/* ** 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 . */ /*********************************************************************************************** *** 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 : LevelEdit * * * * $Archive:: /Commando/Code/Tools/LevelEdit/Box3D.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 3/26/01 2:05p $* * * * $Revision:: 5 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __BOX3D_H #define __BOX3D_H #include "Dynamesh.H" #include "EditorPhys.H" #include "Utils.H" ///////////////////////////////////////////////////////////////////////// // Forward declarations ///////////////////////////////////////////////////////////////////////// class RayCollisionTestClass; ///////////////////////////////////////////////////////////////////////// // // Box3DClass // ///////////////////////////////////////////////////////////////////////// class Box3DClass : public DynamicMeshClass { public: ////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////// Box3DClass (void) : m_Dimensions (1, 1, 1), m_bDirty (false), DynamicMeshClass (12, 24) { Create_Model (); } Box3DClass (float width, float height, float depth) : m_Dimensions (depth, width, height), m_bDirty (false), DynamicMeshClass (12, 24) { Create_Model (); } Box3DClass (const Vector3 &dimensions) : m_Dimensions (dimensions), m_bDirty (false), DynamicMeshClass (12, 24) { Create_Model (); } virtual ~Box3DClass (void) {} ////////////////////////////////////////////////////////// // Public methods //////////////////////////////////////////////////////////// // // Base class overrides // bool Cast_Ray (RayCollisionTestClass &raytest); void Get_Obj_Space_Bounding_Box(AABoxClass & box) const; void Render (RenderInfoClass &rinfo); // // Dimension methods // void Set_Dimensions (const Vector3 &dimensions); void Set_Width (float width); void Set_Height (float height); void Set_Depth (float depth); void Get_Dimensions (Vector3 &dimensions) const { dimensions = m_Dimensions; } const Vector3 & Get_Dimensions (void) const { return m_Dimensions; } float Get_Width (void) const { return m_Dimensions.Y; } float Get_Height (void) const { return m_Dimensions.Z; } float Get_Depth (void) const { return m_Dimensions.X; } // // Vertex methods // void Position_Vertex (int vertex, const Vector3 &new_position); void Translate_Vertex (int vertex, const Vector3 &translation); Vector3 Get_Vertex_Position (int vertex); void Get_Vertex_Position (int vertex, Vector3 &position); Vector3 Get_Vertex_Lock_Position (int vertex); // // Creation routines // void Make_Box (const Vector3 &point1, const Vector3 &point2); void Set_Color (const Vector3 &color); // // Dynamic modification // void Drag_VertexXY (int vertex, POINT new_point, const Vector3 &locked_vertex); void Drag_VertexZ (int vertex, POINT new_point, const Vector3 &locked_vertex); protected: ////////////////////////////////////////////////////////// // Protected methods ////////////////////////////////////////////////////////// void Create_Model (void); void Easy_Vertex (const Vector3 &vertex) { DynamicMeshClass::Vertex (vertex.X, vertex.Y, vertex.Z, 0, 0); } void Easy_Move_Vertex (int vertex_index, const Vector3 &vertex) { DynamicMeshClass::Move_Vertex (vertex_index, vertex.X, vertex.Y, vertex.Z); } void Update_Verticies (void); private: ////////////////////////////////////////////////////////// // Private member data ////////////////////////////////////////////////////////// Vector3 m_Dimensions; Vector3 m_Verticies[8]; bool m_bDirty; }; ///////////////////////////////////////////////////////////////////////// // // Box3DPhysClass // ///////////////////////////////////////////////////////////////////////// class Box3DPhysClass : public EditorPhysClass { public: ////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////// Box3DPhysClass (void) : m_pBox (NULL) { Initialize (1, 1, 1); } Box3DPhysClass (const Vector3 &dimensions) : m_pBox (NULL) { Initialize (dimensions.X, dimensions.Y, dimensions.Z); } virtual ~Box3DPhysClass (void) { MEMBER_RELEASE (m_pBox); } ////////////////////////////////////////////////////////// // Public operators/methods ////////////////////////////////////////////////////////// operator Box3DClass * (void) const { return m_pBox; } Box3DClass * Get_Box (void) const { return m_pBox; } protected: ////////////////////////////////////////////////////////// // Protected member data ////////////////////////////////////////////////////////// void Initialize (float x, float y, float z) { m_pBox = new Box3DClass (x, y, z); Set_Model (m_pBox); } private: ////////////////////////////////////////////////////////// // Private member data ////////////////////////////////////////////////////////// Box3DClass * m_pBox; }; #endif //__BOX3D_H