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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/vissample.h
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Code/wwphys/vissample.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/vissample.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 7/10/00 5:07p $*
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* *
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* $Revision:: 7 $*
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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 VISSAMPLE_H
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#define VISSAMPLE_H
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#include "visenum.h"
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#include "matrix3d.h"
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// Forward declarations
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class ChunkSaveClass;
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class ChunkLoadClass;
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/*
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** VisSampleClass
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** This class encapsulates the calculations to set up a vis-sample and the results
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** of that sample.
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*/
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class VisSampleClass
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{
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public:
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VisSampleClass(void);
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VisSampleClass(const Matrix3D & inital_view,VisDirBitsType direction_bits);
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void Init_Error(void);
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bool Save(ChunkSaveClass &chunk_save) const;
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bool Load(ChunkLoadClass &chunk_load);
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bool Sample_Rejected(void) const;
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bool Sample_Useless(void) const;
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bool Direction_Enabled(VisDirType direction_index) const;
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Matrix3D Get_Camera_Transform(VisDirType direction_index) const;
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int Sample_Status(VisDirType direction_index) const;
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float Backface_Fraction(VisDirType direction_index) const;
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float Get_Biggest_Fraction(void) const;
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int Get_Biggest_Fraction_Index(void) const;
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int Get_Cur_Direction(void) const;
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const char * Get_Cur_Direction_Name(void) const;
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void Set_Cur_Direction(VisDirType direction_index);
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void Set_Results(VisStatusType status,float fraction);
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int Get_Bits_Changed(void) { return BitsChanged; }
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void Set_Bits_Changed(int count) { BitsChanged = count; }
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protected:
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Matrix3D ViewTransform; // intial view transform
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int DirectionBits; // which directions were enabled for this sample
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VisDirType CurDirection;
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VisStatusType Status[6]; // sample status for each direction
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float BackfaceFraction[6]; // fraction of pixels that were backfacing for each direction
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int BitsChanged; // number of bits that changed with this sample
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};
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#endif
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