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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 : WWPhys *
- * *
- * $Archive:: /Commando/Code/wwphys/lightcull.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 4/02/01 12:23p $*
- * *
- * $Revision:: 11 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef LIGHTCULL_H
- #define LIGHTCULL_H
- #include "aabtreecull.h"
- #include "lightphys.h"
- #include "ww3d.h"
- /*
- ** LightCullClass
- ** This is a derived axis-aligned bounding box tree for spatially subdividing the
- ** static (non-moving) lights in a level.
- */
- class StaticLightCullClass : public TypedAABTreeCullSystemClass<LightPhysClass>
- {
- public:
- StaticLightCullClass(void);
- ~StaticLightCullClass(void);
- /*
- ** StaticLightCullClass over-rides the add and remove methods in order to add
- ** vis-data support.
- */
- virtual void Add_Object(LightPhysClass * obj);
- virtual void Remove_Object(LightPhysClass * obj);
- virtual void Update_Culling(CullableClass * obj);
- /*
- ** Visibility. Each static light allocates a vis-sector which is used
- ** for occlusion culling when deciding which dynamic objects should be
- ** affected by the light.
- */
- void Assign_Vis_IDs(void);
- void Merge_Vis_Sector_IDs(uint32 id0,uint32 id1);
- /*
- ** Save-Load support.
- ** The physics scene will call this class's save function from
- ** PhysicsSceneClass::Save_Level_Static_Data.
- */
- void Save_Static_Data(ChunkSaveClass & csave);
- void Load_Static_Data(ChunkLoadClass & cload);
- };
- #endif //LIGHTCULL_H
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