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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/bpt.h
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128
Code/wwphys/bpt.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 : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/bpt.h $*
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* *
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* Author:: Greg_h *
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* *
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* $Modtime:: 9/09/99 11:29a $*
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* *
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* $Revision:: 12 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#if 0 //OBSOLETE
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#ifdef PORT140
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#ifndef BPT_H
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#define BPT_H
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#include "always.h"
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#include "lineseg.h"
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#include "aabox.h"
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#include "obbox.h"
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#include "physcoltest.h"
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#include "rendobj.h"
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class srScene;
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class BptImpClass;
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class MeshClass;
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class CameraClass;
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class ChunkLoadClass;
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class ChunkSaveClass;
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/*
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** BptClass - Mesh with an auxiliary binary partition tree.
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** The bpt is traversed in collision detection queries and to
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** build the APT for the mesh each frame.
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*/
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class BptClass : public Render3DObjClass
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{
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public:
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BptClass(void);
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BptClass(const BptClass & src) { assert(0); }
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BptClass & operator = (const BptClass &) { assert(0); return *this; }
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virtual ~BptClass(void);
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/*
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** Release all assets in use, called by destructor and the load function
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*/
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void Free(void);
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/*
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** Required clone function for all render objects.
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** Currently not implemented.
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*/
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virtual RenderObjClass * Clone(void) const { return new BptClass(*this); }
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/*
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** Set Mesh, re-builds the bsp data for the given mesh, also generates
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** a new mesh due to splitting required by the partitioning process
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*/
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void Build(MeshClass * mesh);
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/*
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** File IO
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*/
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int Load(ChunkLoadClass & cload);
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int Save(ChunkSaveClass & csave);
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/*
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** Function to update the rendering object - this will be called every
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** frame that the object is in view.
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*/
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virtual void Render( srScene * scene, const CameraClass &camera );
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/*
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** Collision Detection Support
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*/
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bool Cast_Ray(PhysRayCollisionTestClass & ray) const;
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bool Cast_AABox(PhysAABoxCollisionTestClass & aaboxtest) const;
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bool Cast_OBBox(PhysOBBoxCollisionTestClass & obboxtest) const;
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// MeshClass * Get_Mesh(void);
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protected:
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void Update_Cached_Bounding_Volumes(void) const;
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BptImpClass * BptImp;
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};
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#endif
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#endif //PORT140
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#endif
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