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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/physcontrol.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 4/28/00 5:18p $*
- * *
- * $Revision:: 7 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef PHYSCONTROL_H
- #define PHYSCONTROL_H
- #include "always.h"
- #include "vector3.h"
- class ChunkSaveClass;
- class ChunkLoadClass;
- class ChunkLoadClass;
- class ChunkSaveClass;
- /*
- PhysControllerClass
- This is an object which abstractly describes the control state
- for a physics object.
- PhysControllers are not persistant objects on their own but they
- do provide a save and load method so that you can embed them in
- another object if you want to.
- */
- class PhysControllerClass
- {
- public:
- PhysControllerClass(void) : MoveVector(0,0,0), TurnLeft(0) { }
- void Reset(void) { Reset_Move(); Reset_Turn(); }
- void Set_Move_Forward(float scl) { MoveVector.X = scl; }
- void Set_Move_Left(float scl) { MoveVector.Y = scl; }
- void Set_Move_Up(float scl) { MoveVector.Z = scl; }
- void Set_Turn_Left(float scl) { TurnLeft = scl; }
- float Get_Move_Forward(void) { return MoveVector.X; }
- float Get_Move_Left(void) { return MoveVector.Y; }
- float Get_Move_Up(void) { return MoveVector.Z; }
- float Get_Turn_Left(void) { return TurnLeft; }
- void Reset_Move(void) { MoveVector.Set(0,0,0); }
- const Vector3 & Get_Move_Vector(void) { return MoveVector; }
- void Reset_Turn(void) { TurnLeft = 0.0f; }
- bool Is_Inactive(void);
- bool Save(ChunkSaveClass & csave);
- bool Load(ChunkLoadClass & cload);
- private:
- Vector3 MoveVector;
- float TurnLeft;
- };
- inline bool PhysControllerClass::Is_Inactive(void)
- {
- return ((TurnLeft == 0.0f) && (MoveVector.Length2() == 0.0f));
- }
- #endif
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