/* Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 1997 Greg Lewis This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ #pragma once #include #include #include #include #include #include struct portal_t; struct tree_t; void FreeTreePortals(tree_t &tree); struct tree_t { node_t *headnode = nullptr; node_t outside_node = {}; // portals outside the world face this aabb3d bounds; // here for ownership/memory management - not intended to be iterated directly std::vector> portals; // here for ownership/memory management - not intended to be iterated directly // // concurrent_vector allows BrushBSP to insert nodes in parallel, and also // promises not to move elements so we can omit the std::unique_ptr wrapper. tbb::concurrent_vector nodes; // creates a new portal owned by `this` (stored in the `portals` vector) and // returns a raw pointer to it portal_t *create_portal(); // creates a new node owned by `this` (stored in the `nodes` vector) and // returns a raw pointer to it node_t *create_node(); // reset the tree without clearing allocated vector space void clear(); }; void PruneNodes(node_t *node);