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Initial commit of Command & Conquer Renegade source code.
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Code/ww3d2/projector.h
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89
Code/ww3d2/projector.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/projector.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 2/07/01 2:07p $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef PROJECTOR_H
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#define PROJECTOR_H
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#include "always.h"
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#include "matrix3d.h"
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#include "matrix4.h"
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#include "aabox.h"
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#include "obbox.h"
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class MatrixMapperClass;
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/**
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** ProjectorClass
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** This is a class which encapsulates the data needed to describe a projection. It isn't
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** really useful by itself but it is a common base class between TexProjectClass and DecalGeneratorClass.
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*/
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class ProjectorClass
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{
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public:
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ProjectorClass(void);
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virtual ~ProjectorClass(void);
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virtual void Set_Transform(const Matrix3D & tm);
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virtual const Matrix3D & Get_Transform(void) const;
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virtual void Set_Perspective_Projection(float hfov,float vfov,float znear,float zfar);
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virtual void Set_Ortho_Projection(float xmin,float xmax,float ymin,float ymax,float znear,float zfar);
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const OBBoxClass & Get_Bounding_Volume(void) const { return WorldBoundingVolume; }
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void Compute_Texture_Coordinate(const Vector3 & point,Vector3 * set_stq);
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protected:
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virtual void Update_WS_Bounding_Volume(void);
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Matrix3D Transform;
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Matrix4 Projection;
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AABoxClass LocalBoundingVolume;
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OBBoxClass WorldBoundingVolume;
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MatrixMapperClass * Mapper;
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};
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#endif
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