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CnC_Renegade/Code/Tools/LevelEdit/VisSectorSampler.h

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/*
** 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/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