Torque3D/Engine/source/collision/concretePolyList.h
2020-05-11 14:33:59 -05:00

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _CONCRETEPOLYLIST_H_
#define _CONCRETEPOLYLIST_H_
#ifndef _ABSTRACTPOLYLIST_H_
#include "collision/abstractPolyList.h"
#endif
/// A concrete, renderable PolyList
///
/// This class is used to store geometry from a PolyList query.
///
/// It allows you to render this data, as well.
///
/// @see AbstractPolyList
class ConcretePolyList : public AbstractPolyList
{
public:
struct Poly {
PlaneF plane;
SceneObject* object;
BaseMatInstance* material;
U32 vertexStart;
U32 vertexCount;
U32 surfaceKey;
Poly()
{
vertexStart = 0;
vertexCount = 0;
surfaceKey = 0;
object = NULL;
material = NULL;
}
};
typedef Vector<PlaneF> PlaneList;
typedef Vector<Point3F> VertexList;
typedef Vector<Poly> PolyList;
typedef Vector<U32> IndexList;
PolyList mPolyList;
VertexList mVertexList;
IndexList mIndexList;
PlaneList mPolyPlaneList;
public:
ConcretePolyList();
~ConcretePolyList();
void clear();
// Virtual methods
U32 addPoint(const Point3F& p);
U32 addPlane(const PlaneF& plane);
void begin(BaseMatInstance* material,U32 surfaceKey);
void plane(U32 v1,U32 v2,U32 v3);
void plane(const PlaneF& p);
void plane(const U32 index);
void vertex(U32 vi);
void end();
void render();
bool isEmpty() const;
/// This breaks all polys in the polylist into triangles.
void triangulate();
protected:
const PlaneF& getIndexedPlane(const U32 index);
};
#endif // _CONCRETEPOLYLIST_H_