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engines/hpl1/engine/graphics/Mesh2d.h
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113
engines/hpl1/engine/graphics/Mesh2d.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_MESH2D_H
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#define HPL_MESH2D_H
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#include "common/array.h"
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#include "hpl1/engine/graphics/GraphicsTypes.h"
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#include "hpl1/engine/math/MathTypes.h"
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#include "hpl1/engine/system/SystemTypes.h"
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namespace hpl {
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class cMesh2DEdge {
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public:
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cMesh2DEdge(cVector2f avNormal, cVector2f avMidPos, unsigned int alStartIndex, unsigned int alEndIndex)
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: mvNormal(avNormal), mvMidPos(avMidPos), mlStartIndex(alStartIndex), mlEndIndex(alEndIndex) {}
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cVector2f mvNormal;
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cVector2f mvMidPos;
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unsigned int mlStartIndex;
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unsigned int mlEndIndex;
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};
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typedef Common::Array<cMesh2DEdge> tMesh2DEdgeVec;
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typedef tMesh2DEdgeVec::iterator tMesh2DEdgeVecIt;
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class cCollisionMesh2D {
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public:
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cCollisionMesh2D() {}
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tVector2fVec mvPos;
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tVector2fVec mvNormal;
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};
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/** Mesh2D is stores meshes used by 2d objects for collision and drawing.
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@remarks
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The main objects in the class is the vertex list, the edge list, the index list and the
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edge index list. The edge list is a list calculated by the app it self, it contain normals
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for all edges in the vertex list. When the vertexes are defined this must be
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in a clockwise order in the edge index list! The Z value in the vertex doesn't matter. The indexes
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point to the vertex list.
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@see
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*/
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class cMesh2D {
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public:
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cMesh2D();
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~cMesh2D();
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void AddVertex(cVector2f avPos, cVector2f avTexCoord = 0, cColor aCol = 1);
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void AddIndex(unsigned int alIndex);
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void AddEdgeIndex(unsigned int alIndex);
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void CreateVertexVec();
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void CreateTileVertexVec();
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tVertexVec *GetVertexVec(const cRect2f &aImageRect, cVector2f avSize, eTileRotation aRotation = eTileRotation_0);
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tUIntVec *GetIndexVec();
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tMesh2DEdgeVec *GetEdgeVec(eTileRotation aRotation = eTileRotation_0);
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/**
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* Checks if a point is inside the mesh. Only works on convex edge meshes.
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* \param avPoint
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* \param avMeshPos
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* \param aRotation
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* \return
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*/
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bool PointIsInside(const cVector2f &avPoint, const cVector2f &avMeshPos,
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eTileRotation aRotation = eTileRotation_0);
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cCollisionMesh2D *CreateCollisonMesh(const cVector2f &avPos, const cVector2f &avSizeMul,
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eTileRotation aRotation = eTileRotation_0);
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private:
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tVector2fVec mvPos;
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tColorVec mvColor;
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tMesh2DEdgeVec mvEdge[eTileRotation_LastEnum];
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tVector2fVec mvTexCoord;
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tUIntVec mvIndex;
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tUIntVec mvEdgeIndex;
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cRect2f mvBoundingBox[eTileRotation_LastEnum];
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tVertexVec mvVtx[eTileRotation_LastEnum]; // One for each tile angle.
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void CalculateEdges(eTileRotation aRotation, tVertexVec &aVtx, tUIntVec &aIdx);
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};
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} // namespace hpl
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#endif // HPL_MESH2D_H
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