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69 lines
2.9 KiB
C
69 lines
2.9 KiB
C
/*
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* $Logfile: /DescentIII/main/lib/findintersection_external.h $
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* $Revision: 6 $
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* $Date: 4/18/99 5:42a $
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* $Author: Chris $
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*
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* Description goes here
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*
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* $Log: /DescentIII/main/lib/findintersection_external.h $
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*
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* 6 4/18/99 5:42a Chris
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* Added the FQ_IGNORE_RENDER_THROUGH_PORTALS flag
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*
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* 5 4/05/99 3:58p Chris
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* Made the FQ_ flags easier to read
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*
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* 4 3/27/99 3:25p Chris
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* Added comment headers
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*
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* $NoKeywords: $
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*/
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#ifndef FINDINTERSECTION_EXTERNAL_H_
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#define FINDINTERSECTION_EXTERNAL_H_
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//return values for find_vector_intersection()
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#define HIT_NONE 0 //we hit nothing
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#define HIT_WALL 1 //we hit a wall
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#define HIT_OBJECT 2 //we hit an object
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#define HIT_TERRAIN 3 //we hit the terrain
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#define HIT_BAD_P0 4 //start point not is specified segment
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#define HIT_OUT_OF_TERRAIN_BOUNDS 5 // End point is outside of the terrain
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#define HIT_BACKFACE 6 // We hit the backface of a wall...
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#define HIT_SPHERE_2_POLY_OBJECT 7 // Hit a sphere to a real polygon
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#define HIT_CEILING 8 // Object hit the ceiling
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#define HIT_CORNER_WALL 9
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#define HIT_EDGE_WALL 10
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#define HIT_FACE_WALL 11
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//flags for fvi query
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#define FQ_CHECK_OBJS 1 // check against objects?
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#define FQ_OBJ_BACKFACE (1<<1) // Hit the backfaces of polyobjs
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#define FQ_TRANSPOINT (1<<2) // go through trans wall if hit point is transparent
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#define FQ_IGNORE_POWERUPS (1<<3) // ignore powerups
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#define FQ_BACKFACE (1<<4) // Check for collisions with backfaces, usually they are ignored
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#define FQ_SOLID_PORTALS (1<<5) // Makes connectivity disappear for FVI
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#define FQ_RECORD (1<<6) // Records faces that should be recorded
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#define FQ_NEW_RECORD_LIST (1<<7) // Records faces that should be recorded
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#define FQ_IGNORE_MOVING_OBJECTS (1<<8) // Ignores all objects that move
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#define FQ_IGNORE_NON_LIGHTMAP_OBJECTS (1<<9) // Ignores all objects that are not associated with lightmaps
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#define FQ_ONLY_PLAYER_OBJ (1<<10) // Ignores all objects besides the player
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#define FQ_IGNORE_WALLS (1<<11) // Ignores all walls (it will still hit OBJ_ROOMS)
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#define FQ_CHECK_CEILING (1<<12) // Checks if object hits the imaginary ceiling
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#define FQ_ONLY_DOOR_OBJ (1<<13) // Ignores all objects, except doors
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#define FQ_NO_RELINK (1<<14) // Does not determine the hitseg
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#define FQ_EXTERNAL_ROOMS_AS_SPHERE (1<<15) // Hmmm....
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#define FQ_MULTI_POINT (1<<16) // Enable Multi-point collision
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#define FQ_LIGHTING (1<<17) // Lighting only optimizations
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#define FQ_COMPUTE_MOVEMENT_TIME (1<<18)
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#define FQ_IGNORE_EXTERNAL_ROOMS (1<<19)
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#define FQ_IGNORE_WEAPONS (1<<20)
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#define FQ_IGNORE_TERRAIN (1<<21)
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#define FQ_PLAYERS_AS_SPHERE (1<<22)
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#define FQ_ROBOTS_AS_SPHERE (1<<23)
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#define FQ_IGNORE_CLUTTER_COLLISIONS (1<<24)
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#define FQ_IGNORE_RENDER_THROUGH_PORTALS (1<<25)
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#endif |