EditorPhys.cpp 3.8 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : LevelEdit *
  23. * *
  24. * $Archive:: /Commando/Code/Tools/LevelEdit/EditorPhys.cpp $*
  25. * *
  26. * Author:: Patrick Smith *
  27. * *
  28. * $Modtime:: 11/11/99 5:47p $*
  29. * *
  30. * $Revision:: 4 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "StdAfx.H"
  36. #include "EditorPhys.H"
  37. #include "persist.h"
  38. #include "persistfactory.h"
  39. #include "editorchunkids.h"
  40. //
  41. // Persist factory for EditorPhysClass
  42. //
  43. SimplePersistFactoryClass<EditorPhysClass, CHUNKID_EDITOR_PHYS> _EditorPhysFactory;
  44. ///////////////////////////////////////////////////////////////////////////////////
  45. //
  46. // Get_Bounding_Box
  47. //
  48. const AABoxClass &
  49. EditorPhysClass::Get_Bounding_Box (void) const
  50. {
  51. assert(Model);
  52. return Model->Get_Bounding_Box ();
  53. }
  54. ///////////////////////////////////////////////////////////////////////////////////
  55. //
  56. // Get_Transform
  57. //
  58. const Matrix3D &
  59. EditorPhysClass::Get_Transform (void) const
  60. {
  61. assert(Model);
  62. return Model->Get_Transform();
  63. }
  64. ///////////////////////////////////////////////////////////////////////////////////
  65. //
  66. // Get_Transform
  67. //
  68. void
  69. EditorPhysClass::Set_Transform (const Matrix3D &transform)
  70. {
  71. // Note: this kind of object never causes collisions so we
  72. // can just warp it to the users desired position. However,
  73. // we do need to tell the base class that we moved so that
  74. // it can tell the scene to update us in the culling system
  75. assert(Model);
  76. Model->Set_Transform (transform);
  77. Update_Cull_Box();
  78. return ;
  79. }
  80. ///////////////////////////////////////////////////////////////////////////////////
  81. //
  82. // Get_Factory
  83. //
  84. ///////////////////////////////////////////////////////////////////////////////////
  85. const PersistFactoryClass &
  86. EditorPhysClass::Get_Factory (void) const
  87. {
  88. //
  89. // This should NEVER be called...
  90. //
  91. ASSERT (0);
  92. return _EditorPhysFactory;
  93. }