#pragma once
struct ActiveOccluderLine {
CVector2D origin;
CVector2D direction;
float length;
};
class CActiveOccluder {
public:
ActiveOccluderLine lines[6];
int32 linesCount;
float radius;
bool IsPointWithinOcclusionArea(float x, float y, float area);
};
class COccluder
{
public:
int16 length, width, height;
int16 x, y, z;
uint16 angle;
int16 listIndex;
bool NearCamera();
bool ProcessOneOccluder(CActiveOccluder *occl);
bool ProcessLineSegment(int corner1, int corner2, CActiveOccluder* occl);
float GetAngle(void) { return angle*TWOPI/UINT16_MAX; }
};
class COcclusion
{
public:
static int32 NumOccludersOnMap;
static int16 FarAwayList;
static int16 NearbyList;
static int16 ListWalkThroughFA;
static int16 PreviousListWalkThroughFA;
static int16 NumActiveOccluders;
static COccluder aOccluders[NUMOCCLUSIONVOLUMES];
static CActiveOccluder aActiveOccluders[NUMACTIVEOCCLUDERS];
static void Init(void);
static void AddOne(float x, float y, float z, float width, float length, float height, float angle);
static void ProcessBeforeRendering(void);
static bool OccluderHidesBehind(CActiveOccluder *occl1, CActiveOccluder *occl2);
static bool IsAABoxOccluded(CVector pos, float width, float length, float height);
static bool IsPositionOccluded(CVector pos, float side);
static void Render();
};
bool CalcScreenCoors(CVector const &in, CVector *out, float *outw, float *outh);
bool CalcScreenCoors(CVector const &in, CVector *out);
extern bool bDisplayOccDebugStuff;