98 lines
3.9 KiB
C
98 lines
3.9 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/renderobjphys.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 8/13/00 11:17a $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef RENDEROBJPHYS_H
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#define RENDEROBJPHYS_H
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#include "always.h"
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#include "dynamicphys.h"
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#include "pscene.h"
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#include "wwdebug.h"
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#include "physcoltest.h"
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/**
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** RenderObjPhysClass
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** The *ONLY* purpose of this class is as a wrapper when render objects are added
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** directly to the physics scene. This class plugs a pointer back to it into the UserData
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** field of its render object. If you find yourself creating these objects,
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** consider using DecorationPhysClass instead...
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*/
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class RenderObjPhysClass : public DynamicPhysClass
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{
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public:
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RenderObjPhysClass(void);
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~RenderObjPhysClass(void);
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virtual void Timestep(float dt) { }
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virtual void Set_Model(RenderObjClass * model);
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virtual bool Cast_Ray(PhysRayCollisionTestClass & raytest);
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virtual bool Cast_AABox(PhysAABoxCollisionTestClass & boxtest);
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virtual bool Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest);
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virtual const AABoxClass & Get_Bounding_Box(void) const;
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virtual const Matrix3D & Get_Transform(void) const;
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virtual void Set_Transform(const Matrix3D & m);
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virtual RenderObjPhysClass * As_RenderObjPhysClass(void) { return this; }
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/*
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** Save-Load
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*/
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virtual const PersistFactoryClass & Get_Factory (void) const;
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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virtual void On_Post_Load (void);
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private:
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// Not implemented...
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RenderObjPhysClass(const RenderObjPhysClass &);
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RenderObjPhysClass & operator = (const RenderObjPhysClass &);
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};
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#endif
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