mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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98 lines
2.9 KiB
C++
98 lines
2.9 KiB
C++
//-----------------------------------------------------------------------------
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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 _EARLYOUTPOLYLIST_H_
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#define _EARLYOUTPOLYLIST_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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/// Early out check PolyList
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///
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/// This class is used primarily for triggers and similar checks. It checks to see
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/// if any of the geometry you feed it is inside its area, and if it is, it stops
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/// checking for any more data and returns a true value. This is good if you want
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/// to know if anything is in your "trigger" area, for instance.
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///
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/// @see AbstractPolyList
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class EarlyOutPolyList : public AbstractPolyList
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{
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void memcpy(U32* d, U32* s,U32 size);
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// Internal data
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struct Vertex {
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Point3F point;
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U32 mask;
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};
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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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};
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public:
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typedef Vector<PlaneF> PlaneList;
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private:
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typedef Vector<Vertex> 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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bool mEarlyOut;
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PlaneList mPolyPlaneList;
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public:
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// Data set by caller
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PlaneList mPlaneList;
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VectorF mNormal;
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public:
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EarlyOutPolyList();
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~EarlyOutPolyList();
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void clear();
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// Virtual methods
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bool isEmpty() const;
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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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protected:
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const PlaneF& getIndexedPlane(const U32 index);
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};
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#endif // _H_EARLYOUTPOLYLIST_
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