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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, 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;
}