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- /*
- ** Command & Conquer Generals(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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 3 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, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WW3D *
- * *
- * $Archive:: /Commando/Code/ww3d2/composite.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 5/30/01 2:17p $*
- * *
- * $Revision:: 4 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef COMPOSITE_H
- #define COMPOSITE_H
- #include "rendobj.h"
- /*
- ** CompositeRenderObjClass
- ** The sole purpose of this class is to encapsulate some of the chores that all
- ** "composite" (contain sub objects) render objects have to do. Typically all
- ** of the functions are implemented through the existing sub-object interface
- ** so there is still no assumption on how you store/organize your sub-objects.
- */
- class CompositeRenderObjClass : public RenderObjClass
- {
- public:
- CompositeRenderObjClass(void);
- CompositeRenderObjClass(const CompositeRenderObjClass & that);
- virtual ~CompositeRenderObjClass(void);
- CompositeRenderObjClass & operator = (const CompositeRenderObjClass & that);
- virtual void Restart(void);
- virtual const char * Get_Name(void) const;
- virtual void Set_Name(const char * name);
- virtual const char * Get_Base_Model_Name (void) const { return BaseModelName; }
- virtual void Set_Base_Model_Name (const char *name);
- virtual int Get_Num_Polys(void) const;
- virtual void Notify_Added(SceneClass * scene);
- virtual void Notify_Removed(SceneClass * scene);
- virtual bool Cast_Ray(RayCollisionTestClass & raytest);
- virtual bool Cast_AABox(AABoxCollisionTestClass & boxtest);
- virtual bool Cast_OBBox(OBBoxCollisionTestClass & boxtest);
- virtual bool Intersect_AABox(AABoxIntersectionTestClass & boxtest);
- virtual bool Intersect_OBBox(OBBoxIntersectionTestClass & boxtest);
- virtual void Create_Decal(DecalGeneratorClass * generator);
- virtual void Delete_Decal(uint32 decal_id);
- virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const { sphere = ObjSphere; }
- virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const { box = ObjBox; }
- virtual void Update_Obj_Space_Bounding_Volumes(void);
- virtual void Set_User_Data(void *value, bool recursive = false);
- protected:
- char * Name; // name of the render object
- char * BaseModelName; // name of the original render obj (before aggregation)
- SphereClass ObjSphere; // object-space bounding sphere
- AABoxClass ObjBox; // object-space bounding box
- };
- #endif
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