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CnC_Renegade/Code/wwphys/physgridcull.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 : WWPhys *
* *
* $Archive:: /Commando/Code/wwphys/physgridcull.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 8/13/00 12:13p $*
* *
* $Revision:: 16 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef PHYSGRIDCULL_H
#define PHYSGRIDCULL_H
#include "gridcull.h"
#include "phys.h"
#include "physlist.h"
#include "wwdebug.h"
class PhysicsSceneClass;
class VisRenderContextClass;
class VisTableClass;
class AABoxRenderObjClass;
/*
** PhysGridCullClass
** This is a culling system derived from TypedGridCullSystemClass which adds collision
** detection functions.
*/
class PhysGridCullClass : public TypedGridCullSystemClass<PhysClass>
{
public:
PhysGridCullClass(PhysicsSceneClass * scene);
virtual ~PhysGridCullClass(void);
void Re_Partition(const Vector3 & min,const Vector3 & max,float objdim);
bool Cast_Ray(PhysRayCollisionTestClass & raytest);
bool Cast_AABox(PhysAABoxCollisionTestClass & boxtest);
bool Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest);
bool Intersection_Test(PhysAABoxIntersectionTestClass & boxtest);
bool Intersection_Test(PhysOBBoxIntersectionTestClass & boxtest);
bool Intersection_Test(PhysMeshIntersectionTestClass & meshtest);
void Collect_Visible_Objects(const FrustumClass & frustum,VisTableClass * pvs,RefPhysListClass & visobjlist);
void Collect_Visible_Objects(const FrustumClass & frustum,VisTableClass * pvs);
// Persist support
void Load_Static_Data(ChunkLoadClass & cload);
void Save_Static_Data(ChunkSaveClass & csave);
protected:
void Save_Static_Variables(ChunkSaveClass & csave);
void Load_Static_Variables(ChunkLoadClass & cload);
bool cast_ray_recursive(PhysRayCollisionTestClass & raytest,const VolumeStruct & vol);
bool cast_aabox_recursive(PhysAABoxCollisionTestClass & boxtest,const VolumeStruct & vol);
bool cast_obbox_recursive(PhysOBBoxCollisionTestClass & boxtest,const VolumeStruct & vol);
void collect_visible_objects_recursive(const VolumeStruct & vol,const FrustumClass & frustum,VisTableClass & vistable,int planes_passed);
void collect_visible_objects_in_leaf(const FrustumClass & frustum,VisTableClass & pvs,int address);
// pointer to the physics scene that this culling system is part of
PhysicsSceneClass * Scene;
};
#endif // PHYSGRIDCULL_H