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