VisMgr.h 4.3 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 : LevelEdit *
  23. * *
  24. * $Archive:: /Commando/Code/Tools/LevelEdit/VisMgr.h $*
  25. * *
  26. * Author:: Patrick Smith *
  27. * *
  28. * $Modtime:: 10/02/00 3:26p $*
  29. * *
  30. * $Revision:: 5 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef __VISMGR_H
  39. #define __VISMGR_H
  40. #include "vector.h"
  41. /////////////////////////////////////////////////////////////////////////
  42. // Forward declarations
  43. /////////////////////////////////////////////////////////////////////////
  44. class ChunkLoadClass;
  45. class ChunkSaveClass;
  46. class StaticPhysClass;
  47. class Matrix3D;
  48. class NodeClass;
  49. /////////////////////////////////////////////////////////////////////////
  50. // Typedefs
  51. /////////////////////////////////////////////////////////////////////////
  52. typedef bool (*VIS_POINT_RENDERED_CALLBACK) (DWORD milliseconds, DWORD param);
  53. /////////////////////////////////////////////////////////////////////////
  54. //
  55. // VisMgrClass
  56. //
  57. /////////////////////////////////////////////////////////////////////////
  58. class VisMgrClass
  59. {
  60. public:
  61. //////////////////////////////////////////////////////////
  62. // Public methods
  63. //////////////////////////////////////////////////////////
  64. //
  65. // Vis remapping (exporting vis from one level and importing
  66. // it into another).
  67. //
  68. static void Import_Remap_Data (ChunkLoadClass &cload);
  69. static void Export_Remap_Data (ChunkSaveClass &csave);
  70. //
  71. // Vis generation
  72. //
  73. static void Build_Node_List (DynamicVectorClass<NodeClass *> &node_list, bool selection_only = false);
  74. 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);
  75. protected:
  76. //////////////////////////////////////////////////////////
  77. // Protected methods
  78. //////////////////////////////////////////////////////////
  79. //
  80. // Utility methods
  81. //
  82. static StaticPhysClass * Find_Static_Phys_Object (LPCTSTR mesh_name, const Matrix3D &tm);
  83. static void Add_Nodes_To_List (DynamicVectorClass<NodeClass *> &node_list, NodeClass *node);
  84. private:
  85. //////////////////////////////////////////////////////////
  86. // Private member data
  87. //////////////////////////////////////////////////////////
  88. };
  89. #endif //__VISMGR_H