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Torque/SDK/engine/collision/optimizedPolyList.h
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128
Torque/SDK/engine/collision/optimizedPolyList.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 _OPTIMIZEDPOLYLIST_H_
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#define _OPTIMIZEDPOLYLIST_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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#define DEV 0.01
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/// A concrete, renderable PolyList
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///
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/// This class is used to store geometry from a PolyList query.
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///
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/// It allows you to render this data, as well.
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///
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/// @see AbstractPolyList
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class OptimizedPolyList : public AbstractPolyList
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{
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public:
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struct Poly
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{
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S32 plane;
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SceneObject* object;
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S32 material;
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U32 vertexStart;
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U32 vertexCount;
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U32 surfaceKey;
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U32 triangleLightingStartIndex;
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Poly::Poly() { plane = -1; vertexCount = 0; material = -1; };
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};
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struct FullPoly
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{
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PlaneF plane;
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SceneObject* object;
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S32 material;
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U32 surfaceKey;
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Vector<U32> indexes;
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Vector<Point3F> vertexes;
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};
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enum
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{
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NonShared = 0,
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Concave,
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Convex
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};
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struct Edge
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{
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U32 type;
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S32 vertexes[2];
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S32 faces[2];
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};
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struct TriangleLighting
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{
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U32 lightMapId;
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PlaneF lightMapEquationX;
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PlaneF lightMapEquationY;
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};
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Vector<TriangleLighting> mTriangleLightingList;
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const TriangleLighting *getTriangleLighting(const U32 index)
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{
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if(index >= mTriangleLightingList.size())
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return NULL;
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return &mTriangleLightingList[index];
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}
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typedef Vector<PlaneF> PlaneList;
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typedef Vector<Point3F> VertexList;
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typedef Vector<Poly> PolyList;
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typedef Vector<U32> IndexList;
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typedef Vector<Edge> EdgeList;
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PolyList mPolyList;
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VertexList mVertexList;
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IndexList mIndexList;
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PlaneList mPlaneList;
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EdgeList mEdgeList;
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PlaneList mPolyPlaneList;
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public:
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OptimizedPolyList();
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~OptimizedPolyList();
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void clear();
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// Virtual methods
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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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inline bool isEqual(Point3F& a, Point3F& b)
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{
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return( ( mFabs( a.x - b.x ) < DEV ) &&
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( mFabs( a.y - b.y ) < DEV ) &&
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( mFabs( a.z - b.z ) < DEV ) );
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}
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void copyPolyToList(OptimizedPolyList* target, U32 pdx) const;
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void copyPolyToList(OptimizedPolyList* target, const FullPoly& poly) const;
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FullPoly getFullPoly(U32 pdx);
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void render();
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bool isEmpty() const;
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protected:
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const PlaneF& getIndexedPlane(const U32 index);
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};
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#endif // _OPTIMIZEDPOLYLIST_H_
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