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61 lines
1.8 KiB
C++
61 lines
1.8 KiB
C++
//-----------------------------------------------------------------------------
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// V12 Engine
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//
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// Copyright (c) 2001 GarageGames.Com
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// Portions Copyright (c) 2001 by Sierra Online, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _TSSORTEDMESH_H_
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#define _TSSORTEDMESH_H_
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#ifndef _TSMESH_H_
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#include "ts/tsMesh.h"
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#endif
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class TSSortedMesh : public TSMesh
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{
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public:
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typedef TSMesh Parent;
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struct Cluster
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{
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S32 startPrimitive;
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S32 endPrimitive;
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Point3F normal;
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F32 k;
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S32 frontCluster; // go to this cluster if in front of plane, if frontCluster<0, no cluster
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S32 backCluster; // go to this cluster if in back of plane, if backCluster<0, no cluster
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// if frontCluster==backCluster, no plane to test against...
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};
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ToolVector<Cluster> clusters;
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ToolVector<S32> startCluster; // indexed by frame number
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ToolVector<S32> firstVerts; // indexed by frame number
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ToolVector<S32> numVerts; // indexed by frame number
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ToolVector<S32> firstTVerts; // indexed by frame number or matFrame number, depending on which one animates (never both)
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// sometimes, we want to write the depth value to the frame buffer even when object is translucent
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bool alwaysWriteDepth;
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// render methods..
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void render(S32 frame, S32 matFrame, TSMaterialList *);
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void renderFog(S32 frame);
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// collision methods...
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bool buildPolyList(S32 frame, AbstractPolyList * polyList, U32 & surfaceKey);
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bool castRay(S32 frame, const Point3F & start, const Point3F & end, RayInfo * rayInfo);
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bool buildConvexHull(); // does nothing, skins don't use this
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S32 getNumPolys();
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void assemble(bool skip);
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void disassemble();
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TSSortedMesh() {
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meshType = SortedMeshType;
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}
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};
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#endif // _TS_SORTED_MESH
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