physcontrol.h 3.9 KB

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  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 : WWPhys *
  23. * *
  24. * $Archive:: /Commando/Code/wwphys/physcontrol.h $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 4/28/00 5:18p $*
  29. * *
  30. * $Revision:: 7 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef PHYSCONTROL_H
  39. #define PHYSCONTROL_H
  40. #include "always.h"
  41. #include "vector3.h"
  42. class ChunkSaveClass;
  43. class ChunkLoadClass;
  44. class ChunkLoadClass;
  45. class ChunkSaveClass;
  46. /*
  47. PhysControllerClass
  48. This is an object which abstractly describes the control state
  49. for a physics object.
  50. PhysControllers are not persistant objects on their own but they
  51. do provide a save and load method so that you can embed them in
  52. another object if you want to.
  53. */
  54. class PhysControllerClass
  55. {
  56. public:
  57. PhysControllerClass(void) : MoveVector(0,0,0), TurnLeft(0) { }
  58. void Reset(void) { Reset_Move(); Reset_Turn(); }
  59. void Set_Move_Forward(float scl) { MoveVector.X = scl; }
  60. void Set_Move_Left(float scl) { MoveVector.Y = scl; }
  61. void Set_Move_Up(float scl) { MoveVector.Z = scl; }
  62. void Set_Turn_Left(float scl) { TurnLeft = scl; }
  63. float Get_Move_Forward(void) { return MoveVector.X; }
  64. float Get_Move_Left(void) { return MoveVector.Y; }
  65. float Get_Move_Up(void) { return MoveVector.Z; }
  66. float Get_Turn_Left(void) { return TurnLeft; }
  67. void Reset_Move(void) { MoveVector.Set(0,0,0); }
  68. const Vector3 & Get_Move_Vector(void) { return MoveVector; }
  69. void Reset_Turn(void) { TurnLeft = 0.0f; }
  70. bool Is_Inactive(void);
  71. bool Save(ChunkSaveClass & csave);
  72. bool Load(ChunkLoadClass & cload);
  73. private:
  74. Vector3 MoveVector;
  75. float TurnLeft;
  76. };
  77. inline bool PhysControllerClass::Is_Inactive(void)
  78. {
  79. return ((TurnLeft == 0.0f) && (MoveVector.Length2() == 0.0f));
  80. }
  81. #endif