/* ** 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 . */ /*********************************************************************************************** *** 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/Tools/LevelEdit/VisMgr.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 10/02/00 3:26p $* * * * $Revision:: 5 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __VISMGR_H #define __VISMGR_H #include "vector.h" ///////////////////////////////////////////////////////////////////////// // Forward declarations ///////////////////////////////////////////////////////////////////////// class ChunkLoadClass; class ChunkSaveClass; class StaticPhysClass; class Matrix3D; class NodeClass; ///////////////////////////////////////////////////////////////////////// // Typedefs ///////////////////////////////////////////////////////////////////////// typedef bool (*VIS_POINT_RENDERED_CALLBACK) (DWORD milliseconds, DWORD param); ///////////////////////////////////////////////////////////////////////// // // VisMgrClass // ///////////////////////////////////////////////////////////////////////// class VisMgrClass { public: ////////////////////////////////////////////////////////// // Public methods ////////////////////////////////////////////////////////// // // Vis remapping (exporting vis from one level and importing // it into another). // static void Import_Remap_Data (ChunkLoadClass &cload); static void Export_Remap_Data (ChunkSaveClass &csave); // // Vis generation // static void Build_Node_List (DynamicVectorClass &node_list, bool selection_only = false); static void Render_Manual_Vis_Points (bool farm_mode = false, int processor_index = 0, int total_processors = 1, VIS_POINT_RENDERED_CALLBACK callback = NULL, DWORD param = 0); protected: ////////////////////////////////////////////////////////// // Protected methods ////////////////////////////////////////////////////////// // // Utility methods // static StaticPhysClass * Find_Static_Phys_Object (LPCTSTR mesh_name, const Matrix3D &tm); static void Add_Nodes_To_List (DynamicVectorClass &node_list, NodeClass *node); private: ////////////////////////////////////////////////////////// // Private member data ////////////////////////////////////////////////////////// }; #endif //__VISMGR_H