lib/collide.h $
*
* 15 6/10/99 6:41p Chris
* Added ned_physics support
*
* 14 4/23/99 9:22p Matt
* Changed weapons to keep going after breaking glass.
*
* 13 4/14/99 3:59a Jeff
* fixed case mismatches in #includes
*
* 12 1/29/99 5:09p Chris
* Made changes for ROCKS
*
* 11 1/01/99 4:10p Chris
* Added some const parameters, improved ray cast object collide/rejection
* code
*
* 10 10/09/98 7:47p Chris
* Added ObjSetDeadFlag
*
* 9 6/15/98 7:01a Chris
* Cleaned out DII stuff and added new PhysicsSim extern's
*
* 8 5/07/98 2:22p Chris
* Hit die dot
*
* 7 5/05/98 3:42p Chris
* Code cleanup and fixed the collide_XXX_with_wall code. The wall_normal
* was know by fvi; so, it is passed to the function (instead of
* generating it again)
*
* 6 2/05/98 2:02p Chris
* Fixed the hitseg and hitwall in collide_object_with_wall and
* scrape_object_with_wall
*
* 5 10/21/97 4:15p Chris
* Incremental integration of the fvi/physics/collide code
*
* 4 10/20/97 11:55a Chris
* Added some support for the new collide system.
*
* 3 9/17/97 10:59a Chris
* Added a new way to compute radi
*
* 2 9/15/97 5:17a Chris
* Removed the Explosion Vclips since they do not play correctly in
* Hardware
* Added support for building collisons.
* working on SPhere to non-moving sphere collisions
*
* 5 3/15/97 1:29p Chris
*
* $NoKeywords: $
*/
#ifndef COLLIDE_H
#define COLLIDE_H
#include <cstdint>
#include "findintersection.h"
#include "object.h"
#include "vecmat.h"
extern uint8_t CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
extern uint8_t CollisionRayResult[MAX_OBJECT_TYPES];
void CollideInit();
void collide_two_objects(object *A, object *B, vector *collision_point, vector *collision_normal,
fvi_info *hit_info = nullptr);
// Process a collision between an object and a wall
// Returns true if the object hits the wall, and false if should keep going though the wall (for breakable glass)
bool collide_object_with_wall(object *A, float hitspeed, int hitseg, int hitwall, vector *hitpt, vector *wall_normal,
float hit_dot);
extern void FindHitpointUV(float *u, float *v, vector *point, room *rp, int facenum);
void ConvertEulerToAxisAmount(vector *e, vector *n, float *w);
void ConvertAxisAmountToEuler(vector *n, float *w, vector *e);
void bump_obj_against_fixed(object *obj, vector *collision_point, vector *collision_normal);
#ifndef NED_PHYSICS
#define RESULT_NOTHING 0
#define RESULT_CHECK_SPHERE_SPHERE 1
#define RESULT_CHECK_SPHERE_POLY 2
#define RESULT_CHECK_POLY_SPHERE 3
#define RESULT_CHECK_BBOX_POLY 4
#define RESULT_CHECK_POLY_BBOX 5
#define RESULT_CHECK_BBOX_BBOX 6
#define RESULT_CHECK_BBOX_SPHERE 7
#define RESULT_CHECK_SPHERE_BBOX 8
#define RESULT_CHECK_SPHERE_ROOM 9
#define RESULT_CHECK_BBOX_ROOM 10
#endif
#endif