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CnC_Renegade/Code/Tools/LevelEdit/VisPointGenerator.h

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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 3 of the License, or
** (at your option) any later version.
**
** 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, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : LevelEdit *
* *
* $Archive:: /Commando/Code/Tools/LevelEdit/VisPointGenerator.h $Modtime:: $*
* *
* $Revision:: 10 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __VIS_POINT_GENERATOR_H
#define __VIS_POINT_GENERATOR_H
#include "vector.h"
#include "vector3.h"
#include "grid3d.h"
#include "matrix3d.h"
// Forward declarations
class RenderObjClass;
class MeshClass;
class NodeClass;
//////////////////////////////////////////////////////////////////////////
//
// Typdefs
//
//////////////////////////////////////////////////////////////////////////
class VisPointListClass : public DynamicVectorClass<Matrix3D>
{
public:
VisPointListClass (void)
: DynamicVectorClass<Matrix3D> () {}
virtual ~VisPointListClass (void) {}
Matrix3D transform;
Vector3 sample_point;
};
class VisPointInfo
{
public:
VisPointInfo (void)
: m_DoCameraRing (true),
m_Transform (1) { }
virtual ~VisPointInfo (void) { }
Matrix3D m_Transform;
bool m_DoCameraRing;
};
typedef DynamicVectorClass<VisPointListClass *> VIS_POINT_LIST;
//////////////////////////////////////////////////////////////////////////
//
// VisPointGeneratorClass
//
//////////////////////////////////////////////////////////////////////////
class VisPointGeneratorClass
{
public:
////////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////////
VisPointGeneratorClass (float granularity = 16.0F);
~VisPointGeneratorClass (void);
////////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////////
void Submit_Mesh (MeshClass &mesh);
VIS_POINT_LIST & Peek_Point_List (void) { return m_PointList; }
////////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////////
int Get_Polys_Processed (void) { return m_PolygonsProcessed; }
int Get_Total_Points (void) { return m_TotalPoints; }
void Set_Stats_Window (HWND hwnd) { m_StatWindow = hwnd; }
// Node methods
NodeClass * Peek_Current_Node (void) const { return m_CurrentNode; }
void Set_Current_Node (NodeClass *node);
void Post_Process_Nodes (void);
void Add_Manual_Nodes (void);
// Bias methods
void Set_Ignore_Bias (bool onoff) { m_IgnoreBias = onoff; }
// Sampling height control
void Set_Vis_Sample_Height (float height) { m_VisSampleHeight = height; }
float Get_Vis_Sample_Height (void) { return m_VisSampleHeight; }
private:
////////////////////////////////////////////////////////////////////
// Private methods
////////////////////////////////////////////////////////////////////
void Subdivide_And_Submit_Centers(const Vector3 & point1,const Vector3 & point2,const Vector3 & point3);
bool Find_Valid_Points (const Vector3 &start, const Vector3 &end, const Matrix3 &orientation, bool do_camera_ring);
bool Submit_Point (const Matrix3D &vis_transform, bool do_camera_ring);
void Generate_Camera_Locations (const Matrix3D &camera_tm);
void Initialize_Camera_Sim (void);
NodeClass *Find_Floor_Node (const Vector3 &start_point);
bool Test_Camera_Sim_Point (const Vector3 &start_point, const Vector3 &end_point, Matrix3D *transform_result, NodeClass **node_result);
// Point validation methods
bool Do_View_Planes_Pass (const Matrix3D &vis_transform);
bool Check_Ceiling (const Vector3 &position, float *ceiling_dist);
bool Is_Object_Invalid_Roof (RenderObjClass *render_obj);
// Grid methods
bool Is_Grid_Cell_Empty (const Vector3 &position);
// Misc
void Determine_Granularity (MeshClass &mesh);
////////////////////////////////////////////////////////////////////
// Private member data
////////////////////////////////////////////////////////////////////
bool m_IgnoreBias;
float m_Granularity;
float m_BaseGranularity;
VIS_POINT_LIST m_PointList;
Grid3DClass<VisPointInfo *> m_Grid;
Vector3 m_ViewPlaneExtent;
// Current state information
VisPointListClass * m_CurrentPointList;
NodeClass * m_CurrentNode;
float m_CurrentCeilingHeight;
// Camera simulation variables
int m_CameraSimPointCount;
Vector3 * m_pCameraSimOffsets;
// For conversion from world-space to grid-space
Matrix3D m_WorldToGridTM;
// Statistical information
int m_PolygonsProcessed;
int m_TotalPoints;
HWND m_StatWindow;
// How high above the sector to sample
float m_VisSampleHeight;
};
#endif //__VIS_POINT_GENERATOR_H