//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #pragma once #include "BoundBox.h" #include "MapClass.h" class CCullTreeNode; class CCullTreeNode : public BoundBox { public: CCullTreeNode(void); ~CCullTreeNode(void); // // Children. // inline int GetChildCount(void) { return(m_Children.Count()); } inline CCullTreeNode *GetCullTreeChild(int nChild) { return(m_Children[nChild]); } void AddCullTreeChild(CCullTreeNode *pChild); // // Objects. // inline int GetObjectCount(void) { return(m_Objects.Count()); } inline CMapClass *GetCullTreeObject(int nObject) { return(m_Objects[nObject]); } void AddCullTreeObject(CMapClass *pObject); void AddCullTreeObjectRecurse(CMapClass *pObject); CCullTreeNode *FindCullTreeObjectRecurse(CMapClass *pObject); void RemoveAllCullTreeObjects(void); void RemoveAllCullTreeObjectsRecurse(void); void RemoveCullTreeObject(CMapClass *pObject); void RemoveCullTreeObjectRecurse(CMapClass *pObject); void UpdateAllCullTreeObjects(void); void UpdateAllCullTreeObjectsRecurse(void); void UpdateCullTreeObject(CMapClass *pObject); void UpdateCullTreeObjectRecurse(CMapClass *pObject); protected: CUtlVector m_Children; // The child nodes. This is an octree. CMapObjectList m_Objects; // The objects contained in this node. };