gzdoom/src/r_data/models/models.h

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#ifndef __GL_MODELS_H_
#define __GL_MODELS_H_
#include "tarray.h"
#include "matrix.h"
#include "m_bbox.h"
#include "r_defs.h"
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#include "g_levellocals.h"
#include "r_data/voxels.h"
#include "i_modelvertexbuffer.h"
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#include "model.h"
class FModelRenderer;
struct FSpriteModelFrame;
class IModelVertexBuffer;
struct FLevelLocals;
//
// [BB] Model rendering flags.
//
enum
{
// [BB] Color translations for the model skin are ignored. This is
// useful if the skin texture is not using the game palette.
MDL_IGNORETRANSLATION = 1,
MDL_PITCHFROMMOMENTUM = 2,
MDL_ROTATING = 4,
MDL_INTERPOLATEDOUBLEDFRAMES = 8,
MDL_NOINTERPOLATION = 16,
MDL_USEACTORPITCH = 32,
MDL_USEACTORROLL = 64,
MDL_BADROTATION = 128,
MDL_DONTCULLBACKFACES = 256,
MDL_USEROTATIONCENTER = 512,
};
FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);
bool IsHUDModelForPlayerAvailable(player_t * player);
// Check if circle potentially intersects with node AABB
inline bool CheckBBoxCircle(float *bbox, float x, float y, float radiusSquared)
{
float centerX = (bbox[BOXRIGHT] + bbox[BOXLEFT]) * 0.5f;
float centerY = (bbox[BOXBOTTOM] + bbox[BOXTOP]) * 0.5f;
float extentX = (bbox[BOXRIGHT] - bbox[BOXLEFT]) * 0.5f;
float extentY = (bbox[BOXBOTTOM] - bbox[BOXTOP]) * 0.5f;
float aabbRadiusSquared = extentX * extentX + extentY * extentY;
x -= centerX;
y -= centerY;
float dist = x * x + y * y;
return dist <= radiusSquared + aabbRadiusSquared;
}
// Helper function for BSPWalkCircle
template<typename Callback>
void BSPNodeWalkCircle(void *node, float x, float y, float radiusSquared, const Callback &callback)
{
while (!((size_t)node & 1))
{
node_t *bsp = (node_t *)node;
if (CheckBBoxCircle(bsp->bbox[0], x, y, radiusSquared))
BSPNodeWalkCircle(bsp->children[0], x, y, radiusSquared, callback);
if (!CheckBBoxCircle(bsp->bbox[1], x, y, radiusSquared))
return;
node = bsp->children[1];
}
subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
callback(sub);
}
// Search BSP for subsectors within the given radius and call callback(subsector) for each found
template<typename Callback>
void BSPWalkCircle(FLevelLocals *Level, float x, float y, float radiusSquared, const Callback &callback)
{
if (Level->nodes.Size() == 0)
callback(&Level->subsectors[0]);
else
BSPNodeWalkCircle(Level->HeadNode(), x, y, radiusSquared, callback);
}
void RenderModel(FModelRenderer* renderer, float x, float y, float z, FSpriteModelFrame* smf, AActor* actor, double ticFrac);
void RenderHUDModel(FModelRenderer* renderer, DPSprite* psp, float ofsX, float ofsY);
#endif