using System.Collections.Generic; using System.Numerics; using UnityEngine; namespace BrewMonster.Scripts { //@desc : using grid to manage the brushes. By Kuiwu[2/11/2005] public class CBrushGrid { //public CBrushGrid(int iCellSize = 80, int iW = 11, int iH = 11); // void AddProvider(CBrushProvider* pProvider); // bool RemoveProvider(CBrushProvider* pProvider); // void Build(const A3DVECTOR3& vCenter, bool bForce = false); public bool Trace(BrushTraceInfo pInfo, bool bCheckFlag = true) { return false; } #if BMAN_VERBOSE_STAT CBManStat * GetStat() { return &m_Stat; } #endif // private int m_iCellSize; // private int m_iW, m_iH; //in cell // private short m_iCenterX, m_iCenterZ; // private float m_fTraceRange2; // private CBrushCell m_pBrushCell; //as a brush cell buffer // //@note : use hash table to accelerate searching cell buffer. By Kuiwu[2/11/2005] // private Dictionary CellTable; // private CellTable m_CellTbl; // private vector m_UnOrganizedProvider; //to be built. // private vector m_OutOfRangeBrush; // private void _GetCellIndex(const A3DVECTOR3& vPos, short& x, short& z); //private CBrushCell * _FindCell(short x, short z); // private bool _UpdateCenter(const A3DVECTOR3& vCenter, bool bForce); // private bool _AddBrush(CCDBrush pBrush); #if BMAN_VERBOSE_STAT CBManStat m_Stat; #endif } public class CECBrushMan { public CBrushGrid m_pBrushGrid; } }