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- /*
- ** 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 : WWPhys *
- * *
- * $Archive:: /Commando/Code/wwphys/decophys.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 1/05/02 3:55p $*
- * *
- * $Revision:: 17 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef DECOPHYS_H
- #define DECOPHYS_H
- #include "always.h"
- #include "dynamicphys.h"
- #include "pscene.h"
- #include "wwdebug.h"
- #include "physcoltest.h"
- class DecorationPhysDefClass;
- /**
- ** DecorationPhysClass
- ** Decoration object. It is an object that can be added into the dynamic physics
- ** system but doesn't really do anything. It can be collided against if collision is
- ** enabled in its render object...
- */
- class DecorationPhysClass : public DynamicPhysClass
- {
- public:
- DecorationPhysClass(void);
- virtual DecorationPhysClass * As_DecorationPhysClass(void) { return this; }
-
- void Init(const DecorationPhysDefClass & def);
- virtual void Timestep(float dt) { }
- virtual void Set_Model(RenderObjClass * model);
-
- virtual bool Cast_Ray(PhysRayCollisionTestClass & raytest);
- virtual bool Cast_AABox(PhysAABoxCollisionTestClass & boxtest);
- virtual bool Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest);
- virtual bool Intersection_Test(PhysAABoxIntersectionTestClass & test);
- virtual bool Intersection_Test(PhysOBBoxIntersectionTestClass & test);
- virtual const AABoxClass & Get_Bounding_Box(void) const;
- virtual const Matrix3D & Get_Transform(void) const;
- virtual void Set_Transform(const Matrix3D & m);
- virtual void Get_Shadow_Blob_Box(AABoxClass * set_obj_space_box);
- // save-load system
- virtual const PersistFactoryClass & Get_Factory (void) const;
- virtual bool Save (ChunkSaveClass &csave);
- virtual bool Load (ChunkLoadClass &cload);
- virtual void On_Post_Load(void);
- private:
- // Not implemented...
- DecorationPhysClass(const DecorationPhysClass &);
- DecorationPhysClass & operator = (const DecorationPhysClass &);
- AABoxClass ObjSpaceWorldBox;
- };
- /**
- ** DecorationPhysDefClass
- ** Definition data structure for DecorationPhysClass
- */
- class DecorationPhysDefClass : public DynamicPhysDefClass
- {
- public:
-
- DecorationPhysDefClass(void);
-
- // From DefinitionClass
- virtual uint32 Get_Class_ID (void) const;
- virtual PersistClass * Create(void) const;
- // From PhysDefClass
- virtual const char * Get_Type_Name(void);
- virtual bool Is_Type(const char *);
- // From PersistClass
- virtual const PersistFactoryClass & Get_Factory (void) const;
- virtual bool Save(ChunkSaveClass &csave);
- virtual bool Load(ChunkLoadClass &cload);
- // Editable interface requirements
- DECLARE_EDITABLE(DecorationPhysDefClass,DynamicPhysDefClass);
- protected:
-
- friend class StaticPhysClass;
- };
- #endif
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