| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102 |
- /*
- ** 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.h $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 8/24/00 1:27p $*
- * *
- * $Revision:: 5 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef __EDITORPHYS_H
- #define __EDITORPHYS_H
- #include "dynamicphys.h"
- #include "pscene.h"
- #include "wwdebug.h"
- #include "physcoltest.h"
- #include "rendobj.h"
- ///////////////////////////////////////////////////////////////////////////////////
- //
- // EditorPhysClass
- //
- // Editor's representation of a physics object.
- //
- ///////////////////////////////////////////////////////////////////////////////////
- class EditorPhysClass : public DynamicPhysClass
- {
- public:
- virtual bool Cast_Ray(PhysRayCollisionTestClass & raytest);
- virtual bool Cast_AABox(PhysAABoxCollisionTestClass & boxtest) { return false; }
- virtual bool Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest) { return false; }
- virtual void Timestep (float dt) {};
- virtual const AABoxClass & Get_Bounding_Box (void) const;
- virtual const Matrix3D & Get_Transform (void) const;
- virtual void Set_Transform (const Matrix3D &transform);
- virtual const PersistFactoryClass & Get_Factory (void) const;
- };
- ///////////////////////////////////////////////////////////////////////////////////
- //
- // Cast_Ray
- //
- inline bool
- EditorPhysClass::Cast_Ray (PhysRayCollisionTestClass &raytest)
- {
- // State OK?
- WWASSERT (Model != NULL);
- // Cast the ray and return the result
- bool retval = false;
- if ((Model != NULL) &&
- (Model->Cast_Ray (raytest))) {
-
- // Success!
- raytest.CollidedPhysObj = this;
- retval = true;
- }
- // Return the true/false result code
- return retval;
- }
- #endif //__EDITORPHYS_H
|