| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293 |
- /*
- ** 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 : WW3D *
- * *
- * $Archive:: /Commando/Code/ww3d2/coltype.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 1/08/01 10:04a $*
- * *
- * $Revision:: 1 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef COLTYPE_H
- #define COLTYPE_H
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////
- //
- // Collision 'Types'
- //
- // This enum defines the collision type bit-field that is used in render object
- // collision detection.
- //
- // The collision type field in a collision or intersection test is used as a
- // low-level collision mask. It will be 'AND'ed with the collision type of
- // the render object and will ignore the object unless the result is
- // non-zero. In Commando, we use this to implement separate collision
- // representations for "physical" collisions versus "projectile"
- // collisions. I.e. we use a very simple mesh for the character's
- // physical collision and a more complex set of meshes for checking whether
- // a bullet hits a person. This masking system is not meant to be a general
- // "collision grouping" system. You should use a higher level system for doing
- // things like making bullets ignore each other, etc.
- //
- // One more wrinkle to the system: The collision type in the render obj
- // will always have the LSB set (COLLISION_TYPE_ALL) so that you can always
- // do queries against every piece of geometry in a render obj if desired.
- //
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////
- enum
- {
- COLLISION_TYPE_ALL = 0x01, // perform this test against *EVERYTHING*
- COLLISION_TYPE_0 = 0x02, // perform this test against type 0 collision objects
- COLLISION_TYPE_1 = 0x04, // perform this test against type 1 collision objects
- COLLISION_TYPE_2 = 0x08,
- COLLISION_TYPE_3 = 0x10,
- COLLISION_TYPE_4 = 0x20,
- COLLISION_TYPE_5 = 0x40,
- COLLISION_TYPE_6 = 0x80,
- COLLISION_TYPE_PHYSICAL = COLLISION_TYPE_0, // physics collisions
- COLLISION_TYPE_PROJECTILE = COLLISION_TYPE_1, // projectile collisions
- COLLISION_TYPE_VIS = COLLISION_TYPE_2, // "vis node" detection
- COLLISION_TYPE_CAMERA = COLLISION_TYPE_3, // camera collision (99% should match physical setting)
- COLLISION_TYPE_VEHICLE = COLLISION_TYPE_4, // vehicles will collide with physical and this.
- };
- #endif
|