rodecomp/Source/Contents/World/WorldOcclusion.h
ragnarok-clanker a47d20f8be Reconstruct readable C++ and organize cohesive source subsystems
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#ifndef RAGNAROK_SOURCE_CONTENTS_WORLD_WORLDOCCLUSION_H
#define RAGNAROK_SOURCE_CONTENTS_WORLD_WORLDOCCLUSION_H
struct WorldSpatialTree;
class GroundGeometry;
struct RenderProjection;
void MarkWorldOcclusionRay(const float* ray, float actorLimit, float groundLimit, WorldSpatialTree& root, GroundGeometry& ground, bool markGround);
void MarkScreenWorldOcclusion(
const RenderProjection& projection, int screenX, int screenY, float rendererScale, const float* origin, const float* cameraMatrix, float playerHeight,
float cameraHeight, WorldSpatialTree& root, GroundGeometry& ground, bool markGround
);
#endif