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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/VisPointGenerator.h $Modtime:: $*
- * *
- * $Revision:: 10 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef __VIS_POINT_GENERATOR_H
- #define __VIS_POINT_GENERATOR_H
- #include "vector.h"
- #include "vector3.h"
- #include "grid3d.h"
- #include "matrix3d.h"
- // Forward declarations
- class RenderObjClass;
- class MeshClass;
- class NodeClass;
- //////////////////////////////////////////////////////////////////////////
- //
- // Typdefs
- //
- //////////////////////////////////////////////////////////////////////////
- class VisPointListClass : public DynamicVectorClass<Matrix3D>
- {
- public:
- VisPointListClass (void)
- : DynamicVectorClass<Matrix3D> () {}
- virtual ~VisPointListClass (void) {}
- Matrix3D transform;
- Vector3 sample_point;
- };
- class VisPointInfo
- {
- public:
- VisPointInfo (void)
- : m_DoCameraRing (true),
- m_Transform (1) { }
- virtual ~VisPointInfo (void) { }
- Matrix3D m_Transform;
- bool m_DoCameraRing;
- };
- typedef DynamicVectorClass<VisPointListClass *> VIS_POINT_LIST;
- //////////////////////////////////////////////////////////////////////////
- //
- // VisPointGeneratorClass
- //
- //////////////////////////////////////////////////////////////////////////
- class VisPointGeneratorClass
- {
- public:
- ////////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- ////////////////////////////////////////////////////////////////////
- VisPointGeneratorClass (float granularity = 16.0F);
- ~VisPointGeneratorClass (void);
- ////////////////////////////////////////////////////////////////////
- // Public methods
- ////////////////////////////////////////////////////////////////////
- void Submit_Mesh (MeshClass &mesh);
- VIS_POINT_LIST & Peek_Point_List (void) { return m_PointList; }
- ////////////////////////////////////////////////////////////////////
- // Public methods
- ////////////////////////////////////////////////////////////////////
- int Get_Polys_Processed (void) { return m_PolygonsProcessed; }
- int Get_Total_Points (void) { return m_TotalPoints; }
- void Set_Stats_Window (HWND hwnd) { m_StatWindow = hwnd; }
- // Node methods
- NodeClass * Peek_Current_Node (void) const { return m_CurrentNode; }
- void Set_Current_Node (NodeClass *node);
- void Post_Process_Nodes (void);
- void Add_Manual_Nodes (void);
- // Bias methods
- void Set_Ignore_Bias (bool onoff) { m_IgnoreBias = onoff; }
- // Sampling height control
- void Set_Vis_Sample_Height (float height) { m_VisSampleHeight = height; }
- float Get_Vis_Sample_Height (void) { return m_VisSampleHeight; }
- private:
- ////////////////////////////////////////////////////////////////////
- // Private methods
- ////////////////////////////////////////////////////////////////////
- void Subdivide_And_Submit_Centers(const Vector3 & point1,const Vector3 & point2,const Vector3 & point3);
- bool Find_Valid_Points (const Vector3 &start, const Vector3 &end, const Matrix3 &orientation, bool do_camera_ring);
- bool Submit_Point (const Matrix3D &vis_transform, bool do_camera_ring);
- void Generate_Camera_Locations (const Matrix3D &camera_tm);
- void Initialize_Camera_Sim (void);
- NodeClass *Find_Floor_Node (const Vector3 &start_point);
- bool Test_Camera_Sim_Point (const Vector3 &start_point, const Vector3 &end_point, Matrix3D *transform_result, NodeClass **node_result);
-
- // Point validation methods
- bool Do_View_Planes_Pass (const Matrix3D &vis_transform);
- bool Check_Ceiling (const Vector3 &position, float *ceiling_dist);
- bool Is_Object_Invalid_Roof (RenderObjClass *render_obj);
- // Grid methods
- bool Is_Grid_Cell_Empty (const Vector3 &position);
- // Misc
- void Determine_Granularity (MeshClass &mesh);
- ////////////////////////////////////////////////////////////////////
- // Private member data
- ////////////////////////////////////////////////////////////////////
- bool m_IgnoreBias;
- float m_Granularity;
- float m_BaseGranularity;
- VIS_POINT_LIST m_PointList;
- Grid3DClass<VisPointInfo *> m_Grid;
- Vector3 m_ViewPlaneExtent;
- // Current state information
- VisPointListClass * m_CurrentPointList;
- NodeClass * m_CurrentNode;
- float m_CurrentCeilingHeight;
-
- // Camera simulation variables
- int m_CameraSimPointCount;
- Vector3 * m_pCameraSimOffsets;
- // For conversion from world-space to grid-space
- Matrix3D m_WorldToGridTM;
- // Statistical information
- int m_PolygonsProcessed;
- int m_TotalPoints;
- HWND m_StatWindow;
- // How high above the sector to sample
- float m_VisSampleHeight;
- };
- #endif //__VIS_POINT_GENERATOR_H
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