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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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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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
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plSceneNode_inc
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#define plSceneNode_inc
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#include "pnKeyedObject/hsKeyedObject.h"
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#include "hsTemplates.h"
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class plSceneObject;
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class plDrawable;
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class plPhysical;
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class plAudible;
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class plLightInfo;
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class plPipeline;
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class plNodeRefMsg;
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class plDispatchBase;
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class plSpaceTree;
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class plDrawSpanPair;
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class plDrawVisList;
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class plOccluder;
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class plPageTreeMgr;
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class plDrawableCriteria;
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class plVolumeIsect;
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class plVisMgr;
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class plSceneNode : public hsKeyedObject
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{
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public:
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enum {
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kMaxSceneDepth = 4
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};
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protected:
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hsBool fFilterGenerics; // Export only
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Int16 fDepth;
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hsTArray<plSceneObject*> fSceneObjects;
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hsTArray<plDrawable*> fDrawPool;
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hsTArray<plPhysical*> fSimulationPool;
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hsTArray<plAudible*> fAudioPool;
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hsTArray<plOccluder*> fOccluders;
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hsTArray<plLightInfo*> fLightPool;
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hsTArray<hsKeyedObject*> fGenericPool;
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plSpaceTree* fSpaceTree;
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void IDirtySpaceTree();
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plSpaceTree* ITrashSpaceTree();
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plSpaceTree* IBuildSpaceTree();
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void IRemoveDrawable(plDrawable* d);
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void IRemoveAudible(plAudible* a);
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void IRemovePhysical(plPhysical* p);
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void IRemoveObject(plSceneObject* o);
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void IRemoveLight(plLightInfo* l);
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void IRemoveOccluder(plOccluder* o);
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void IRemoveGeneric(hsKeyedObject* k);
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void ISetObject(plSceneObject* o);
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void ISetPhysical(plPhysical* p);
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void ISetAudible(plAudible* a);
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void ISetDrawable(plDrawable* d);
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void ISetLight(plLightInfo* l);
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void ISetOccluder(plOccluder* o);
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void ISetGeneric(hsKeyedObject* k);
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hsBool IOnRemove(plNodeRefMsg* refMsg);
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hsBool IOnAdd(plNodeRefMsg* refMsg);
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// Export only: Clean up empty drawables
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void ICleanUp( void );
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public:
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plSceneNode();
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virtual ~plSceneNode();
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CLASSNAME_REGISTER( plSceneNode );
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GETINTERFACE_ANY( plSceneNode, hsKeyedObject );
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virtual void Read(hsStream* s, hsResMgr* mgr);
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virtual void Write(hsStream* s, hsResMgr* mgr);
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virtual void Harvest(plVolumeIsect* isect, hsTArray<plDrawVisList>& levList);
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virtual void CollectForRender(plPipeline* pipe, hsTArray<plDrawVisList>& levList, plVisMgr* visMgr);
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virtual void SubmitOccluders(plPageTreeMgr* pageMgr) const;
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virtual hsBool MsgReceive(plMessage* msg);
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Int16 GetDepth() { return fDepth; }
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Int16 IncDepth() { return ++fDepth; }
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Int16 DecDepth() { return --fDepth; }
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void Init( void );
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plSpaceTree* GetSpaceTree();
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// Export only: Query for a given drawable
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virtual plDrawable *GetMatchingDrawable( const plDrawableCriteria& crit );
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// Export only: Optimize all my stinkin' drawables
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virtual void OptimizeDrawables( void );
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void SetFilterGenericsOnly(hsBool b) { fFilterGenerics = b; }
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const hsTArray<plDrawable*>& GetDrawPool() const { return fDrawPool; }
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};
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#endif // plSceneNode_inc
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