Torque3D/Engine/source/collision/polytope.h

114 lines
3 KiB
C++

//-----------------------------------------------------------------------------
// 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 _POLYTOPE_H_
#define _POLYTOPE_H_
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
//----------------------------------------------------------------------------
class SimObject;
//----------------------------------------------------------------------------
class Polytope
{
// Convex Polyhedron
public:
struct Vertex {
Point3F point;
/// Temp BSP clip info
S32 side;
};
struct Edge {
S32 vertex[2];
S32 face[2];
S32 next;
};
struct Face {
PlaneF plane;
S32 original;
/// Temp BSP clip info
S32 vertex;
};
struct Volume
{
S32 edgeList;
S32 material;
SimObject* object;
};
struct StackElement
{
S32 edgeList;
const BSPNode *node;
};
struct Collision {
SimObject* object;
S32 material;
PlaneF plane;
Point3F point;
F32 distance;
Collision()
{
object = NULL;
material = 0;
distance = 0.0;
}
};
typedef Vector<Edge> EdgeList;
typedef Vector<Face> FaceList;
typedef Vector<Vertex> VertexList;
typedef Vector<Volume> VolumeList;
typedef Vector<StackElement> VolumeStack;
//
S32 sideCount;
EdgeList mEdgeList;
FaceList mFaceList;
VertexList mVertexList;
VolumeList mVolumeList;
private:
bool intersect(const PlaneF& plane,const Point3F& sp,const Point3F& ep);
public:
//
Polytope();
void buildBox(const MatrixF& transform,const Box3F& box);
void intersect(SimObject*, const BSPNode* node);
inline bool didIntersect() { return mVolumeList.size() > 1; }
void extrudeFace(S32 fi,const VectorF& vec,Polytope* out);
bool findCollision(const VectorF& vec,Polytope::Collision *best);
};
#endif