culltype.h 2.9 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 : WWMath *
  23. * *
  24. * $Archive:: /Commando/Code/wwmath/culltype.h $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 10/23/98 2:34p $*
  29. * *
  30. * $Revision:: 3 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef CULLTYPE_H
  39. #define CULLTYPE_H
  40. #include "always.h"
  41. /*
  42. ** CullType is an enumeration of the possible results of a culling
  43. ** operation. It is placed here so that all of the different cull functions
  44. ** (which are scattered throughout WWMath, WW3D, WWPhys, etc) can
  45. ** communicate the result in a consistent way
  46. */
  47. typedef enum CULLTYPE
  48. {
  49. CULL_OUTSIDE = 0, // the object was completely outside the culling volume
  50. CULL_INTERSECTING, // the object intersects an edge of the culling volume
  51. CULL_INSIDE // the object is completely inside the culling volume
  52. };
  53. #endif