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- /*
- ** Command & Conquer Renegade(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 : Renegade *
- * *
- * $Archive:: /Commando/Code/Combat/combatdazzle.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 6/15/01 9:09a $*
- * *
- * $Revision:: 2 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * CombatDazzleClass::Compute_Dazzle_Visibility -- Computes visibility of a dazzle object in *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "combatdazzle.h"
- #include "rinfo.h"
- #include "camera.h"
- #include "pscene.h"
- #include "physcoltest.h"
- #include "phys.h"
- #include "combat.h"
- #include "soldier.h"
- CombatDazzleClass _TheCombatDazzleHandler;
- /***********************************************************************************************
- * CombatDazzleClass::Compute_Dazzle_Visibility -- Computes visibility of a dazzle object in t *
- * *
- * This dazzle visibility handler is used for the background and game scene in renegade. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 6/13/2001 gth : Created. *
- *=============================================================================================*/
- float CombatDazzleClass::Compute_Dazzle_Visibility
- (
- RenderInfoClass & rinfo,
- DazzleRenderObjClass * obj,
- const Vector3 & point
- ) const
- {
- /*
- ** If we are in first-person mode, don't collide against the star
- */
- bool ignore_player = CombatManager::Is_First_Person();
- if (ignore_player) {
- if (COMBAT_STAR != NULL) {
- COMBAT_STAR->Peek_Physical_Object()->Inc_Ignore_Counter();
- }
- }
-
- /*
- ** Cast a ray from the camera to the dazzle position
- */
- CastResultStruct res;
- LineSegClass ray(rinfo.Camera.Get_Position(),point);
- PhysRayCollisionTestClass raytest(ray,&res,0,COLLISION_TYPE_PROJECTILE);
- PhysicsSceneClass * scene = PhysicsSceneClass::Get_Instance();
- if (scene != NULL) {
- scene->Cast_Ray(raytest);
- }
- /*
- ** Done
- */
- if (ignore_player) {
- if (COMBAT_STAR != NULL) {
- COMBAT_STAR->Peek_Physical_Object()->Dec_Ignore_Counter();
- }
- }
- if (res.Fraction == 1.0f) {
- return 1.0f;
- } else {
- return 0.0f;
- }
- }
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