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Engine directory for ticket #1
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Engine/source/collision/concretePolyList.h
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Engine/source/collision/concretePolyList.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _CONCRETEPOLYLIST_H_
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#define _CONCRETEPOLYLIST_H_
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#ifndef _ABSTRACTPOLYLIST_H_
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#include "collision/abstractPolyList.h"
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#endif
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/// A concrete, renderable PolyList
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///
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/// This class is used to store geometry from a PolyList query.
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///
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/// It allows you to render this data, as well.
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///
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/// @see AbstractPolyList
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class ConcretePolyList : public AbstractPolyList
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{
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public:
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struct Poly {
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PlaneF plane;
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SceneObject* object;
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BaseMatInstance* material;
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U32 vertexStart;
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U32 vertexCount;
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U32 surfaceKey;
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Poly()
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{
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object = NULL;
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material = NULL;
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}
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};
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typedef Vector<PlaneF> PlaneList;
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typedef Vector<Point3F> VertexList;
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typedef Vector<Poly> PolyList;
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typedef Vector<U32> IndexList;
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PolyList mPolyList;
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VertexList mVertexList;
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IndexList mIndexList;
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PlaneList mPolyPlaneList;
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public:
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ConcretePolyList();
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~ConcretePolyList();
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void clear();
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// Virtual methods
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U32 addPoint(const Point3F& p);
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U32 addPlane(const PlaneF& plane);
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void begin(BaseMatInstance* material,U32 surfaceKey);
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void plane(U32 v1,U32 v2,U32 v3);
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void plane(const PlaneF& p);
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void plane(const U32 index);
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void vertex(U32 vi);
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void end();
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void render();
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bool isEmpty() const;
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/// This breaks all polys in the polylist into triangles.
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void triangulate();
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protected:
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const PlaneF& getIndexedPlane(const U32 index);
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};
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#endif // _CONCRETEPOLYLIST_H_
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