//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _POLYTOPE_H_ #define _POLYTOPE_H_ #ifndef _TVECTOR_H_ #include "core/tVector.h" #endif //---------------------------------------------------------------------------- class SimObject; //---------------------------------------------------------------------------- class Polytope { // Convex Polyhedron public: struct Vertex { Point3F point; /// Temp BSP clip info S32 side; }; struct Edge { S32 vertex[2]; S32 face[2]; S32 next; }; struct Face { PlaneF plane; S32 original; /// Temp BSP clip info S32 vertex; }; struct Volume { S32 edgeList; S32 material; SimObject* object; }; struct StackElement { S32 edgeList; const BSPNode *node; }; struct Collision { SimObject* object; S32 material; PlaneF plane; Point3F point; F32 distance; Collision() { object = NULL; distance = 0.0; } }; typedef Vector EdgeList; typedef Vector FaceList; typedef Vector VertexList; typedef Vector VolumeList; typedef Vector VolumeStack; // S32 sideCount; EdgeList mEdgeList; FaceList mFaceList; VertexList mVertexList; VolumeList mVolumeList; private: bool intersect(const PlaneF& plane,const Point3F& sp,const Point3F& ep); public: // Polytope(); void buildBox(const MatrixF& transform,const Box3F& box); void intersect(SimObject*, const BSPNode* node); inline bool didIntersect() { return mVolumeList.size() > 1; } void extrudeFace(int fi,const VectorF& vec,Polytope* out); bool findCollision(const VectorF& vec,Polytope::Collision *best); void render(); }; #endif