1 /* $Id: fvi.h,v 1.2 2003-10-10 09:36:35 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
20 * Revision 1.2 1995/08/23 21:34:29 allender
21 * fix mcc compiler warning
23 * Revision 1.1 1995/05/16 15:56:38 allender
26 * Revision 2.1 1995/03/20 18:15:58 john
27 * Added code to not store the normals in the segment structure.
29 * Revision 2.0 1995/02/27 11:32:02 john
30 * New version 2.0, which has no anonymous unions, builds with
31 * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
33 * Revision 1.10 1995/02/02 14:07:58 matt
34 * Fixed confusion about which segment you are touching when you're
35 * touching a wall. This manifested itself in spurious lava burns.
37 * Revision 1.9 1994/12/04 22:48:04 matt
38 * Physics & FVI now only build seglist for player objects, and they
39 * responsilby deal with buffer full conditions
41 * Revision 1.8 1994/10/31 12:28:01 matt
42 * Added new function object_intersects_wall()
44 * Revision 1.7 1994/10/10 13:10:00 matt
45 * Increased max_fvi_segs
47 * Revision 1.6 1994/09/25 00:38:29 matt
48 * Made the 'find the point in the bitmap where something hit' system
49 * publicly accessible.
51 * Revision 1.5 1994/08/01 13:30:35 matt
52 * Made fvi() check holes in transparent walls, and changed fvi() calling
53 * parms to take all input data in query structure.
55 * Revision 1.4 1994/07/13 21:47:59 matt
56 * FVI() and physics now keep lists of segments passed through which the
59 * Revision 1.3 1994/07/08 14:27:26 matt
60 * Non-needed powerups don't get picked up now; this required changing FVI to
61 * take a list of ingore objects rather than just one ignore object.
63 * Revision 1.2 1994/06/09 09:58:39 matt
64 * Moved find_vector_intersection() from physics.c to new file fvi.c
66 * Revision 1.1 1994/06/09 09:26:14 matt
80 //return values for find_vector_intersection() - what did we hit?
81 #define HIT_NONE 0 //we hit nothing
82 #define HIT_WALL 1 //we hit - guess - a wall
83 #define HIT_OBJECT 2 //we hit an object - which one? no way to tell...
84 #define HIT_BAD_P0 3 //start point not is specified segment
86 #define MAX_FVI_SEGS 100
88 //this data structure gets filled in by find_vector_intersection()
89 typedef struct fvi_info {
90 int hit_type; //what sort of intersection
91 vms_vector hit_pnt; //where we hit
92 int hit_seg; //what segment hit_pnt is in
93 int hit_side; //if hit wall, which side
94 int hit_side_seg; //what segment the hit side is in
95 int hit_object; //if object hit, which object
96 vms_vector hit_wallnorm; //if hit wall, ptr to its surface normal
97 int n_segs; //how many segs we went through
98 int seglist[MAX_FVI_SEGS]; //list of segs vector went through
101 //flags for fvi query
102 #define FQ_CHECK_OBJS 1 //check against objects?
103 #define FQ_TRANSWALL 2 //go through transparent walls
104 #define FQ_TRANSPOINT 4 //go through trans wall if hit point is transparent
105 #define FQ_GET_SEGLIST 8 //build a list of segments
106 #define FQ_IGNORE_POWERUPS 16 //ignore powerups
108 //this data contains the parms to fvi()
109 typedef struct fvi_query {
114 int *ignore_obj_list;
118 //Find out if a vector intersects with anything.
119 //Fills in hit_data, an fvi_info structure (see above).
121 // p0 & startseg describe the start of the vector
122 // p1 the end of the vector
123 // rad the radius of the cylinder
124 // thisobjnum used to prevent an object with colliding with itself
125 // ingore_obj_list NULL, or ptr to a list of objnums to ignore, terminated with -1
126 // check_obj_flag determines whether collisions with objects are checked
127 //Returns the hit_data->hit_type
128 int find_vector_intersection(fvi_query *fq,fvi_info *hit_data);
130 //finds the uv coords of the given point on the given seg & side
131 //fills in u & v. if l is non-NULL fills it in also
132 void find_hitpoint_uv(fix *u,fix *v,fix *l, vms_vector *pnt,segment *seg,int sidenum,int facenum);
134 //Returns true if the object is through any walls
135 int object_intersects_wall(object *objp);