mirror of
https://github.com/ptitSeb/Serious-Engine
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63 lines
2.2 KiB
C++
63 lines
2.2 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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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 version 2 of the GNU General Public License as published by
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the Free Software Foundation
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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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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_BRUSHARCHIVE_H
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#define SE_INCL_BRUSHARCHIVE_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/Lists.h>
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#include <Engine/Templates/StaticArray.h>
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#include <Engine/Templates/DynamicArray.h>
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/*
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* Brush archive class -- a collection of brushes used by a level.
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*/
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class ENGINE_API CBrushArchive : public CSerial {
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public:
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CDynamicArray<CBrush3D> ba_abrBrushes; // all the brushes in archive
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// lists of all shadow maps that need calculation
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CListHead ba_lhUncalculatedShadowMaps;
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CWorld *ba_pwoWorld; // the world
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// pointers to all polygons and sectors
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CStaticArray<CBrushPolygon *> ba_apbpo;
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CStaticArray<CBrushSector *> ba_apbsc;
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// overrides from CSerial
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/* Read/write to/from stream. */
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void Read_t( CTStream *istrFile); // throw char *
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void Write_t( CTStream *ostrFile); // throw char *
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void ReadPortalSectorLinks_t( CTStream &strm); // throw char *
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void WritePortalSectorLinks_t( CTStream &strm); // throw char *
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void ReadEntitySectorLinks_t( CTStream &strm); // throw char *
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void WriteEntitySectorLinks_t( CTStream &strm); // throw char *
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/* Calculate bounding boxes in all brushes. */
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void CalculateBoundingBoxes(void);
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/* Create links between portals and sectors on their other side. */
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void LinkPortalsAndSectors(void);
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/* Make indices for all brush elements. */
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void MakeIndices(void);
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// remove shadow layers without valid light source in all brushes
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void RemoveDummyLayers(void);
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// cache all shadowmaps (upon loading of world)
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void CacheAllShadowmaps(void);
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};
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#endif /* include-once check. */
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