summaryrefslogtreecommitdiffhomepage
path: root/Stars45/Graphic.cpp
blob: ff8115b2a6495d7843479b93efabcadb1adb0930 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Abstract 3D Graphic Object
*/

#include "Graphic.h"
#include "Scene.h"
#include "Projector.h"

// +--------------------------------------------------------------------+

int Graphic::id_key = 1;

// +--------------------------------------------------------------------+

Graphic::Graphic()
    : id(id_key++), visible(true), loc(0.0f, 0.0f, 0.0f),
      radius(0.0f), infinite(0), foreground(0), hidden(0), life(-1),
      trans(false), shadow(false), luminous(false), depth(0.0f), scene(0)
{
    screen_rect.x = 0;
    screen_rect.y = 0;
    screen_rect.w = 0;
    screen_rect.h = 0;

    ZeroMemory(name, sizeof(name));
    strcpy_s(name, "Graphic");
}

// +--------------------------------------------------------------------+

Graphic::~Graphic()
{ }

int
Graphic::operator < (const Graphic& g) const
{
    if (!infinite && g.infinite)
    return 1;

    else if (infinite && !g.infinite)
    return 0;

    double za = fabs(Depth());
    double zb = fabs(g.Depth());

    return (za < zb);
}

int
Graphic::operator <= (const Graphic& g) const
{
    if (!infinite && g.infinite)
    return 1;

    else if (infinite && !g.infinite)
    return 0;

    double za = fabs(Depth());
    double zb = fabs(g.Depth());

    return (za <= zb);
}

// +--------------------------------------------------------------------+

void
Graphic::SetInfinite(bool b)
{
    infinite = (BYTE) b;

    if (infinite)
    depth = 1.0e9f;
}

// +--------------------------------------------------------------------+

int
Graphic::Nearer(Graphic* a, Graphic* b)
{
    if (a->depth < b->depth) return -1;
    else if (a->depth == b->depth) return 0;
    else return 1;
}

// +--------------------------------------------------------------------+

int
Graphic::Farther(Graphic* a, Graphic* b)
{
    if (a->depth > b->depth) return -1;
    else if (a->depth == b->depth) return 0;
    else return 1;
}

// +--------------------------------------------------------------------+

void
Graphic::Destroy()
{
    if (scene)
    scene->DelGraphic(this);

    delete this;
}

// +--------------------------------------------------------------------+

int
Graphic::CollidesWith(Graphic& o)
{
    Point delta_loc = loc - o.loc;

    // bounding spheres test:
    if (delta_loc.length() > radius + o.radius)
    return 0;

    return 1;
}

// +--------------------------------------------------------------------+

int
Graphic::CheckRayIntersection(Point Q, Point w, double len, Point& ipt,
bool treat_translucent_polys_as_solid)
{
    return 0;
}

// +--------------------------------------------------------------------+

void
Graphic::ProjectScreenRect(Projector* p)
{
    screen_rect.x = 2000;
    screen_rect.y = 2000;
    screen_rect.w = 0;
    screen_rect.h = 0;
}

// +--------------------------------------------------------------------+

bool
Graphic::CheckVisibility(Projector& projector)
{
    if (projector.IsVisible(     Location(), Radius()) &&
            projector.ApparentRadius(Location(), Radius()) > 1) {

        visible        = true;
    }
    else {
        visible        = false;
        screen_rect.x  = 2000;
        screen_rect.y  = 2000;
        screen_rect.w  = 0;
        screen_rect.h  = 0;
    }

    return visible;
}