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