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OpenAssetTools/src/ObjLoading/Game/T6/BSP/Linker/ClipMapLinker.h
T
2026-05-16 09:44:31 +02:00

43 lines
1.5 KiB
C++

#pragma once
#include "../BSP.h"
#include "../BSPCalculation.h"
#include "Asset/IAssetCreator.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
namespace BSP
{
class ClipMapLinker
{
public:
ClipMapLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
clipMap_t* linkClipMap(BSPData* bsp);
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
AssetCreationContext& m_context;
void loadBoxData(clipMap_t* clipMap);
void loadVisibility(clipMap_t* clipMap);
void loadDynEnts(clipMap_t* clipMap);
void loadRopesAndConstraints(clipMap_t* clipMap);
void loadSubModelCollision(clipMap_t* clipMap, BSPData* bsp);
void loadXModelCollision(clipMap_t* clipMap);
std::vector<cplane_s> planeVec;
std::vector<cNode_t> nodeVec;
std::vector<cLeaf_s> leafVec;
std::vector<CollisionAabbTree> AABBTreeVec;
size_t highestLeafObjectCount = 0;
std::vector<size_t> partitionToMaterialMap;
void addAABBTreeFromLeaf(clipMap_t* clipMap, BSPTree* tree, size_t* out_parentCount, size_t* out_parentStartIndex);
int16_t loadBSPNode(clipMap_t* clipMap, BSPTree* tree);
bool loadBSPTree(clipMap_t* clipMap, BSPData* bsp);
bool loadPartitions(clipMap_t* clipMap, BSPData* bsp);
bool loadWorldCollision(clipMap_t* clipMap, BSPData* bsp);
bool loadMaterials(clipMap_t* clipMap, BSPData* bsp);
};
} // namespace BSP