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0ad/source/maths/Brush.h
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bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

114 lines
3.3 KiB
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/* Copyright (C) 2021 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 <http://www.gnu.org/licenses/>.
*/
/*
* CBrush, a class representing a convex object
*/
#ifndef INCLUDED_BRUSH
#define INCLUDED_BRUSH
#include "maths/Vector3D.h"
#include <vector>
class CBoundingBoxAligned;
class CFrustum;
class CPlane;
/**
* Class CBrush: Represents a convex object, supports some CSG operations.
*/
class CBrush
{
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;
/**
* Returns vertices in the brush. Intended for testing purposes; you should not need to use
* this method directly.
*/
const std::vector<CVector3D>& 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<std::vector<size_t>>& out) const;
private:
static const size_t NO_VERTEX = ~0u;
typedef std::vector<CVector3D> Vertices;
typedef std::vector<size_t> 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 // INCLUDED_BRUSH