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CnC_Renegade/Code/WWMath/cullsys.cpp

154 lines
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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 : WWMath *
* *
* $Archive:: /VSS_Sync/wwmath/cullsys.cpp $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 10/16/00 11:42a $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "cullsys.h"
#include "wwdebug.h"
#include "wwprofile.h"
/*************************************************************************
**
** CullableClass Implementation
**
*************************************************************************/
CullableClass::CullableClass(void) :
CullLink(NULL),
NextCollected(NULL)
{
CullBox.Init(Vector3(0,0,0),Vector3(1,1,1));
}
CullableClass::~CullableClass(void)
{
// the cull system that contains us is responsible for any culling link
// so we better be out of it and it should have cleared our pointer before
// we are deleted.
WWASSERT(CullLink == NULL);
}
void CullableClass::Set_Cull_Box(const AABoxClass & box,bool just_loaded)
{
CullBox = box;
WWPROFILE("Cullable::Set_Cull_Box");
// Just_loaded flag allows us to update the box without notifying the
// culling system. Use this when you've saved and loaded the linkage
// so you know you're in the right node of the culling system...
if (!just_loaded) {
CullSystemClass * sys = Get_Culling_System();
if (sys != NULL) {
sys->Update_Culling(this);
}
}
}
void CullableClass::Set_Culling_System(CullSystemClass * sys)
{
if (CullLink) {
CullLink->Set_Culling_System(sys);
}
}
CullSystemClass * CullableClass::Get_Culling_System(void) const
{
if (CullLink) {
return CullLink->Get_Culling_System();
}
return NULL;
}
/*************************************************************************
**
** CullSystemClass Implementation
**
** The base CullSystemClass mainly contains code for maintaining the
** current collection list and iterating through it.
**
*************************************************************************/
CullSystemClass::CullSystemClass(void) :
CollectionHead(NULL)
{
}
CullSystemClass::~CullSystemClass(void)
{
}
// NOTE: THE Get_() functions currently are the same as the Peek_() functions (e.g., they do not
// add a Ref). This is wrong and will be fixed.
CullableClass * CullSystemClass::Get_First_Collected_Object_Internal(void)
{
return CollectionHead;
}
CullableClass * CullSystemClass::Get_Next_Collected_Object_Internal(CullableClass * obj)
{
if (obj != NULL) {
return obj->NextCollected;
}
return NULL;
}
CullableClass * CullSystemClass::Peek_First_Collected_Object_Internal(void)
{
return CollectionHead;
}
CullableClass * CullSystemClass::Peek_Next_Collected_Object_Internal(CullableClass * obj)
{
if (obj != NULL) {
return obj->NextCollected;
}
return NULL;
}
void CullSystemClass::Reset_Collection(void)
{
CollectionHead = NULL;
}
void CullSystemClass::Add_To_Collection(CullableClass * obj)
{
WWASSERT(obj != NULL);
obj->NextCollected = CollectionHead;
CollectionHead = obj;
}