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