// // Lol Engine // // Copyright: (c) 2010-2013 Sam Hocevar // (c) 2010-2013 Benjamin "Touky" Huet // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // #pragma once // // The EasyMesh class // ------------------ // namespace lol { #define LEAF_ABOVE 2 #define LEAF_FRONT 1 #define LEAF_BACK 0 #define LEAF_CURRENT -1 //Naïve bsp for the poor people class CsgBspLeaf { friend class CsgBsp; public: CsgBspLeaf(vec3 origin, vec3 normal, int above_idx) { m_origin = origin; m_normal = normal; m_leaves[LEAF_ABOVE] = above_idx; m_leaves[LEAF_FRONT] = -1; m_leaves[LEAF_BACK] = -1; } private: vec3 m_origin; vec3 m_normal; array< int, vec3, vec3, vec3 > m_tri_list; ivec3 m_leaves; }; //Naïve bsp for the poor people class CsgBsp { public: void AddTriangleToTree(int const &tri_idx, vec3 const &tri_p0, vec3 const &tri_p1, vec3 const &tri_p2); //return 0 when no split has been done. //return 1 when split has been done. //return -1 when error. int TestTriangleToTree(vec3 const &tri_p0, vec3 const &tri_p1, vec3 const &tri_p2, //In order to easily build the actual vertices list afterward, this list stores each Vertices location and its source vertices & Alpha. // as { Point_Loc = Src_V0 + (Src_V1 - Src_V0) * Alpha; } array< vec3, int, int, float > &vert_list, //This is the final triangle list : If Side_Status is LEAF_CURRENT, a new test will be done point by point. //<{IN|OUT}side_status, v0, v1, v2> array< int, int, int, int > &tri_list); private: int AddLeaf(int leaf_type, vec3 origin, vec3 normal, int above_idx); int TestPoint(int leaf_idx, vec3 point); array m_tree; }; } /* namespace lol */