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/***************************************************************************
geometry.h - Geometry data for a node
-------------------
begin : Wed Jul 30 2003
copyright : (C) 2003 by Reality Rift Studios
email : mattias@realityrift.com
***************************************************************************
The contents of this file are subject to the Mozilla Public License Version
1.1 (the "License"); you may not use this file except in compliance with
the License. You may obtain a copy of the License at
http://www.mozilla.org/MPL/
Software distributed under the License is distributed on an "AS IS" basis,
WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
for the specific language governing rights and limitations under the
License.
The Original Code is the NeoEngine, NeoABT, geometry.h
The Initial Developer of the Original Code is Mattias Jansson.
Portions created by Mattias Jansson are Copyright (C) 2003
Reality Rift Studios. All Rights Reserved.
***************************************************************************/
#ifndef __NEABT_GEOMETRY_H
#define __NEABT_GEOMETRY_H
#include "base.h"
#include <neoengine/scenenode.h>
#include <neoengine/polygonbuffer.h>
#include <neoengine/aabb.h>
/**
* \file geometry.h
* Geometry data for a node in ABT
*/
namespace NeoABT
{
/**
* \brief Geometry data for a node in ABT
* \author Mattias Jansson (mattias@realityrift.com)
*/
class NEOABT_API Geometry : public NeoEngine::SceneNode
{
public:
/*! Polygons */
NeoEngine::PolygonBufferPtr m_pkPolygons;
/**
* Partition the geometry
* \param pvpkGeometries Vector storing final paritioned geometry objects
* \param uiDepth Recursion depth
*/
void Partition( std::vector< Geometry* > *pvpkGeometries, unsigned int uiDepth );
/**
* Render geometry
* \param pkFrustum Frustum
* \param bForce Force rendering flag
*/
virtual bool Render( NeoEngine::Frustum *pkFrustum = 0, bool bForce = false );
/**
* Intersect ray with static geometry and scene nodes
* \param rkRay Ray
* \param pkCollSet Collision data set object receiving contact data
* \return true if intersection found, false if not
*/
virtual bool Intersection( const NeoEngine::Ray &rkRay, NeoEngine::ContactSet *pkContactSet );
/**
* Intersect volume with static geometry and scene nodes
* \param pkVolume Bounding volume
* \param pkCollSet Collision data set object receiving contact data
* \return true if intersection found, false if not
*/
virtual bool Intersection( NeoEngine::BoundingVolume *pkVolume, NeoEngine::ContactSet *pkContactSet );
};
};
#endif
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