//----------------------------------------------------------------------------------- // // Torque Network Library - ZAP example multiplayer vector graphics space game // Copyright (C) 2004 GarageGames.com, Inc. // For more information see http://www.opentnl.org // // 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 2 of the License, or // (at your option) any later version. // // For use in products that are not compatible with the terms of the GNU // General Public License, alternative licensing options are available // from GarageGames.com. // // 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, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA // //------------------------------------------------------------------------------------ #ifndef _GRIDDB_H_ #define _GRIDDB_H_ #include "tnlTypes.h" #include "point.h" #include "tnlDataChunker.h" #include "tnlVector.h" using namespace TNL; namespace Zap { class GameObject; class GridDatabase { public: enum { BucketWidth = 256, ///< Width/height of each bucket in pixels BucketRowCount = 16, ///< Number of buckets per grid row, and number of rows BucketMask = BucketRowCount - 1, }; struct BucketEntry { GameObject *theObject; BucketEntry *nextInBucket; }; U32 mQueryId; BucketEntry *mBuckets[BucketRowCount][BucketRowCount]; ClassChunker mChunker; GridDatabase(); GameObject *findObjectLOS(U32 typeMask, U32 stateIndex, Point rayStart, Point rayEnd, float &collisionTime, Point &surfaceNormal); void findObjects(U32 typeMask, Vector &fillVector, Rect &extents); void addToExtents(GameObject *theObject, Rect &extents); void removeFromExtents(GameObject *theObject, Rect &extents); }; }; #endif