/* ** 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/nullrobj.h $* * * * Author:: Greg Hjelstrom * * * * $Modtime:: 1/08/01 10:04a $* * * * $Revision:: 1 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef NULL_H #define NULL_H #ifndef RENDOBJ_H #include "rendobj.h" #endif #include "proto.h" class Null3DObjClass : public RenderObjClass { public: Null3DObjClass(const char * name = "NULL"); Null3DObjClass(const Null3DObjClass & src); Null3DObjClass & operator = (const Null3DObjClass & that); virtual int Class_ID(void) const; virtual RenderObjClass * Clone(void) const; virtual const char * Get_Name(void) const { return Name; } virtual void Render(RenderInfoClass & rinfo); virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const; virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const; protected: char Name[2*W3D_NAME_LEN]; }; class NullPrototypeClass : public PrototypeClass { public: NullPrototypeClass(void); NullPrototypeClass(const W3dNullObjectStruct &null); virtual const char * Get_Name(void) const { return Definition.Name; } virtual int Get_Class_ID(void) const { return RenderObjClass::CLASSID_NULL; } virtual RenderObjClass * Create(void) { return NEW_REF(Null3DObjClass,(Definition.Name)); } protected: W3dNullObjectStruct Definition; }; class NullLoaderClass : public PrototypeLoaderClass { public: virtual int Chunk_Type(void) { return W3D_CHUNK_NULL_OBJECT; } virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload); }; /* ** Instance of the default loader which the asset manager can ** automatically install at creation time */ extern NullLoaderClass _NullLoader; #endif