Files
Client/Engine/Zalla3D Scene Class/CollisionDetection.h
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

109 lines
3.0 KiB
C++

// CollisionDetection.h: interface for the CCollisionDetection class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_COLLISIONDETECTION_H__747BC78B_816E_4F60_A14B_A17C5A7C63B6__INCLUDED_)
#define AFX_COLLISIONDETECTION_H__747BC78B_816E_4F60_A14B_A17C5A7C63B6__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "3DMath.h"
#include "HeightFieldScene.h"
enum CollisionType
{
CT_BOTTOM = 0,
CT_SIDE,
CT_TERRAIN,
CT_CHRSIDE,
CT_NONE,
CT_WATER
};
#define COLLEPSILON 0.000001f
class CCollisionDetection
{
class CCollisionList
{
public:
float m_fDistance;
vector3 m_vecIntersectionPoint;
vector3 m_vecPlaneNormal;
vector3 m_vecPlanePoint;
CollisionType m_CollisionType;
};
public:
vector3 m_vecMinMove,m_vecMaxMove;
float m_fMinYBound,m_fMaxYBound;
bool m_bFirstBottom; // First Bottom.
bool m_bFirstScene;
// build 계산 관련.
bool m_bBuild;
bool m_CollisionDetectionDetail;
void CheckInHouseObject(CHouseObject *pHouse,matrix matParent);
void CheckSectorHeightCollision(CollisionType &CT);
void CheckBspCollision();
bool CheckSectorWater(vector3& vecPos,bool bUpper);
void CheckCharacterCollision(bool bChrMode);
void CheckSectorPlantCollision();
void CheckSectorMeshCollision();
std::vector<CCollisionList> m_CollisionList;
vector3 CollideWithWorld(vector3 vecPos,vector3 vecVelocity,vector3 vecBefore,int Depth,CollisionType &CT,bool ChrCollision);
vector3 GetPosition(vector3 vecPos,vector3 vecVelocity,vector3 vecBefore,CollisionType &CT,bool ChrCollision);
void CheckHouseCollision();
void CheckFirstHouseCollision();
vector3 m_vecVelocity;
vector3 m_vecSourcePoint; // 충돌체크를 원하는 위치. GetPosition 에서 받은 위치값으로 세팅. 이후 내부함수들을 위한 파라미터 역할.
vector3 m_vecRadius;
vector3 m_vecLastSafePosition;
bool m_bStuck;
vector3 m_vecStuckPlaneNormal;
float m_fStuckDistance;
bool m_bFoundCollision;
matrix m_matInHouse;
bool m_bHeightGradient;
int m_SelfChr;
CHeightFieldScene *m_HeightField;
CCollisionDetection();
void SetZoneBound(float min,float max); // Zone Bound Y value
void ZoneBoundApply(vector3 &vecPoint,CollisionType &);
void SetFirstBottom(bool bEnable) {m_bFirstBottom = bEnable; }
bool GetBuildEnable() { return m_bBuild;}
bool GetHeightGradient() { return m_bHeightGradient;}
virtual ~CCollisionDetection();
// 2005.01.11 yundi : Octree 로딩중 충돌처리 잠시멈춤 관련 함수 추가
void LockDetection();
void UnlockDetection();
bool IsDetectionLocked();
// 2005.12.19 yundi : 몇몇 중복코드를 utility function 으로 extract method
/*!
(pointX, pointY) 의 점이 (minX, minY)를 기준으로 sizeX, sizeY 의
가로세로 크기를 가지는 사각형 내에 포함되는지 체크.
단, 체크범위는 최소값 <= 포함 < 최대값 형태다(이상/미만 임)
포함될 경우 true, 그렇지 않을 경우 false 반환
*/
static bool IsPointInRect2D(float pointX, float pointY, float minX, float minY, float sizeX, float sizeY);
protected:
int m_nLockCount;
};
#endif // !defined(AFX_COLLISIONDETECTION_H__747BC78B_816E_4F60_A14B_A17C5A7C63B6__INCLUDED_)