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Initial commit of Command & Conquer Renegade source code.
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169
Code/wwphys/staticaabtreecull.h
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169
Code/wwphys/staticaabtreecull.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/staticaabtreecull.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:: 4/19/01 2:41p $*
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* *
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* $Revision:: 5 $*
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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 STATICAABTREECULL_H
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#define STATICAABTREECULL_H
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#include "always.h"
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#include "physaabtreecull.h"
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#include "wwdebug.h"
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#include "physlist.h"
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class VisTableClass;
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class CameraClass;
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class VisRenderContextClass;
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class VisSampleClass;
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class ChunkLoadClass;
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class ChunkSaveClass;
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/*
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** StaticAABTreeCullClass
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** This is a derived axis-aligned bounding box tree for culling static objects.
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** It adds the visibility code to the basic AAB-Tree culling system
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*/
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class StaticAABTreeCullClass : public PhysAABTreeCullClass
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{
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public:
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StaticAABTreeCullClass(PhysicsSceneClass * pscene);
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~StaticAABTreeCullClass(void);
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/*
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** StaticAABTreeCullClass over-rides the add and remove methods in order to add
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** vis-data support.
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** NOTE: the objects added should be derived from StaticPhysClass's. This is
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** asserted internally.
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*/
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virtual void Add_Object(PhysClass * obj,int cull_node_id = -1);
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virtual void Remove_Object(PhysClass * obj);
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virtual void Update_Culling(CullableClass * obj);
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/*
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** PhysAABTreeCullClass adds a new collect function which takes the pvs data
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** into account. It also puts objects into one of two lists, separating
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** world-space-meshes from the other objects.
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*/
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void Collect_Visible_Objects( const FrustumClass & frustum,
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VisTableClass * pvs,
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RefPhysListClass & visobjlist,
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RefPhysListClass & wsmeshlist );
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/*
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** Save/Load system.
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*/
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virtual void Save_Static_Data(ChunkSaveClass & csave);
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virtual void Load_Static_Data(ChunkLoadClass & cload);
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protected:
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/*
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** VisObjCollectContextClass - this object is passed into the recursive function that collects
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** the visible objects each frame.
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*/
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class VisObjCollectContextClass
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{
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public:
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VisObjCollectContextClass
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(
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const FrustumClass & frustum,
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VisTableClass & pvs,
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RefPhysListClass & visobjlist,
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RefPhysListClass & wsmeshlist
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) :
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Frustum(frustum),
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PVS(pvs),
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VisObjList(visobjlist),
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WSMeshList(wsmeshlist),
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PlanesPassed(0)
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{
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}
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const FrustumClass & Frustum;
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VisTableClass & PVS;
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RefPhysListClass & VisObjList;
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RefPhysListClass & WSMeshList;
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int PlanesPassed;
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};
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/*
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** Run-time visiblity support
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*/
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void Collect_Visible_Objects_Recursive(AABTreeNodeClass * node,VisObjCollectContextClass & context);
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void Collect_Visible_Objects_No_HVis_Recursive(AABTreeNodeClass * node,VisObjCollectContextClass & context);
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int Get_Vis_Sector_ID(const Vector3 & sample_point);
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StaticPhysClass * Find_Vis_Tile(const Vector3 & sample_point);
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/*
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** Visibility Preprocessing support
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*/
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void Assign_Vis_IDs(void);
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void Evaluate_Occluder_Visibility(VisRenderContextClass & context,VisSampleClass & sample);
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void Evaluate_Non_Occluder_Visibility(VisRenderContextClass & context,VisSampleClass & sample);
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void Render_Occluders(AABTreeNodeClass * node,VisRenderContextClass & context);
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void Collect_Non_Occluders(AABTreeNodeClass * node,VisRenderContextClass & context,RefPhysListClass & non_occluder_list);
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void Propogate_Hierarchical_Visibility(VisTableClass * pvs);
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void Propogate_Hierarchical_Visibility_Recursive(AABTreeNodeClass * node,VisTableClass * pvs);
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bool Is_Child_Visible(AABTreeNodeClass * node,VisTableClass * pvs);
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/*
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** Visibility Optimization support (preprocessing still)
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*/
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void Merge_Vis_Object_IDs(uint32 id0,uint32 id1);
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void Merge_Vis_Sector_IDs(uint32 id0,uint32 id1);
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/*
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** Making Physics Scene a friend so that some of the more ugly vis-system interfaces
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** can be accessed by it without exposing them to everyone else...
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*/
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friend class PhysicsSceneClass;
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};
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#endif //STATICAABTREECULL_H
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