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107
Torque/SDK/engine/collision/extrudedPolyList.h
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107
Torque/SDK/engine/collision/extrudedPolyList.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _EXTRUDEDPOLYLIST_H_
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#define _EXTRUDEDPOLYLIST_H_
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#ifndef _MMATH_H_
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#include "math/mMath.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/tVector.h"
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#endif
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#ifndef _ABSTRACTPOLYLIST_H_
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#include "collision/abstractPolyList.h"
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#endif
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struct Polyhedron;
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struct CollisionList;
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//----------------------------------------------------------------------------
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/// Extruded Polytope PolyList
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///
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/// This class is used primarily for collision detection, by objects which need
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/// to check for obstructions along their path. You feed it a polytope to
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/// extrude along the direction of movement, and it gives you a list of collisions.
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///
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/// @see AbstractPolyList
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class ExtrudedPolyList: public AbstractPolyList
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{
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public:
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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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U32 material;
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};
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struct ExtrudedFace {
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bool active;
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PlaneF plane;
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F32 maxDistance;
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U32 planeMask;
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F32 faceDot;
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F32 faceShift;
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F32 time;
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Point3F point;
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F32 height;
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};
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typedef Vector<ExtrudedFace> ExtrudedList;
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typedef Vector<PlaneF> PlaneList;
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typedef Vector<Vertex> VertexList;
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typedef Vector<U32> IndexList;
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static F32 EqualEpsilon;
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static F32 FaceEpsilon;
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// Internal data
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VertexList mVertexList;
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IndexList mIndexList;
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ExtrudedList mExtrudedList;
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PlaneList mPlaneList;
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VectorF mVelocity;
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VectorF mNormalVelocity;
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F32 mFaceShift;
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Poly mPoly;
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// Returned info
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CollisionList* mCollisionList;
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PlaneList mPolyPlaneList;
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//
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private:
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bool testPoly(ExtrudedFace&);
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public:
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ExtrudedPolyList();
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~ExtrudedPolyList();
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void extrude(const Polyhedron&, const VectorF& vec);
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void setVelocity(const VectorF& velocity);
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void setCollisionList(CollisionList*);
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void adjustCollisionTime();
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void render();
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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(U32 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
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