90 lines
4 KiB
C
90 lines
4 KiB
C
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/VisSectorSampler.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 8/04/00 8:51a $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef VISSECTORSAMPLER_H
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#define VISSECTORSAMPLER_H
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#include "always.h"
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#include "vector3.h"
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class RenderObjClass;
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class MeshBuilderClass;
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class SceneEditorClass;
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class VisGenProgressClass;
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class Matrix3D;
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/**
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** VisSectorSamplerClass
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** This class encapsulates the process of adaptively sampling a vis sector. It will generate
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** an edge table of all of the "external" edges of the vis-sector meshes contained in the
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** given model and then adaptively sample along them.
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*/
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class VisSectorSamplerClass
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{
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public:
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VisSectorSamplerClass(SceneEditorClass * scene,VisGenProgressClass * Stats,float min_point_distance,int collision_group);
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~VisSectorSamplerClass(void);
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void Process(RenderObjClass * model);
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protected:
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void Reset(int poly_count);
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int Collect_Polygons(RenderObjClass * model);
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void Sample_Edges(void);
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void Sample_Edge(const Vector3 & p0,const Vector3 & p1);
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int Sample_Point(const Vector3 & point);
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int Sample_Vertical_Segment(const Vector3 & p0,const Vector3 & p1);
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int Update_Vis(const Vector3 & point);
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bool Check_Ceiling (const Vector3 &position, float *ceiling_dist);
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bool Is_Object_Invalid_Roof(RenderObjClass *render_obj);
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bool Do_View_Planes_Pass (const Matrix3D &vis_transform);
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SceneEditorClass * Scene;
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MeshBuilderClass * MeshBuilder;
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VisGenProgressClass * Stats;
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float MinSampleDistance;
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int CollisionGroup;
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float EdgeSkipAccum;
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};
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#endif //VISSECTORSAMPLER_H
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