/* ** 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/EditorPhys.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 11/11/99 5:47p $* * * * $Revision:: 4 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "StdAfx.H" #include "EditorPhys.H" #include "persist.h" #include "persistfactory.h" #include "editorchunkids.h" // // Persist factory for EditorPhysClass // SimplePersistFactoryClass _EditorPhysFactory; /////////////////////////////////////////////////////////////////////////////////// // // Get_Bounding_Box // const AABoxClass & EditorPhysClass::Get_Bounding_Box (void) const { assert(Model); return Model->Get_Bounding_Box (); } /////////////////////////////////////////////////////////////////////////////////// // // Get_Transform // const Matrix3D & EditorPhysClass::Get_Transform (void) const { assert(Model); return Model->Get_Transform(); } /////////////////////////////////////////////////////////////////////////////////// // // Get_Transform // void EditorPhysClass::Set_Transform (const Matrix3D &transform) { // Note: this kind of object never causes collisions so we // can just warp it to the users desired position. However, // we do need to tell the base class that we moved so that // it can tell the scene to update us in the culling system assert(Model); Model->Set_Transform (transform); Update_Cull_Box(); return ; } /////////////////////////////////////////////////////////////////////////////////// // // Get_Factory // /////////////////////////////////////////////////////////////////////////////////// const PersistFactoryClass & EditorPhysClass::Get_Factory (void) const { // // This should NEVER be called... // ASSERT (0); return _EditorPhysFactory; }