//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _EARLYOUTPOLYLIST_H_ #define _EARLYOUTPOLYLIST_H_ #ifndef _ABSTRACTPOLYLIST_H_ #include "collision/abstractPolyList.h" #endif /// Early out check PolyList /// /// This class is used primarily for triggers and similar checks. It checks to see /// if any of the geometry you feed it is inside its area, and if it is, it stops /// checking for any more data and returns a true value. This is good if you want /// to know if anything is in your "trigger" area, for instance. /// /// @see AbstractPolyList class EarlyOutPolyList : public AbstractPolyList { void memcpy(U32* d, U32* s,U32 size); // Internal data struct Vertex { Point3F point; U32 mask; }; struct Poly { PlaneF plane; SceneObject* object; U32 material; U32 vertexStart; U32 vertexCount; U32 surfaceKey; }; public: typedef Vector PlaneList; private: typedef Vector VertexList; typedef Vector PolyList; typedef Vector IndexList; PolyList mPolyList; VertexList mVertexList; IndexList mIndexList; bool mEarlyOut; PlaneList mPolyPlaneList; public: // Data set by caller PlaneList mPlaneList; VectorF mNormal; public: EarlyOutPolyList(); ~EarlyOutPolyList(); void clear(); // Virtual methods bool isEmpty() const; U32 addPoint(const Point3F& p); U32 addPlane(const PlaneF& plane); void begin(U32 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(); protected: const PlaneF& getIndexedPlane(const U32 index); }; #endif // _H_EARLYOUTPOLYLIST_