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Engine directory for ticket #1
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Engine/source/forest/forestCellBatch.h
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62
Engine/source/forest/forestCellBatch.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _FORESTCELLBATCH_H_
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#define _FORESTCELLBATCH_H_
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#include "scene/sceneRenderState.h"
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class ForestItem;
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class ForestCellBatch
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{
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protected:
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/// Used to detect when the batch rendering
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/// objects need to be repacked.
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bool mDirty;
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/// The items in the batch.
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Vector<ForestItem> mItems;
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/// The world space bounding box of this batch.
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Box3F mBounds;
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virtual bool _prepBatch( const ForestItem &item ) = 0;
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virtual void _rebuildBatch() = 0;
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virtual void _render( const SceneRenderState *state ) = 0;
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public:
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ForestCellBatch();
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virtual ~ForestCellBatch();
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bool add( const ForestItem &item );
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S32 getItemCount() const { return mItems.size(); }
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void render( SceneRenderState *state );
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const Box3F& getWorldBox() const { return mBounds; }
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};
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#endif // _FORESTCELLBATCH_H_
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