/* ** 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 : WWPhys * * * * $Archive:: /Commando/Code/wwphys/bpt.h $* * * * Author:: Greg_h * * * * $Modtime:: 9/09/99 11:29a $* * * * $Revision:: 12 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #if 0 //OBSOLETE #ifdef PORT140 #ifndef BPT_H #define BPT_H #include "always.h" #include "lineseg.h" #include "aabox.h" #include "obbox.h" #include "physcoltest.h" #include "rendobj.h" class srScene; class BptImpClass; class MeshClass; class CameraClass; class ChunkLoadClass; class ChunkSaveClass; /* ** BptClass - Mesh with an auxiliary binary partition tree. ** The bpt is traversed in collision detection queries and to ** build the APT for the mesh each frame. */ class BptClass : public Render3DObjClass { public: BptClass(void); BptClass(const BptClass & src) { assert(0); } BptClass & operator = (const BptClass &) { assert(0); return *this; } virtual ~BptClass(void); /* ** Release all assets in use, called by destructor and the load function */ void Free(void); /* ** Required clone function for all render objects. ** Currently not implemented. */ virtual RenderObjClass * Clone(void) const { return new BptClass(*this); } /* ** Set Mesh, re-builds the bsp data for the given mesh, also generates ** a new mesh due to splitting required by the partitioning process */ void Build(MeshClass * mesh); /* ** File IO */ int Load(ChunkLoadClass & cload); int Save(ChunkSaveClass & csave); /* ** Function to update the rendering object - this will be called every ** frame that the object is in view. */ virtual void Render( srScene * scene, const CameraClass &camera ); /* ** Collision Detection Support */ bool Cast_Ray(PhysRayCollisionTestClass & ray) const; bool Cast_AABox(PhysAABoxCollisionTestClass & aaboxtest) const; bool Cast_OBBox(PhysOBBoxCollisionTestClass & obboxtest) const; // MeshClass * Get_Mesh(void); protected: void Update_Cached_Bounding_Volumes(void) const; BptImpClass * BptImp; }; #endif #endif //PORT140 #endif