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/* bzflag
* Copyright (c) 1993-2025 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
// Local Variables: ***
// mode: C++ ***
// tab-width: 4 ***
// c-basic-offset: 4 ***
// indent-tabs-mode: nil ***
// End: ***
// ex: shiftwidth=4 tabstop=4
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