336 lines
9 KiB
C++
336 lines
9 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/decophys.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 1/05/02 5:12p $*
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* *
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* $Revision:: 20 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "decophys.h"
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#include "rendobj.h"
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#include "persistfactory.h"
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#include "simpledefinitionfactory.h"
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#include "wwphysids.h"
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#include "wwhack.h"
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#include "part_emt.h"
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#include "physinttest.h"
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DECLARE_FORCE_LINK(decophys);
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/****************************************************************************************************
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**
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** DecorationPhysClass Implementation
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**
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****************************************************************************************************/
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/*
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** Persist factory for DecorationPhysClass
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*/
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SimplePersistFactoryClass<DecorationPhysClass,PHYSICS_CHUNKID_DECORATIONPHYS> _DecoPhysFactory;
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/*
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** Chunk-ID's used by DecoPhys
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*/
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enum
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{
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DECOPHYS_CHUNK_PHYS = 0x005060000, // old parent class data
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DECOPHYS_CHUNK_DYNAMICPHYS, // current parent class data
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};
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DecorationPhysClass::DecorationPhysClass(void)
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{
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ObjSpaceWorldBox.Center.Set(0,0,0);
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ObjSpaceWorldBox.Extent.Set(1,1,1);
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}
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void DecorationPhysClass::Init(const DecorationPhysDefClass & def)
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{
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DynamicPhysClass::Init(def);
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}
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void DecorationPhysClass::Set_Model(RenderObjClass * model)
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{
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DynamicPhysClass::Set_Model(model);
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// Initialize our copy of the world box
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if (Model != NULL) {
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RenderObjClass * box = Model->Get_Sub_Object_By_Name("WORLDBOX");
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if (box) {
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// Get the box when the model has an identity transform
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Matrix3D old_transform = Model->Get_Transform();
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Model->Set_Transform(Matrix3D(1));
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ObjSpaceWorldBox = box->Get_Bounding_Box();
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Model->Set_Transform(old_transform);
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box->Release_Ref();
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} else {
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Model->Get_Obj_Space_Bounding_Box(ObjSpaceWorldBox);
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}
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}
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}
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const AABoxClass & DecorationPhysClass::Get_Bounding_Box(void) const
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{
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assert(Model);
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return Model->Get_Bounding_Box();
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}
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const Matrix3D & DecorationPhysClass::Get_Transform(void) const
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{
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assert(Model);
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return Model->Get_Transform();
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}
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void DecorationPhysClass::Set_Transform(const Matrix3D & m)
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{
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// Note: this kind of object never causes collisions so we
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// can just warp it to the users desired position. However,
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// we do need to tell the scene that we moved so that
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// it can update us in the culling system
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WWASSERT(Model);
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Model->Set_Transform(m);
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Update_Cull_Box();
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Update_Visibility_Status();
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}
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void DecorationPhysClass::Get_Shadow_Blob_Box(AABoxClass * set_obj_space_box)
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{
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if (set_obj_space_box != NULL) {
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*set_obj_space_box = ObjSpaceWorldBox;
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}
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}
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bool DecorationPhysClass::Intersection_Test(PhysAABoxIntersectionTestClass & test)
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{
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WWASSERT(Model);
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if (Model->Intersect_AABox(test)) {
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test.Add_Intersected_Object(this);
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return true;
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}
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return false;
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}
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bool DecorationPhysClass::Intersection_Test(PhysOBBoxIntersectionTestClass & test)
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{
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WWASSERT(Model);
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if (Model->Intersect_OBBox(test)) {
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test.Add_Intersected_Object(this);
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return true;
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}
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return false;
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}
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bool DecorationPhysClass::Cast_Ray(PhysRayCollisionTestClass & raytest)
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{
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WWASSERT(Model);
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if (Model->Cast_Ray(raytest)) {
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raytest.CollidedPhysObj = this;
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return true;
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}
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return false;
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}
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bool DecorationPhysClass::Cast_AABox(PhysAABoxCollisionTestClass & boxtest)
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{
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WWASSERT(Model);
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if (Model->Cast_AABox(boxtest)) {
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boxtest.CollidedPhysObj = this;
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return true;
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}
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return false;
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}
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bool DecorationPhysClass::Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest)
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{
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WWASSERT(Model);
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if (Model->Cast_OBBox(boxtest)) {
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boxtest.CollidedPhysObj = this;
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return true;
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}
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return false;
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}
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const PersistFactoryClass & DecorationPhysClass::Get_Factory (void) const
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{
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return _DecoPhysFactory;
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}
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bool DecorationPhysClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk(DECOPHYS_CHUNK_DYNAMICPHYS);
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DynamicPhysClass::Save(csave);
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csave.End_Chunk();
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return true;
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}
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bool DecorationPhysClass::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID())
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{
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case DECOPHYS_CHUNK_PHYS:
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PhysClass::Load(cload);
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break;
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case DECOPHYS_CHUNK_DYNAMICPHYS:
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DynamicPhysClass::Load(cload);
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break;
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default:
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WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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SaveLoadSystemClass::Register_Post_Load_Callback(this);
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return true;
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}
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void DecorationPhysClass::On_Post_Load(void)
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{
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DynamicPhysClass::On_Post_Load();
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WWASSERT(Model);
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if (Model) {
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Set_Cull_Box(Model->Get_Bounding_Box());
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if (Model->Class_ID () == RenderObjClass::CLASSID_PARTICLEEMITTER) {
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Model->Set_User_Data (this);
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((ParticleEmitterClass *)Model)->Start ();
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}
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}
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}
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/****************************************************************************************************
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**
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** DecorationPhysDefClass Implementation
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**
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****************************************************************************************************/
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/*
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** Persist factory for DecorationPhysDefClass's
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*/
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SimplePersistFactoryClass<DecorationPhysDefClass,PHYSICS_CHUNKID_DECOPHYSDEF> _DecorationPhysDefFactory;
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/*
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** Definition factory for DecorationPhysDefClass. This makes it show up in the editor
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*/
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DECLARE_DEFINITION_FACTORY(DecorationPhysDefClass, CLASSID_DECOPHYSDEF, "DecorationPhys") _DecorationPhysDefDefFactory;
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/*
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** Chunk ID's used by DecorationPhysDefClass
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*/
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enum
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{
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DECORATIONPHYSDEF_CHUNK_PHYSDEF = 0x01070003, // old parent class
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DECORATIONPHYSDEF_CHUNK_DYNAMICPHYSDEF, // current parent class
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};
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DecorationPhysDefClass::DecorationPhysDefClass(void)
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{
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}
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uint32 DecorationPhysDefClass::Get_Class_ID (void) const
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{
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return CLASSID_DECOPHYSDEF;
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}
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PersistClass * DecorationPhysDefClass::Create(void) const
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{
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DecorationPhysClass * new_obj = NEW_REF(DecorationPhysClass,());
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new_obj->Init(*this);
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return new_obj;
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}
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const char * DecorationPhysDefClass::Get_Type_Name(void)
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{
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return "DecorationPhysDef";
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}
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bool DecorationPhysDefClass::Is_Type(const char * type_name)
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{
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if (stricmp(type_name,DecorationPhysDefClass::Get_Type_Name()) == 0) {
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return true;
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} else {
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return DynamicPhysDefClass::Is_Type(type_name);
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}
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}
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const PersistFactoryClass & DecorationPhysDefClass::Get_Factory (void) const
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{
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return _DecorationPhysDefFactory;
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}
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bool DecorationPhysDefClass::Save(ChunkSaveClass &csave)
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{
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csave.Begin_Chunk(DECORATIONPHYSDEF_CHUNK_DYNAMICPHYSDEF);
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DynamicPhysDefClass::Save(csave);
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csave.End_Chunk();
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return true;
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}
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bool DecorationPhysDefClass::Load(ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case DECORATIONPHYSDEF_CHUNK_PHYSDEF:
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PhysDefClass::Load(cload);
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break;
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case DECORATIONPHYSDEF_CHUNK_DYNAMICPHYSDEF:
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DynamicPhysDefClass::Load(cload);
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break;
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default:
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WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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