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CnC_Renegade/Code/wwphys/physcontrol.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/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