File: MeshSceneNodeGenerator.h

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/* bzflag
 * Copyright (c) 1993 - 2008 Tim Riker
 *
 * This package is free software;  you can redistribute it and/or
 * modify it under the terms of the license found in the file
 * named COPYING that should have accompanied this file.
 *
 * THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
 */

#ifndef __MESHSCENENODEGENERATOR_H__
#define __MESHSCENENODEGENERATOR_H__

#include "SceneNode.h"
#include "MeshFace.h"
#include "MeshObstacle.h"
#include "BzMaterial.h"
#include <vector>

class WallSceneNode;
class MeshPolySceneNode;

class MeshSceneNodeGenerator {

  friend class SceneDatabaseBuilder;

  public:
    ~MeshSceneNodeGenerator();

    WallSceneNode* getNextNode(bool lod);

    static void setupNodeMaterial(WallSceneNode* node,
				  const BzMaterial* mat);
    static MeshPolySceneNode* getMeshPolySceneNode(const MeshFace* face);

    static bool makeTexcoords(const float* plane,
			      const GLfloat3Array& vertices,
			      GLfloat2Array& texcoords);

  protected:
    MeshSceneNodeGenerator(const MeshObstacle*);

  private:
    void setupOccluders();
    void setupFacesAndFrags();

  private:
    int currentNode;
    bool useDrawInfo;
    bool returnOccluders;
    const MeshObstacle* mesh;

    typedef struct {
      bool isFace;
      std::vector<const MeshFace*> faces;
    } MeshNode;
    std::vector<MeshNode> nodes;
    std::vector<SceneNode*> occluders;
};

#endif

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