// 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 //--------------------------------------------------------------------------- inline void NiCullingProcess::SetVisibleSet( NiVisibleArray* pkVisibleSet) { m_pkVisibleSet = pkVisibleSet; } //--------------------------------------------------------------------------- inline NiVisibleArray* NiCullingProcess::GetVisibleSet() { return m_pkVisibleSet; } //--------------------------------------------------------------------------- inline const NiCamera* NiCullingProcess::GetCamera() const { return m_pkCamera; } //--------------------------------------------------------------------------- inline const NiFrustum& NiCullingProcess::GetFrustum() const { return m_kFrustum; } //--------------------------------------------------------------------------- inline const NiFrustumPlanes& NiCullingProcess::GetFrustumPlanes() const { return m_kPlanes; } //--------------------------------------------------------------------------- inline void NiCullingProcess::Append(NiGeometry& kVisible) { NIASSERT(m_pkVisibleSet); if (m_bUseVirtualAppend) // need to use the virtual append AppendVirtual(kVisible); else m_pkVisibleSet->Add(kVisible); } //---------------------------------------------------------------------------