mirror of
https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
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Hoist MOULOpenSourceClientPlugin/Plasma20/* to top level
to match H'uru layout and make patching/cherry-picking easier.
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163
Sources/Plasma/PubUtilLib/plDrawable/plClusterGroup.h
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163
Sources/Plasma/PubUtilLib/plDrawable/plClusterGroup.h
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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 plClusterGroup_inc
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#define plClusterGroup_inc
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#include "hsTemplates.h"
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#include "hsBitVector.h"
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#include "plRenderLevel.h"
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#include "../pnKeyedObject/hsKeyedObject.h"
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class hsStream;
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class hsResMgr;
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class plSpanTemplate;
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class plCluster;
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class hsGMaterial;
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class plVisRegion;
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class plLightInfo;
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class plMessage;
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class plGenRefMsg;
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class plDrawableSpans;
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class plLODDist
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{
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public:
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hsScalar fMinDist;
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hsScalar fMaxDist;
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plLODDist(hsScalar minDist, hsScalar maxDist) : fMinDist(minDist), fMaxDist(maxDist) {}
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plLODDist() : fMinDist(0), fMaxDist(0) {}
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plLODDist& Set(float minDist, float maxDist) { fMinDist = minDist; fMaxDist = maxDist; return *this; }
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plLODDist& operator=(int d) { fMinDist = hsScalar(d); fMaxDist = hsScalar(d); return *this; }
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int operator==(const plLODDist& d) const { return (fMinDist == d.fMinDist)&&(fMaxDist == d.fMaxDist); }
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void Read(hsStream* s);
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void Write(hsStream* s) const;
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};
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class plClusterGroup : public hsKeyedObject
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{
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public:
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enum RefType {
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kRefMaterial,
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kRefRegion,
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kRefLight
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};
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protected:
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plSpanTemplate* fTemplate;
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hsGMaterial* fMaterial;
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hsTArray<plVisRegion*> fRegions;
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hsBitVector fVisSet;
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hsBitVector fVisNot;
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hsTArray<plLightInfo*> fLights;
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plLODDist fLOD;
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hsTArray<plCluster*> fClusters;
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UInt32 fUnPacked;
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plKey fSceneNode;
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plKey fDrawable;
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plRenderLevel fRenderLevel;
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hsBool IAddVisRegion(plVisRegion* reg);
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hsBool IRemoveVisRegion(plVisRegion* reg);
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hsBool IAddLight(plLightInfo* li);
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hsBool IRemoveLight(plLightInfo* li);
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hsBool IOnRef(plGenRefMsg* ref);
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hsBool IOnRemove(plGenRefMsg* ref);
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hsBool IOnReceive(plGenRefMsg* ref);
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void ISetVisBits();
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void ISendToSelf(RefType t, hsKeyedObject* ref);
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plCluster* IAddCluster();
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plCluster* IGetCluster(int i) const;
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friend class plClusterUtil;
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public:
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plClusterGroup();
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~plClusterGroup();
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CLASSNAME_REGISTER( plClusterGroup );
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GETINTERFACE_ANY( plClusterGroup, hsKeyedObject );
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virtual void Read(hsStream* stream, hsResMgr* mgr);
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virtual void Write(hsStream* stream, hsResMgr* mgr);
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virtual hsBool MsgReceive(plMessage* msg);
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hsGMaterial* GetMaterial() const { return fMaterial; }
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const hsBitVector& GetVisSet() const { return fVisSet; }
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const hsBitVector& GetVisNot() const { return fVisNot; }
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const hsTArray<plLightInfo*>& GetLights() const { return fLights; }
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const plLODDist& GetLOD() const { return fLOD; }
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const plSpanTemplate* GetTemplate() const { return fTemplate; }
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const plCluster* GetCluster(int i) const;
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int GetNumClusters() const { return fClusters.GetCount(); }
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UInt32 NumInst() const;
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// The drawable needs us to be able to convert our data
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// into, well, drawable stuff.
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void UnPack();
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void SetVisible(bool visible=true);
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void SetSceneNode(const plKey& key) { fSceneNode = key; }
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plKey GetSceneNode() const { return fSceneNode; }
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plKey GetDrawable() const { return fDrawable; }
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plRenderLevel GetRenderLevel() const { return fRenderLevel; }
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};
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#endif // plClusterGroup_inc
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