/* ** 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/decophys.h $* * * * Author:: Greg Hjelstrom * * * * $Modtime:: 1/05/02 3:55p $* * * * $Revision:: 17 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef DECOPHYS_H #define DECOPHYS_H #include "always.h" #include "dynamicphys.h" #include "pscene.h" #include "wwdebug.h" #include "physcoltest.h" class DecorationPhysDefClass; /** ** DecorationPhysClass ** Decoration object. It is an object that can be added into the dynamic physics ** system but doesn't really do anything. It can be collided against if collision is ** enabled in its render object... */ class DecorationPhysClass : public DynamicPhysClass { public: DecorationPhysClass(void); virtual DecorationPhysClass * As_DecorationPhysClass(void) { return this; } void Init(const DecorationPhysDefClass & def); virtual void Timestep(float dt) { } virtual void Set_Model(RenderObjClass * model); virtual bool Cast_Ray(PhysRayCollisionTestClass & raytest); virtual bool Cast_AABox(PhysAABoxCollisionTestClass & boxtest); virtual bool Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest); virtual bool Intersection_Test(PhysAABoxIntersectionTestClass & test); virtual bool Intersection_Test(PhysOBBoxIntersectionTestClass & test); virtual const AABoxClass & Get_Bounding_Box(void) const; virtual const Matrix3D & Get_Transform(void) const; virtual void Set_Transform(const Matrix3D & m); virtual void Get_Shadow_Blob_Box(AABoxClass * set_obj_space_box); // save-load system virtual const PersistFactoryClass & Get_Factory (void) const; virtual bool Save (ChunkSaveClass &csave); virtual bool Load (ChunkLoadClass &cload); virtual void On_Post_Load(void); private: // Not implemented... DecorationPhysClass(const DecorationPhysClass &); DecorationPhysClass & operator = (const DecorationPhysClass &); AABoxClass ObjSpaceWorldBox; }; /** ** DecorationPhysDefClass ** Definition data structure for DecorationPhysClass */ class DecorationPhysDefClass : public DynamicPhysDefClass { public: DecorationPhysDefClass(void); // From DefinitionClass virtual uint32 Get_Class_ID (void) const; virtual PersistClass * Create(void) const; // From PhysDefClass virtual const char * Get_Type_Name(void); virtual bool Is_Type(const char *); // From PersistClass virtual const PersistFactoryClass & Get_Factory (void) const; virtual bool Save(ChunkSaveClass &csave); virtual bool Load(ChunkLoadClass &cload); // Editable interface requirements DECLARE_EDITABLE(DecorationPhysDefClass,DynamicPhysDefClass); protected: friend class StaticPhysClass; }; #endif