/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see .
*/
/*
* CBrush, a class representing a convex object
*/
#ifndef maths_brush_h
#define maths_brush_h
#include "Vector3D.h"
#include "graphics/ShaderProgramPtr.h"
class CBoundingBoxAligned;
class CFrustum;
class CPlane;
/**
* Class CBrush: Represents a convex object, supports some CSG operations.
*/
class CBrush
{
friend class TestBrush;
public:
CBrush() { }
/**
* CBrush: Construct a brush from a bounds object.
*
* @param bounds the CBoundingBoxAligned object to construct the brush from.
*/
CBrush(const CBoundingBoxAligned& bounds);
/**
* IsEmpty: Returns whether the brush is empty.
*
* @return @c true if the brush is empty, @c false otherwise
*/
bool IsEmpty() const { return m_Vertices.size() == 0; }
/**
* Bounds: Calculate the axis-aligned bounding box for this brush.
*
* @param result the resulting bounding box is stored here
*/
void Bounds(CBoundingBoxAligned& result) const;
/**
* Slice: Cut the object along the given plane, resulting in a smaller (or even empty) brush representing
* the part of the object that lies in front of the plane (as defined by the positive direction of its
* normal vector).
*
* @param plane the slicing plane
* @param result the resulting brush is stored here
*/
void Slice(const CPlane& plane, CBrush& result) const;
/**
* Intersect: Intersect the brush with the given frustum.
*
* @param frustum the frustum to intersect with
* @param result the resulting brush is stored here
*/
void Intersect(const CFrustum& frustum, CBrush& result) const;
/**
* Render the surfaces of the brush as triangles.
*/
void Render(CShaderProgramPtr& shader) const;
/**
* Render the outline of the brush as lines.
*/
void RenderOutline(CShaderProgramPtr& shader) const;
private:
/**
* Returns a copy of the vertices in this brush. Intended for testing purposes; you should not need to use
* this method directly.
*/
std::vector GetVertices() const;
/**
* Writes a vector of the faces in this brush to @p out. Each face is itself a vector, listing the vertex indices
* that make up the face, starting and ending with the same index. Intended for testing purposes; you should not
* need to use this method directly.
*/
void GetFaces(std::vector >& out) const;
private:
static const size_t NO_VERTEX = ~0u;
typedef std::vector Vertices;
typedef std::vector FaceIndices;
/// Collection of unique vertices that make up this shape.
Vertices m_Vertices;
/**
* Holds the face definitions of this brush. Each face is a sequence of indices into m_Vertices that starts and ends with
* the same vertex index, completing a loop through all the vertices that make up the face. This vector holds all the face
* sequences back-to-back, thus looking something like 'x---xy--------yz--z' in the general case.
*/
FaceIndices m_Faces;
struct Helper;
};
#endif // maths_brush_h