combatdazzle.h 3.2 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : Renegade *
  23. * *
  24. * $Archive:: /Commando/Code/Combat/combatdazzle.h $*
  25. * *
  26. * Original Author:: Greg Hjelstrom *
  27. * *
  28. * $Author:: Greg_h $*
  29. * *
  30. * $Modtime:: 6/13/01 9:05a $*
  31. * *
  32. * $Revision:: 1 $*
  33. * *
  34. *---------------------------------------------------------------------------------------------*
  35. * Functions: *
  36. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  37. #ifndef COMBATDAZZLE_H
  38. #define COMBATDAZZLE_H
  39. #include "always.h"
  40. #include "dazzle.h"
  41. /**
  42. ** CombatDazzleClass - this class handles the visibility callback for the combat scene.
  43. ** This handler should be installed while the background scene and the game scene
  44. ** are rendered and it determines visibility by asking the game scene to cast a ray
  45. ** from the camera to the dazzle position.
  46. */
  47. class CombatDazzleClass : public DazzleVisibilityClass
  48. {
  49. float Compute_Dazzle_Visibility( RenderInfoClass & rinfo,
  50. DazzleRenderObjClass * dazzle,
  51. const Vector3 & point) const;
  52. };
  53. extern CombatDazzleClass _TheCombatDazzleHandler;
  54. #endif