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