120 lines
4.5 KiB
C
120 lines
4.5 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/wwphys/PathfindSectorBuilder.h $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef _PATHFIND_SECTOR_BUILDER_H
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#define _PATHFIND_SECTOR_BUILDER_H
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#include "vector3.h"
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#include "matrix3d.h"
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#include "vector.h"
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#include "physcontrol.h"
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#include "pathfindsector.h"
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#include "pathfindbodybox.h"
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#include "gridcull.h"
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// Forward declarations
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class Phys3Class;
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class SimDirInfoClass;
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//////////////////////////////////////////////////////////////////////////
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//
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// Typedefs
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//
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//////////////////////////////////////////////////////////////////////////
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typedef DynamicVectorClass<PathfindSectorClass *> SECTOR_LIST;
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typedef TypedGridCullSystemClass<BodyBoxCullObj> BODY_BOX_CULLING_SYSTEM;
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//////////////////////////////////////////////////////////////////////////
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//
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// PathfindSectorBuilderClass
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//
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//////////////////////////////////////////////////////////////////////////
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class PathfindSectorBuilderClass
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{
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public:
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////////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////////
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PathfindSectorBuilderClass (void);
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~PathfindSectorBuilderClass (void);
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////////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////////
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void Generate_Sectors (const Vector3 &start_pos);
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protected:
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////////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////////
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void Do_Physics_Sim (const Vector3 &start_pos, PATHFIND_DIR direction);
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void Floodfill (const Vector3 &start_pos);
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BodyBoxCullObj * Get_Sector_Occupant (const Vector3 &pos);
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BodyBoxCullObj * Mark_Sector (const Vector3 &pos);
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void Mark_Sector (BodyBoxCullObj *body_box);
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void Compress_Sectors (void);
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void Free_Sectors (void);
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void Import_Raw_Data (void);
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private:
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////////////////////////////////////////////////////////////////////
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// Private member data
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////////////////////////////////////////////////////////////////////
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BodyBoxCullObj * m_CurrentSector;
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Phys3Class * m_PhysicsSim;
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PhysControllerClass m_Controller;
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Vector3 m_SimBoundingBox;
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int m_RecurseLevel;
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int m_RepartitionCount;
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bool m_bCancel;
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SECTOR_LIST m_SectorList;
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BODY_BOX_LIST m_FloodFillProcessList;
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BODY_BOX_CULLING_SYSTEM m_BodyBoxCullingSystem;
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SimDirInfoClass * m_DirInfo;
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};
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#endif //_PATHFIND_SECTOR_BUILDER_H
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