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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_MESH2D_H
#define HPL_MESH2D_H
#include "common/array.h"
#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/math/MathTypes.h"
#include "hpl1/engine/system/SystemTypes.h"
namespace hpl {
class cMesh2DEdge {
public:
cMesh2DEdge(cVector2f avNormal, cVector2f avMidPos, unsigned int alStartIndex, unsigned int alEndIndex)
: mvNormal(avNormal), mvMidPos(avMidPos), mlStartIndex(alStartIndex), mlEndIndex(alEndIndex) {}
cVector2f mvNormal;
cVector2f mvMidPos;
unsigned int mlStartIndex;
unsigned int mlEndIndex;
};
typedef Common::Array<cMesh2DEdge> tMesh2DEdgeVec;
typedef tMesh2DEdgeVec::iterator tMesh2DEdgeVecIt;
class cCollisionMesh2D {
public:
cCollisionMesh2D() {}
tVector2fVec mvPos;
tVector2fVec mvNormal;
};
/** Mesh2D is stores meshes used by 2d objects for collision and drawing.
@remarks
The main objects in the class is the vertex list, the edge list, the index list and the
edge index list. The edge list is a list calculated by the app it self, it contain normals
for all edges in the vertex list. When the vertexes are defined this must be
in a clockwise order in the edge index list! The Z value in the vertex doesn't matter. The indexes
point to the vertex list.
@see
*/
class cMesh2D {
public:
cMesh2D();
~cMesh2D();
void AddVertex(cVector2f avPos, cVector2f avTexCoord = 0, cColor aCol = 1);
void AddIndex(unsigned int alIndex);
void AddEdgeIndex(unsigned int alIndex);
void CreateVertexVec();
void CreateTileVertexVec();
tVertexVec *GetVertexVec(const cRect2f &aImageRect, cVector2f avSize, eTileRotation aRotation = eTileRotation_0);
tUIntVec *GetIndexVec();
tMesh2DEdgeVec *GetEdgeVec(eTileRotation aRotation = eTileRotation_0);
/**
* Checks if a point is inside the mesh. Only works on convex edge meshes.
* \param avPoint
* \param avMeshPos
* \param aRotation
* \return
*/
bool PointIsInside(const cVector2f &avPoint, const cVector2f &avMeshPos,
eTileRotation aRotation = eTileRotation_0);
cCollisionMesh2D *CreateCollisonMesh(const cVector2f &avPos, const cVector2f &avSizeMul,
eTileRotation aRotation = eTileRotation_0);
private:
tVector2fVec mvPos;
tColorVec mvColor;
tMesh2DEdgeVec mvEdge[eTileRotation_LastEnum];
tVector2fVec mvTexCoord;
tUIntVec mvIndex;
tUIntVec mvEdgeIndex;
cRect2f mvBoundingBox[eTileRotation_LastEnum];
tVertexVec mvVtx[eTileRotation_LastEnum]; // One for each tile angle.
void CalculateEdges(eTileRotation aRotation, tVertexVec &aVtx, tUIntVec &aIdx);
};
} // namespace hpl
#endif // HPL_MESH2D_H
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