// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #ifndef NIFIXTURECULLER_H #define NIFIXTURECULLER_H #include "NiPortalLibType.h" #include "NiCullingProcess.h" #include "NiTMap.h" class NIPORTAL_ENTRY NiFixtureCuller : public NiCullingProcess { public: NiFixtureCuller(); virtual ~NiFixtureCuller(); // Construct the potentially visible set of fixtures in a room group. virtual void Process(const NiCamera* pkCamera, NiAVObject* pkScene, NiVisibleArray* pkVisibleSet); protected: // Insert the input object into the potentially visible set, but only if // the object is not already in the set. Since this overrides the base // class functionality, we need to be sure to signal to the base class // (in the constructor initialization list) that the virtual version of // Append ahould be used. virtual void AppendVirtual(NiGeometry& kVisible); // Support for deferred drawing of fixtures in the rooms. NiTSet does // not provide accessors that are O(1), so NiTMap is used but its value // field is irrelevant. The map is used to guarantee the potentially // visible set has only unique objects. The array itself preserves the // order of objects produced by the scene traversal. This avoids side // effects that specialized nodes might introduce regarding sorted // drawing. NiTMap m_kFixtureMap; }; #endif