PolyLists and their meanings?
by Stefan Lundmark · in Torque Game Engine · 09/23/2006 (12:22 pm) · 2 replies
[b]abstractPolyList[/b] This is the abstract class other polylists are ultimately derived from (cannot be directly instantiated). In other words, a base class. [b]clippedPolyList[/b] This clips a single poly against the polylist, creating new surface clipped and surface aligned polys (this is used by the dynamic shadow class, so shadows conform to interior and terrain surfaces). [url=http://www.garagegames.com/docs/tge/engine/classConcretePolyList.php]concretePolyList[/url] This is the basic workhorse polylist (nothing fancy, just stores data). [b]earlyOutPolyList[/b] [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=4759]extrudedPolyList[/url] This one only computes collisions in the given direction. Very practical and effective for player type objects, but not for more advanced objects like vehicles. [b]optimizedPolyList[/b]
I have threated these the same until today when I browsed trough one of the source files and realized they were alot different in some cases. The only one that makes sense to me code-wise, is abstractPolyList.
There's no documentation to be found about them, what they do or where you should use them. I know earlyOut is used (for performance reasons?) in Player as a way to quickly check if a collision has occured and then skip the rest of the calculations. But I dont know why it's faster or what it really does.
If anyone could do a quick rundown of the strenghts and cons of these I would be a happy guy! Thanks.
About the author
#2
09/24/2006 (3:29 am)
Thanks John! I made some updates to the above post with my own findings too.
Torque Owner John Kabus (BobTheCBuilder)
AbstractPolyList - is the abstract class other polylists are ultimately derived from (cannot be directly instantiated).
ConcretePolyList - is the basic workhorse polylist (nothing fancy, just stores data).
ClippedPolyList - clips a single poly against the polylist, creating new surface clipped and surface aligned polys (this is used by the dynamic shadow class, so shadows conform to interior and terrain surfaces).