/* ** 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/VisPointGenerator.h $Modtime:: $* * * * $Revision:: 10 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __VIS_POINT_GENERATOR_H #define __VIS_POINT_GENERATOR_H #include "vector.h" #include "vector3.h" #include "grid3d.h" #include "matrix3d.h" // Forward declarations class RenderObjClass; class MeshClass; class NodeClass; ////////////////////////////////////////////////////////////////////////// // // Typdefs // ////////////////////////////////////////////////////////////////////////// class VisPointListClass : public DynamicVectorClass { public: VisPointListClass (void) : DynamicVectorClass () {} virtual ~VisPointListClass (void) {} Matrix3D transform; Vector3 sample_point; }; class VisPointInfo { public: VisPointInfo (void) : m_DoCameraRing (true), m_Transform (1) { } virtual ~VisPointInfo (void) { } Matrix3D m_Transform; bool m_DoCameraRing; }; typedef DynamicVectorClass VIS_POINT_LIST; ////////////////////////////////////////////////////////////////////////// // // VisPointGeneratorClass // ////////////////////////////////////////////////////////////////////////// class VisPointGeneratorClass { public: //////////////////////////////////////////////////////////////////// // Public constructors/destructors //////////////////////////////////////////////////////////////////// VisPointGeneratorClass (float granularity = 16.0F); ~VisPointGeneratorClass (void); //////////////////////////////////////////////////////////////////// // Public methods //////////////////////////////////////////////////////////////////// void Submit_Mesh (MeshClass &mesh); VIS_POINT_LIST & Peek_Point_List (void) { return m_PointList; } //////////////////////////////////////////////////////////////////// // Public methods //////////////////////////////////////////////////////////////////// int Get_Polys_Processed (void) { return m_PolygonsProcessed; } int Get_Total_Points (void) { return m_TotalPoints; } void Set_Stats_Window (HWND hwnd) { m_StatWindow = hwnd; } // Node methods NodeClass * Peek_Current_Node (void) const { return m_CurrentNode; } void Set_Current_Node (NodeClass *node); void Post_Process_Nodes (void); void Add_Manual_Nodes (void); // Bias methods void Set_Ignore_Bias (bool onoff) { m_IgnoreBias = onoff; } // Sampling height control void Set_Vis_Sample_Height (float height) { m_VisSampleHeight = height; } float Get_Vis_Sample_Height (void) { return m_VisSampleHeight; } private: //////////////////////////////////////////////////////////////////// // Private methods //////////////////////////////////////////////////////////////////// void Subdivide_And_Submit_Centers(const Vector3 & point1,const Vector3 & point2,const Vector3 & point3); bool Find_Valid_Points (const Vector3 &start, const Vector3 &end, const Matrix3 &orientation, bool do_camera_ring); bool Submit_Point (const Matrix3D &vis_transform, bool do_camera_ring); void Generate_Camera_Locations (const Matrix3D &camera_tm); void Initialize_Camera_Sim (void); NodeClass *Find_Floor_Node (const Vector3 &start_point); bool Test_Camera_Sim_Point (const Vector3 &start_point, const Vector3 &end_point, Matrix3D *transform_result, NodeClass **node_result); // Point validation methods bool Do_View_Planes_Pass (const Matrix3D &vis_transform); bool Check_Ceiling (const Vector3 &position, float *ceiling_dist); bool Is_Object_Invalid_Roof (RenderObjClass *render_obj); // Grid methods bool Is_Grid_Cell_Empty (const Vector3 &position); // Misc void Determine_Granularity (MeshClass &mesh); //////////////////////////////////////////////////////////////////// // Private member data //////////////////////////////////////////////////////////////////// bool m_IgnoreBias; float m_Granularity; float m_BaseGranularity; VIS_POINT_LIST m_PointList; Grid3DClass m_Grid; Vector3 m_ViewPlaneExtent; // Current state information VisPointListClass * m_CurrentPointList; NodeClass * m_CurrentNode; float m_CurrentCeilingHeight; // Camera simulation variables int m_CameraSimPointCount; Vector3 * m_pCameraSimOffsets; // For conversion from world-space to grid-space Matrix3D m_WorldToGridTM; // Statistical information int m_PolygonsProcessed; int m_TotalPoints; HWND m_StatWindow; // How high above the sector to sample float m_VisSampleHeight; }; #endif //__VIS_POINT_GENERATOR_H