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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/lightcull.h
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91
Code/wwphys/lightcull.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/lightcull.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 4/02/01 12:23p $*
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* *
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* $Revision:: 11 $*
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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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#ifndef LIGHTCULL_H
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#define LIGHTCULL_H
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#include "aabtreecull.h"
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#include "lightphys.h"
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#include "ww3d.h"
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/*
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** LightCullClass
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** This is a derived axis-aligned bounding box tree for spatially subdividing the
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** static (non-moving) lights in a level.
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*/
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class StaticLightCullClass : public TypedAABTreeCullSystemClass<LightPhysClass>
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{
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public:
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StaticLightCullClass(void);
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~StaticLightCullClass(void);
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/*
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** StaticLightCullClass over-rides the add and remove methods in order to add
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** vis-data support.
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*/
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virtual void Add_Object(LightPhysClass * obj);
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virtual void Remove_Object(LightPhysClass * obj);
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virtual void Update_Culling(CullableClass * obj);
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/*
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** Visibility. Each static light allocates a vis-sector which is used
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** for occlusion culling when deciding which dynamic objects should be
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** affected by the light.
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*/
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void Assign_Vis_IDs(void);
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void Merge_Vis_Sector_IDs(uint32 id0,uint32 id1);
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/*
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** Save-Load support.
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** The physics scene will call this class's save function from
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** PhysicsSceneClass::Save_Level_Static_Data.
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*/
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void Save_Static_Data(ChunkSaveClass & csave);
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void Load_Static_Data(ChunkLoadClass & cload);
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};
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#endif //LIGHTCULL_H
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