ModelUtils.cpp 3.4 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586
  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/ModelUtils.cpp $*
  25. * *
  26. * Author:: Patrick Smith *
  27. * *
  28. * $Modtime:: 10/10/00 11:57a $*
  29. * *
  30. * $Revision:: 3 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "stdafx.h"
  36. #include "modelutils.h"
  37. #include "rendobj.h"
  38. #include "utils.h"
  39. /////////////////////////////////////////////////////////////////////////
  40. //
  41. // Set_Model_Collision_Type
  42. //
  43. /////////////////////////////////////////////////////////////////////////
  44. void
  45. Set_Model_Collision_Type (RenderObjClass *model, int collision_type)
  46. {
  47. if (model == NULL) {
  48. return ;
  49. }
  50. //
  51. // Loop over all the sub-objects
  52. //
  53. int count = model->Get_Num_Sub_Objects ();
  54. for (int index = 0; index < count; index ++) {
  55. //
  56. // Get a pointer to this subobject
  57. //
  58. RenderObjClass *sub_object = model->Get_Sub_Object (index);
  59. if (sub_object != NULL) {
  60. //
  61. // Set the collision bits for this sub-object
  62. //
  63. ::Set_Model_Collision_Type (sub_object, collision_type);
  64. MEMBER_RELEASE (sub_object);
  65. }
  66. }
  67. //
  68. // Set the collision type for this model
  69. //
  70. if ( model->Is_Not_Hidden_At_All () &&
  71. model->Class_ID () != RenderObjClass::CLASSID_AABOX &&
  72. model->Class_ID () != RenderObjClass::CLASSID_OBBOX)
  73. {
  74. model->Set_Collision_Type (collision_type);
  75. }
  76. return ;
  77. }