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CnC_Renegade/Code/wwphys/lightphys.h

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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/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