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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/zone.h $*
- * *
- * Author:: Greg_h *
- * *
- * $Modtime:: 9/09/99 2:19p $*
- * *
- * $Revision:: 6 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if 0 // TODO: implement zones one day???
- #ifndef ZONE_H
- #define ZONE_H
- #ifndef ALWAYS_H
- #include "always.h"
- #endif
- #ifndef REFCOUNT_H
- #include "refcount.h"
- #endif
- #ifndef OBBOX_H
- #include "obbox.h"
- #endif
- /*
- - Physobjs cache a list of the zones they are in
- - PhysScene maintains an aabtree of zones
- - Zones are PhysObjs only so I can re-use the AABTree
- - Zones contain a bit field of "type" attributes.
- - When a new ZoneList is built, it contains the union of all of the attributes
- - Some zones never need to be actually added to the list, only their bits OR'd in (lava)
- - Zones never MOVE or they only move out
- - Zones DO/CAN move
- - don't cache zone lists for now
- - motion parenting?
- - maybe do cache zone lists but invalidate the ones that could be affected by a moving zone
- - Dynamic objects can store a dynamic vector of "attached zone nodes". Each node
- has a pointer to a zone and the relative transform. Whenever the object moves, pull
- the zone out, transform it, put it back in.
- */
- /*
- ** ZoneClass!
- **
- ** Zones are basically rectangular regions of space. This is the abstract base class
- ** for all zones. Zones will perform functions such as:
- ** "Trigger Zone" - inform the game whenever a physical object enters it.
- ** "Water Zone" - apply a boyancy force to physical objects penetrating the zone.
- */
- class ZoneClass : public RefCountClass
- {
- public:
- ZoneClass(void) {}
- virtual ~ZoneClass(void) {}
- private:
- // bounding box which defines the space enclosed by this zone
- OBBoxClass Box;
- };
- #endif
- #endif //0
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