/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once //////////////////////////////////////////////////////////////////////////// // Crytek Engine Source File. // Copyright (C), Crytek Studios, 2012. // ------------------------------------------------------------------------- // File name: BSPTree3D.h // Created: 8/17/2011 by Jaesik. //////////////////////////////////////////////////////////////////////////// #include "Model.h" namespace CD { class BSPTree3DNode; struct SOutputPolygons { PolygonList posList; PolygonList negList; PolygonList coSameList; PolygonList coDiffList; }; class BSPTree3D : public CRefCountBase { public: BSPTree3D(PolygonList& polygonList); ~BSPTree3D(); void GetPartitions(PolygonPtr& pPolygon, SOutputPolygons& outPolygons) const; bool IsInside(const BrushVec3& vPos) const; bool IsValidTree() const { return m_bValidTree; } private: BSPTree3DNode* m_pRootNode; bool m_bValidTree; BSPTree3DNode* BuildBSP(PolygonList& polygonList); }; };