| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105 |
- /*
- ** 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 : LevelEdit *
- * *
- * $Archive:: /Commando/Code/Tools/LevelEdit/EditorPhys.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 11/11/99 5:47p $*
- * *
- * $Revision:: 4 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "StdAfx.H"
- #include "EditorPhys.H"
- #include "persist.h"
- #include "persistfactory.h"
- #include "editorchunkids.h"
- //
- // Persist factory for EditorPhysClass
- //
- SimplePersistFactoryClass<EditorPhysClass, CHUNKID_EDITOR_PHYS> _EditorPhysFactory;
- ///////////////////////////////////////////////////////////////////////////////////
- //
- // Get_Bounding_Box
- //
- const AABoxClass &
- EditorPhysClass::Get_Bounding_Box (void) const
- {
- assert(Model);
- return Model->Get_Bounding_Box ();
- }
- ///////////////////////////////////////////////////////////////////////////////////
- //
- // Get_Transform
- //
- const Matrix3D &
- EditorPhysClass::Get_Transform (void) const
- {
- assert(Model);
- return Model->Get_Transform();
- }
- ///////////////////////////////////////////////////////////////////////////////////
- //
- // Get_Transform
- //
- void
- EditorPhysClass::Set_Transform (const Matrix3D &transform)
- {
- // Note: this kind of object never causes collisions so we
- // can just warp it to the users desired position. However,
- // we do need to tell the base class that we moved so that
- // it can tell the scene to update us in the culling system
- assert(Model);
- Model->Set_Transform (transform);
- Update_Cull_Box();
- return ;
- }
- ///////////////////////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ///////////////////////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- EditorPhysClass::Get_Factory (void) const
- {
- //
- // This should NEVER be called...
- //
- ASSERT (0);
- return _EditorPhysFactory;
- }
|