29 #ifndef M_COLLISION_DOMAIN_H
30 #define M_COLLISION_DOMAIN_H
51 laLine2 _arLines[M_MAX_COLLISION_DOMAIN_SZ];
52 laPoint2 _arNormals[M_MAX_COLLISION_DOMAIN_SZ];
53 rpgTrap* _arTrap[M_MAX_COLLISION_DOMAIN_SZ];
72 inline unsigned countLines()
const{
return _nLineCnt; }
73 inline void offset(
const laPoint3 &offset) { _offset = offset; }
74 inline laPoint3 offset() {
return _offset; }
85 inline laRect2 boundingRect() {
return _rectBounds; }
90 inline laLine2* line(
unsigned index) {
return _arLines+index; }
91 inline rpgTrap* trap(
unsigned index) {
return _arTrap[index]; }
92 inline laPoint2* normal(
unsigned index) {
return _arNormals+index; }
95 void addLine(laPoint3 a, laPoint3 b, laPoint3 normal,
rpgTrap* pTrap);
100 void addTriangle(
const laPoint3 &a,
const laPoint3 &b,
const laPoint3 &c,
rpgTrap* pTrap);
104 static laPoint3 normal(laPoint3 a, laPoint3 b, laPoint3 c);
2D rectangle (used by the GUI and also as a simple tool for proximity testing)
Virtual interface for the Engine graphics renderer.