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CnC_Renegade/Code/Tools/LevelEdit/VisMgr.h

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C++

/*
** 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 : 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<NodeClass *> &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<NodeClass *> &node_list, NodeClass *node);
private:
//////////////////////////////////////////////////////////
// Private member data
//////////////////////////////////////////////////////////
};
#endif //__VISMGR_H