| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106 |
- /*
- ** 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/lightphys.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 4/02/01 12:22p $*
- * *
- * $Revision:: 16 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef LIGHTPHYS_H
- #define LIGHTPHYS_H
- #include "decophys.h"
- #include "rendobj.h"
- /**
- ** LightPhysClass
- ** Just a class that is used by the light culling system. Its main purposes
- ** are to enforce that the user (editor) places only lights into the system,
- ** to add save and load functionality, and to add any special effects or processing
- ** like lens flares and shadows.
- */
- class LightPhysClass : public DecorationPhysClass
- {
- public:
-
- LightPhysClass(bool auto_allocate_light = false);
- virtual LightPhysClass * As_LightPhysClass(void) { return this; }
- void Set_Model(RenderObjClass * model);
- /*
- ** Visibility ID's. Static lights can store a vis SECTOR id so that they
- ** have a pre-calculated pvs for occlusion culling.
- */
- void Set_Vis_Sector_ID(int new_id) { VisSectorID = new_id; }
- int Get_Vis_Sector_ID(void) const { return VisSectorID; }
- /*
- ** Group ID's. Static lights can be assigned a "Group ID". This id can be used by
- ** external code. For example, the building code uses the Group ID to differentiate between
- ** lights that should be 'on' when the power to the building is 'on' and lights that should
- ** be 'on' when the power is 'off'.
- */
- void Set_Group_ID(int new_id) { GroupID = new_id; }
- int Get_Group_ID(void) const { return GroupID; }
- /*
- ** Visibility checking
- */
- int Is_Vis_Object_Visible(int vis_object_id);
- /*
- ** 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:
- int VisSectorID; // static lights have a pvs.
- int GroupID; // group id, used by external code
- // Not implemented...
- LightPhysClass(const LightPhysClass &);
- LightPhysClass & operator = (const LightPhysClass &);
- };
- #endif
|