/* ** 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 : WW3D * * * * $Archive:: /Commando/Code/ww3d2/composite.h $* * * * Author:: Greg Hjelstrom * * * * $Modtime:: 2/14/02 10:19a $* * * * $Revision:: 6 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef COMPOSITE_H #define COMPOSITE_H #include "rendobj.h" #include "wwstring.h" /* ** CompositeRenderObjClass ** The sole purpose of this class is to encapsulate some of the chores that all ** "composite" (contain sub objects) render objects have to do. Typically all ** of the functions are implemented through the existing sub-object interface ** so there is still no assumption on how you store/organize your sub-objects. */ class CompositeRenderObjClass : public RenderObjClass { public: CompositeRenderObjClass(void); CompositeRenderObjClass(const CompositeRenderObjClass & that); virtual ~CompositeRenderObjClass(void); CompositeRenderObjClass & operator = (const CompositeRenderObjClass & that); virtual void Restart(void); virtual const char * Get_Name(void) const; virtual void Set_Name(const char * name); virtual const char * Get_Base_Model_Name (void) const { return NULL; } //BaseModelName.Is_Empty () ? NULL : BaseModelName; } virtual void Set_Base_Model_Name (const char *name); virtual int Get_Num_Polys(void) const; virtual void Notify_Added(SceneClass * scene); virtual void Notify_Removed(SceneClass * scene); virtual bool Cast_Ray(RayCollisionTestClass & raytest); virtual bool Cast_AABox(AABoxCollisionTestClass & boxtest); virtual bool Cast_OBBox(OBBoxCollisionTestClass & boxtest); virtual bool Intersect_AABox(AABoxIntersectionTestClass & boxtest); virtual bool Intersect_OBBox(OBBoxIntersectionTestClass & boxtest); virtual void Create_Decal(DecalGeneratorClass * generator); virtual void Delete_Decal(uint32 decal_id); virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const { sphere = ObjSphere; } virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const { box = ObjBox; } virtual void Update_Obj_Space_Bounding_Volumes(void); virtual void Set_User_Data(void *value, bool recursive = false); protected: StringClass Name; // name of the render object StringClass BaseModelName; // name of the original render obj (before aggregation) SphereClass ObjSphere; // object-space bounding sphere AABoxClass ObjBox; // object-space bounding box }; #endif