/* 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 . * */ /* * 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 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