EditorPhys.h 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.h $*
  25. * *
  26. * Author:: Patrick Smith *
  27. * *
  28. * $Modtime:: 8/24/00 1:27p $*
  29. * *
  30. * $Revision:: 5 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef __EDITORPHYS_H
  39. #define __EDITORPHYS_H
  40. #include "dynamicphys.h"
  41. #include "pscene.h"
  42. #include "wwdebug.h"
  43. #include "physcoltest.h"
  44. #include "rendobj.h"
  45. ///////////////////////////////////////////////////////////////////////////////////
  46. //
  47. // EditorPhysClass
  48. //
  49. // Editor's representation of a physics object.
  50. //
  51. ///////////////////////////////////////////////////////////////////////////////////
  52. class EditorPhysClass : public DynamicPhysClass
  53. {
  54. public:
  55. virtual bool Cast_Ray(PhysRayCollisionTestClass & raytest);
  56. virtual bool Cast_AABox(PhysAABoxCollisionTestClass & boxtest) { return false; }
  57. virtual bool Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest) { return false; }
  58. virtual void Timestep (float dt) {};
  59. virtual const AABoxClass & Get_Bounding_Box (void) const;
  60. virtual const Matrix3D & Get_Transform (void) const;
  61. virtual void Set_Transform (const Matrix3D &transform);
  62. virtual const PersistFactoryClass & Get_Factory (void) const;
  63. };
  64. ///////////////////////////////////////////////////////////////////////////////////
  65. //
  66. // Cast_Ray
  67. //
  68. inline bool
  69. EditorPhysClass::Cast_Ray (PhysRayCollisionTestClass &raytest)
  70. {
  71. // State OK?
  72. WWASSERT (Model != NULL);
  73. // Cast the ray and return the result
  74. bool retval = false;
  75. if ((Model != NULL) &&
  76. (Model->Cast_Ray (raytest))) {
  77. // Success!
  78. raytest.CollidedPhysObj = this;
  79. retval = true;
  80. }
  81. // Return the true/false result code
  82. return retval;
  83. }
  84. #endif //__EDITORPHYS_H