//-----------------------------------------------------------------------------------
//
// 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<BucketEntry> mChunker;
GridDatabase();
GameObject *findObjectLOS(U32 typeMask, U32 stateIndex, Point rayStart, Point rayEnd, float &collisionTime, Point &surfaceNormal);
void findObjects(U32 typeMask, Vector<GameObject *> &fillVector, Rect &extents);
void addToExtents(GameObject *theObject, Rect &extents);
void removeFromExtents(GameObject *theObject, Rect &extents);
};
};
#endif
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