/* ** 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/VisSectorSampler.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 8/04/00 8:51a $* * * * $Revision:: 4 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef VISSECTORSAMPLER_H #define VISSECTORSAMPLER_H #include "always.h" #include "vector3.h" class RenderObjClass; class MeshBuilderClass; class SceneEditorClass; class VisGenProgressClass; class Matrix3D; /** ** VisSectorSamplerClass ** This class encapsulates the process of adaptively sampling a vis sector. It will generate ** an edge table of all of the "external" edges of the vis-sector meshes contained in the ** given model and then adaptively sample along them. */ class VisSectorSamplerClass { public: VisSectorSamplerClass(SceneEditorClass * scene,VisGenProgressClass * Stats,float min_point_distance,int collision_group); ~VisSectorSamplerClass(void); void Process(RenderObjClass * model); protected: void Reset(int poly_count); int Collect_Polygons(RenderObjClass * model); void Sample_Edges(void); void Sample_Edge(const Vector3 & p0,const Vector3 & p1); int Sample_Point(const Vector3 & point); int Sample_Vertical_Segment(const Vector3 & p0,const Vector3 & p1); int Update_Vis(const Vector3 & point); bool Check_Ceiling (const Vector3 &position, float *ceiling_dist); bool Is_Object_Invalid_Roof(RenderObjClass *render_obj); bool Do_View_Planes_Pass (const Matrix3D &vis_transform); SceneEditorClass * Scene; MeshBuilderClass * MeshBuilder; VisGenProgressClass * Stats; float MinSampleDistance; int CollisionGroup; float EdgeSkipAccum; }; #endif //VISSECTORSAMPLER_H