tge/engine/collision/earlyOutPolyList.h
2017-04-17 06:17:10 -06:00

81 lines
2.0 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// 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<PlaneF> PlaneList;
private:
typedef Vector<Vertex> VertexList;
typedef Vector<Poly> PolyList;
typedef Vector<U32> 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_