//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _CONCRETEPOLYLIST_H_ #define _CONCRETEPOLYLIST_H_ #ifndef _ABSTRACTPOLYLIST_H_ #include "collision/abstractPolyList.h" #endif /// A concrete, renderable PolyList /// /// This class is used to store geometry from a PolyList query. /// /// It allows you to render this data, as well. /// /// @see AbstractPolyList class ConcretePolyList : public AbstractPolyList { public: struct Poly { PlaneF plane; SceneObject* object; BaseMatInstance* material; U32 vertexStart; U32 vertexCount; U32 surfaceKey; Poly() { vertexStart = 0; vertexCount = 0; surfaceKey = 0; object = NULL; material = NULL; } }; typedef Vector PlaneList; typedef Vector VertexList; typedef Vector PolyList; typedef Vector IndexList; PolyList mPolyList; VertexList mVertexList; IndexList mIndexList; PlaneList mPolyPlaneList; public: ConcretePolyList(); ~ConcretePolyList(); void clear(); // Virtual methods U32 addPoint(const Point3F& p); U32 addPlane(const PlaneF& plane); void begin(BaseMatInstance* 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(); void render(); bool isEmpty() const; /// This breaks all polys in the polylist into triangles. void triangulate(); protected: const PlaneF& getIndexedPlane(const U32 index); }; #endif // _CONCRETEPOLYLIST_H_