2023-08-01 19:50:29 +02:00

777 lines
27 KiB
C++

/*
Copyright (C) 2003, 2010 - Wolfire Games
Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
Lugaru is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Lugaru 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Objects/Object.hpp"
extern XYZ viewer;
extern float viewdistance;
extern float fadestart;
extern int environment;
extern float texscale;
extern Light light;
extern float multiplier;
extern float gravity;
extern FRUSTUM frustum;
extern Terrain terrain;
extern bool foliage;
extern int detail;
extern float blurness;
extern float windvar;
extern float playerdist;
extern bool skyboxtexture;
std::vector<std::unique_ptr<Object>> Object::objects;
XYZ Object::center;
float Object::radius = 0;
Texture Object::boxtextureptr;
Texture Object::treetextureptr;
Texture Object::bushtextureptr;
Texture Object::rocktextureptr;
//Functions
Object::Object()
: position()
, type(boxtype)
, yaw(0)
, pitch(0)
, rotx(0)
, rotxvel(0)
, roty(0)
, rotyvel(0)
, possible(false)
, model()
, displaymodel()
, friction(0)
, scale(0)
, messedwith(0)
, checked(0)
, shadowed(0)
, occluded(0)
, onfire(false)
, flamedelay(0)
{
}
Object::Object(object_type _type, XYZ _position, float _yaw, float _pitch, float _scale)
: Object()
{
scale = _scale;
type = _type;
position = _position;
yaw = _yaw;
pitch = _pitch;
switch (type) {
case boxtype:
model.loaddecal("Models/Box.solid");
friction = 1.5;
break;
case cooltype:
model.loaddecal("Models/Cool.solid");
friction = 1.5;
break;
case walltype:
model.loaddecal("Models/Wall.solid");
friction = 1.5;
break;
case tunneltype:
model.loaddecal("Models/Tunnel.solid");
friction = 1.5;
break;
case chimneytype:
model.loaddecal("Models/Chimney.solid");
friction = 1.5;
break;
case spiketype:
model.load("Models/Spike.solid");
friction = .4;
break;
case weirdtype:
model.loaddecal("Models/Weird.solid");
friction = 1.5;
break;
case rocktype:
model.loaddecal("Models/Rock.solid");
if (scale > .5) {
friction = 1.5;
} else {
friction = .5;
}
break;
case treetrunktype:
model.load("Models/TreeTrunk.solid");
friction = .4;
break;
case treeleavestype:
scale += fabs((float)(Random() % 100) / 900) * scale;
model.load("Models/Leaves.solid");
friction = 0;
break;
case bushtype:
position.y = terrain.getHeight(position.x, position.z) - .3;
model.load("Models/Bush.solid");
break;
case platformtype:
model.loaddecal("Models/Platform.solid");
model.Rotate(90, 0, 0);
friction = 1.5;
break;
case firetype:
onfire = true;
break;
}
if (friction == 1.5 && fabs(pitch) > 5) {
friction = .5;
}
if (type == boxtype || type == cooltype || type == spiketype || type == weirdtype || type == walltype || type == chimneytype || type == tunneltype || type == platformtype) {
model.ScaleTexCoords(scale * 1.5);
}
if (type == rocktype) {
model.ScaleTexCoords(scale * 3);
}
model.flat = 1;
if (type == treetrunktype || type == treeleavestype || type == rocktype) {
model.flat = 0;
}
model.Scale(.3 * scale, .3 * scale, .3 * scale);
model.Rotate(90, 1, 1);
model.Rotate(pitch, 0, 0);
if (type == rocktype) {
model.Rotate(yaw * 5, 0, 0);
}
model.CalculateNormals(1);
model.ScaleNormals(-1, -1, -1);
}
void Object::handleFire()
{
if (type == firetype) {
onfire = 1;
}
if (onfire) {
XYZ spawnpoint;
if ((type == bushtype) || (type == firetype)) {
flamedelay -= multiplier * 3;
} else if (type == treeleavestype) {
flamedelay -= multiplier * 4;
}
while ((flamedelay < 0) && onfire) {
flamedelay += .006;
if ((type == bushtype) || (type == firetype)) {
spawnpoint.x = ((float)(Random() % 100)) / 30 * scale;
spawnpoint.y = ((float)(Random() % 100) + 60) / 30 * scale;
spawnpoint.z = 0;
spawnpoint = DoRotation(spawnpoint, 0, Random() % 360, 0);
spawnpoint += position;
Sprite::MakeSprite(flamesprite, spawnpoint, spawnpoint * 0, 1, 1, 1, (.6 + (float)abs(Random() % 100) / 200 - .25) * 5 * scale, 1);
} else if (type == treeleavestype) {
spawnpoint.x = ((float)(Random() % 100)) / 80 * scale;
spawnpoint.y = ((float)(Random() % 100) + 80) / 12 * scale;
spawnpoint.z = 0;
spawnpoint = DoRotation(spawnpoint, 0, Random() % 360, 0);
spawnpoint += position;
Sprite::MakeSprite(flamesprite, spawnpoint, spawnpoint * 0, 1, 1, 1, (.6 + (float)abs(Random() % 100) / 200 - .25) * 6, 1);
}
}
}
}
void Object::doShadows(XYZ lightloc)
{
XYZ testpoint, testpoint2, terrainpoint, col;
int patchx, patchz;
if (type != treeleavestype && type != treetrunktype && type != bushtype && type != firetype) {
for (int j = 0; j < model.vertexNum; j++) {
terrainpoint = position + DoRotation(model.vertex[j] + model.normals[j] * .1, 0, yaw, 0);
shadowed = 0;
patchx = terrainpoint.x / (terrain.size / subdivision * terrain.scale);
patchz = terrainpoint.z / (terrain.size / subdivision * terrain.scale);
if (patchx >= 0 && patchz >= 0 && patchx < subdivision && patchz < subdivision) {
for (unsigned int k = 0; k < terrain.patchobjects[patchx][patchz].size(); k++) {
unsigned int l = terrain.patchobjects[patchx][patchz][k];
if (objects[l]->type != treetrunktype) {
testpoint = terrainpoint;
testpoint2 = terrainpoint + lightloc * 50 * (1 - shadowed);
if (objects[l]->model.LineCheck(&testpoint, &testpoint2, &col, &objects[l]->position, &objects[l]->yaw) != -1) {
shadowed = 1 - (findDistance(&terrainpoint, &col) / 50);
}
}
}
}
if (shadowed > 0) {
col = model.normals[j] - DoRotation(lightloc * shadowed, 0, -yaw, 0);
Normalise(&col);
for (unsigned int k = 0; k < model.Triangles.size(); k++) {
if (model.Triangles[k].vertex[0] == j) {
int l = k * 24;
model.vArray[l + 2] = col.x;
model.vArray[l + 3] = col.y;
model.vArray[l + 4] = col.z;
}
if (model.Triangles[k].vertex[1] == j) {
int l = k * 24;
model.vArray[l + 10] = col.x;
model.vArray[l + 11] = col.y;
model.vArray[l + 12] = col.z;
}
if (model.Triangles[k].vertex[2] == j) {
int l = k * 24;
model.vArray[l + 18] = col.x;
model.vArray[l + 19] = col.y;
model.vArray[l + 20] = col.z;
}
}
}
}
}
shadowed = 0;
}
void Object::handleRot(int divide)
{
messedwith -= multiplier;
if (rotxvel || rotx) {
if (rotx > 0) {
rotxvel -= multiplier * 8 * fabs(rotx);
}
if (rotx < 0) {
rotxvel += multiplier * 8 * fabs(rotx);
}
if (rotx > 0) {
rotxvel -= multiplier * 4;
}
if (rotx < 0) {
rotxvel += multiplier * 4;
}
if (rotxvel > 0) {
rotxvel -= multiplier * 4;
}
if (rotxvel < 0) {
rotxvel += multiplier * 4;
}
if (fabs(rotx) < multiplier * 4) {
rotx = 0;
}
if (fabs(rotxvel) < multiplier * 4) {
rotxvel = 0;
}
rotx += rotxvel * multiplier * 4;
}
if (rotyvel || roty) {
if (roty > 0) {
rotyvel -= multiplier * 8 * fabs(roty);
}
if (roty < 0) {
rotyvel += multiplier * 8 * fabs(roty);
}
if (roty > 0) {
rotyvel -= multiplier * 4;
}
if (roty < 0) {
rotyvel += multiplier * 4;
}
if (rotyvel > 0) {
rotyvel -= multiplier * 4;
}
if (rotyvel < 0) {
rotyvel += multiplier * 4;
}
if (fabs(roty) < multiplier * 4) {
roty = 0;
}
if (fabs(rotyvel) < multiplier * 4) {
rotyvel = 0;
}
roty += rotyvel * multiplier * 4;
}
if (roty) {
glRotatef(roty / divide, 1, 0, 0);
}
if (rotx) {
glRotatef(-rotx / divide, 0, 0, 1);
}
if (rotx > 10) {
rotx = 10;
}
if (rotx < -10) {
rotx = -10;
}
if (roty > 10) {
roty = 10;
}
if (roty < -10) {
roty = -10;
}
}
void Object::draw()
{
static float distance;
static XYZ moved, terrainlight;
bool hidden;
if (type == firetype) {
return;
}
moved = DoRotation(model.boundingspherecenter, 0, yaw, 0);
if (type == tunneltype || frustum.SphereInFrustum(position.x + moved.x, position.y + moved.y, position.z + moved.z, model.boundingsphereradius)) {
distance = distsq(&viewer, &position);
distance *= 1.2;
hidden = !(distsqflat(&viewer, &position) > playerdist + 3 || (type != bushtype && type != treeleavestype));
if (!hidden) {
if (detail == 2 && distance > viewdistance * viewdistance / 4 && environment == desertenvironment) {
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness);
} else {
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
}
distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
if (distance > 1) {
distance = 1;
}
if (distance > 0) {
if (occluded < 6) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
if (!model.color) {
glEnable(GL_LIGHTING);
} else {
glDisable(GL_LIGHTING);
}
glDepthMask(1);
glTranslatef(position.x, position.y, position.z);
if (type == bushtype) {
handleRot(1);
}
if (type == treetrunktype || type == treeleavestype) {
if (type == treetrunktype || environment == desertenvironment) {
handleRot(6);
} else {
handleRot(4);
}
}
if (environment == snowyenvironment) {
if (type == treeleavestype) {
glRotatef((sin(windvar + position.x * .3) + .5) * 1.5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0);
}
if (type == treetrunktype) {
glRotatef((sin(windvar + position.x * .3) + .5) * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0);
}
if (type == bushtype) {
glRotatef((sin(windvar + position.x * .3) + .5) * 4 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0);
}
}
if (environment == grassyenvironment) {
if (type == treeleavestype) {
glRotatef((sin(windvar + position.x * .3) + .5) * 1.5 * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0);
}
if (type == treetrunktype) {
glRotatef((sin(windvar + position.x * .3) + .5) * .5 * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0);
}
if (type == bushtype) {
glRotatef((sin(windvar + position.x * .3) + .5) * 4 * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0);
}
}
if (environment == desertenvironment) {
if (type == bushtype) {
glRotatef((sin(windvar + position.x * .3) + .5) * 4 * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0);
}
}
glRotatef(yaw, 0, 1, 0);
glColor4f((1 - shadowed) / 2 + .5, (1 - shadowed) / 2 + .5, (1 - shadowed) / 2 + .5, distance);
if (distance >= 1) {
glDisable(GL_BLEND);
glAlphaFunc(GL_GREATER, 0.5);
} else {
glEnable(GL_BLEND);
glAlphaFunc(GL_GREATER, 0.1);
}
if (type != treetrunktype && type != treeleavestype && type != bushtype && type != rocktype) {
glEnable(GL_CULL_FACE);
glAlphaFunc(GL_GREATER, 0.0001);
model.drawdifftex(boxtextureptr);
model.drawdecals(terrain.shadowtexture, terrain.bloodtexture, terrain.bloodtexture2, terrain.breaktexture);
}
if (type == rocktype) {
glEnable(GL_CULL_FACE);
glAlphaFunc(GL_GREATER, 0.0001);
glColor4f((1 - shadowed) / 2 + light.ambient[0], (1 - shadowed) / 2 + light.ambient[1], (1 - shadowed) / 2 + light.ambient[2], distance);
model.drawdifftex(rocktextureptr);
model.drawdecals(terrain.shadowtexture, terrain.bloodtexture, terrain.bloodtexture2, terrain.breaktexture);
}
if (type == treeleavestype) {
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
terrainlight = terrain.getLighting(position.x, position.z);
glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
if (distance < 1) {
glAlphaFunc(GL_GREATER, 0.2);
}
model.drawdifftex(treetextureptr);
}
if (type == bushtype) {
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
terrainlight = terrain.getLighting(position.x, position.z);
glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
if (distance < 1) {
glAlphaFunc(GL_GREATER, 0.2);
}
model.drawdifftex(bushtextureptr);
}
if (type == treetrunktype) {
glEnable(GL_CULL_FACE);
terrainlight = terrain.getLighting(position.x, position.z);
glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
model.drawdifftex(treetextureptr);
}
glPopMatrix();
}
}
}
}
}
void Object::drawSecondPass()
{
static float distance;
static XYZ moved, terrainlight;
bool hidden;
if (type != treeleavestype && type != bushtype) {
return;
}
moved = DoRotation(model.boundingspherecenter, 0, yaw, 0);
if (frustum.SphereInFrustum(position.x + moved.x, position.y + moved.y, position.z + moved.z, model.boundingsphereradius)) {
hidden = distsqflat(&viewer, &position) <= playerdist + 3;
if (hidden) {
distance = 1;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glEnable(GL_LIGHTING);
glDepthMask(1);
glTranslatef(position.x, position.y, position.z);
if (type == bushtype) {
handleRot(1);
}
if (type == treetrunktype || type == treeleavestype) {
handleRot(2);
}
if (environment == snowyenvironment) {
if (type == treeleavestype) {
glRotatef((sin(windvar + position.x * .3) + .5) * 1.5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0);
}
if (type == treetrunktype) {
glRotatef((sin(windvar + position.x * .3) + .5) * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0);
}
if (type == bushtype) {
glRotatef((sin(windvar + position.x * .3) + .5) * 4 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0);
}
}
if (environment == grassyenvironment) {
if (type == treeleavestype) {
glRotatef((sin(windvar + position.x * .3) + .5) * 1.5 * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0);
}
if (type == treetrunktype) {
glRotatef((sin(windvar + position.x * .3) + .5) * .5 * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0);
}
if (type == bushtype) {
glRotatef((sin(windvar + position.x * .3) + .5) * 4 * .5 * (sin(windvar * 2 + position.x * .3) + 1) / 2, 1, 0, 0);
}
}
glRotatef(yaw, 0, 1, 0);
glColor4f(1, 1, 1, distance);
if (type == treeleavestype) {
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
terrainlight = terrain.getLighting(position.x, position.z);
glDepthMask(0);
glEnable(GL_BLEND);
glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, .3);
glAlphaFunc(GL_GREATER, 0);
glDisable(GL_ALPHA_TEST);
model.drawdifftex(treetextureptr);
}
if (type == bushtype) {
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
terrainlight = terrain.getLighting(position.x, position.z);
glDepthMask(0);
glEnable(GL_BLEND);
glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, .3);
glAlphaFunc(GL_GREATER, 0);
glDisable(GL_ALPHA_TEST);
model.drawdifftex(bushtextureptr);
}
glPopMatrix();
}
}
}
void Object::ComputeCenter()
{
center = 0;
for (unsigned i = 0; i < objects.size(); i++) {
center += objects[i]->position;
}
center /= objects.size();
}
void Object::ComputeRadius()
{
float maxdistance = 0;
float tempdist;
for (unsigned int i = 0; i < objects.size(); i++) {
tempdist = distsq(&center, &objects[i]->position);
if (tempdist > maxdistance) {
maxdistance = tempdist;
}
}
radius = fast_sqrt(maxdistance);
}
void Object::LoadObjectsFromFile(FILE* tfile, bool skip)
{
int numobjects;
int type;
XYZ position;
float yaw, pitch, scale;
float lastscale = 1.0f;
funpackf(tfile, "Bi", &numobjects);
if (!skip) {
objects.clear();
}
for (int i = 0; i < numobjects; i++) {
funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &type, &yaw, &pitch, &position.x, &position.y, &position.z, &scale);
if (!skip) {
if (type == treeleavestype) {
scale = lastscale;
}
objects.emplace_back(new Object(object_type(type), position, yaw, pitch, scale));
lastscale = scale;
}
}
}
void Object::LoadObjectsFromJson(Json::Value values)
{
objects.clear();
float lastscale = 1.0f;
for (unsigned i = 0; i < values.size(); i++) {
objects.emplace_back(new Object(values[i], lastscale));
lastscale = objects.back()->scale;
}
}
void Object::addToTerrain(unsigned id)
{
if ((type != treeleavestype) && (type != bushtype) && (type != firetype)) {
terrain.AddObject(position + DoRotation(model.boundingspherecenter, 0, yaw, 0), model.boundingsphereradius, id);
}
if (detail == 2) {
if ((type == treetrunktype) && (position.y < (terrain.getHeight(position.x, position.z) + 1))) {
terrain.MakeDecal(shadowdecalpermanent, position, 2, .4, 0);
}
if ((type == bushtype) && (position.y < (terrain.getHeight(position.x, position.z) + 1))) {
terrain.MakeDecal(shadowdecalpermanent, position, 1, .4, 0);
}
}
}
void Object::AddObjectsToTerrain()
{
for (unsigned i = 0; i < objects.size(); i++) {
objects[i]->addToTerrain(i);
}
}
void Object::SphereCheckPossible(XYZ* p1, float radius)
{
int whichpatchx = p1->x / (terrain.size / subdivision * terrain.scale);
int whichpatchz = p1->z / (terrain.size / subdivision * terrain.scale);
if (whichpatchx >= 0 && whichpatchz >= 0 && whichpatchx < subdivision && whichpatchz < subdivision) {
if (terrain.patchobjects[whichpatchx][whichpatchz].size() < 500) {
for (unsigned int j = 0; j < terrain.patchobjects[whichpatchx][whichpatchz].size(); j++) {
unsigned int i = terrain.patchobjects[whichpatchx][whichpatchz][j];
objects[i]->possible = false;
if (objects[i]->model.SphereCheckPossible(p1, radius, &objects[i]->position, &objects[i]->yaw) != -1) {
objects[i]->possible = true;
}
}
}
}
}
void Object::Draw()
{
for (unsigned i = 0; i < objects.size(); i++) {
objects[i]->draw();
}
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
for (unsigned i = 0; i < objects.size(); i++) {
objects[i]->drawSecondPass();
}
if (environment == desertenvironment) {
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
}
glEnable(GL_ALPHA_TEST);
SetUpLight(&light, 0);
}
void Object::DeleteObject(int which)
{
objects.erase(objects.begin() + which);
terrain.DeleteObject(which);
}
void Object::MakeObject(int atype, XYZ where, float ayaw, float apitch, float ascale)
{
if ((atype != treeleavestype && atype != bushtype) || foliage == 1) {
unsigned nextid = objects.size();
objects.emplace_back(new Object(object_type(atype), where, ayaw, apitch, ascale));
objects.back()->addToTerrain(nextid);
}
}
void Object::DoStuff()
{
for (unsigned i = 0; i < objects.size(); i++) {
objects[i]->handleFire();
}
}
void Object::DoShadows()
{
XYZ lightloc;
lightloc = light.location;
if (!skyboxtexture) {
lightloc = 0;
}
lightloc.y += 10;
Normalise(&lightloc);
for (unsigned i = 0; i < objects.size(); i++) {
objects[i]->doShadows(lightloc);
}
}
int Object::checkcollide(XYZ startpoint, XYZ endpoint)
{
float minx, minz, maxx, maxz, miny, maxy;
minx = min(startpoint.x, endpoint.x) - 1;
miny = min(startpoint.y, endpoint.y) - 1;
minz = min(startpoint.z, endpoint.z) - 1;
maxx = max(startpoint.x, endpoint.x) + 1;
maxy = max(startpoint.y, endpoint.y) + 1;
maxz = max(startpoint.z, endpoint.z) + 1;
for (unsigned int i = 0; i < objects.size(); i++) {
if (checkcollide(startpoint, endpoint, i, minx, miny, minz, maxx, maxy, maxz) != -1) {
return (int)i;
}
}
return -1;
}
int Object::checkcollide(XYZ startpoint, XYZ endpoint, int what)
{
float minx, minz, maxx, maxz, miny, maxy;
minx = min(startpoint.x, endpoint.x) - 1;
miny = min(startpoint.y, endpoint.y) - 1;
minz = min(startpoint.z, endpoint.z) - 1;
maxx = max(startpoint.x, endpoint.x) + 1;
maxy = max(startpoint.y, endpoint.y) + 1;
maxz = max(startpoint.z, endpoint.z) + 1;
return checkcollide(startpoint, endpoint, what, minx, miny, minz, maxx, maxy, maxz);
}
int Object::checkcollide(XYZ startpoint, XYZ endpoint, int what, float minx, float miny, float minz, float maxx, float maxy, float maxz)
{
XYZ colpoint, colviewer, coltarget;
if (what == 1000) {
if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1) {
return what;
}
} else {
if (objects[what]->position.x > minx - objects[what]->model.boundingsphereradius &&
objects[what]->position.x < maxx + objects[what]->model.boundingsphereradius &&
objects[what]->position.y > miny - objects[what]->model.boundingsphereradius &&
objects[what]->position.y < maxy + objects[what]->model.boundingsphereradius &&
objects[what]->position.z > minz - objects[what]->model.boundingsphereradius &&
objects[what]->position.z < maxz + objects[what]->model.boundingsphereradius) {
if (objects[what]->type != treeleavestype &&
objects[what]->type != bushtype &&
objects[what]->type != firetype) {
colviewer = startpoint;
coltarget = endpoint;
if (objects[what]->model.LineCheck(&colviewer, &coltarget, &colpoint, &objects[what]->position, &objects[what]->yaw) != -1) {
return what;
}
}
}
}
return -1;
}
Object::Object(Json::Value value, float lastscale)
: Object(object_type(value[0].asInt()), value[4], value[1].asFloat(), value[2].asFloat(), ((value[0].asInt() == treeleavestype) ? lastscale : value[3].asFloat()))
{
}
Object::operator Json::Value() {
Json::Value object;
object[0] = type;
object[1] = yaw;
object[2] = pitch;
if (type == treeleavestype) {
/* Store 1.0 as scale is ignored anyway for tree leaves.
* This avoids having random floats in the output to make sure the same map gives the same json each time. */
object[3] = 1.0f;
} else {
object[3] = scale;
}
object[4] = position;
return object;
}
//~ Object::~Objects()
//~ {
//~ boxtextureptr.destroy();
//~ treetextureptr.destroy();
//~ bushtextureptr.destroy();
//~ rocktextureptr.destroy();
//~ }