/* ** 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/dynamicphys.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 8/17/01 8:43p $* * * * $Revision:: 9 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef DYNAMICPHYS_H #define DYNAMICPHYS_H #include "always.h" #include "phys.h" class DynamicPhysDefClass; /** ** DynamicPhysClass ** This class adds some behavior that will be common to all dynamic physics objects. It tracks ** the current vis-ID for the object and has a method to automatically update it which should ** be called whenever the object moves. This class is not a concrete derived class. */ class DynamicPhysClass : public PhysClass { public: DynamicPhysClass(void); ~DynamicPhysClass(void); virtual DynamicPhysClass * As_DynamicPhysClass(void) { return this; } void Init(const DynamicPhysDefClass & definition); virtual void Set_Model(RenderObjClass * model); /* ** Call this whenever the object moves to update its visibility status */ void Update_Visibility_Status(void); virtual int Get_Vis_Object_ID(void); /* ** Simulation and rendering toggles for all dynamic physics objects */ virtual bool Is_Simulation_Disabled(void) { return _DisableDynamicPhysSimulation; } virtual bool Is_Rendering_Disabled(void) { return _DisableDynamicPhysRendering; } static void Disable_All_Simulation(bool onoff) { _DisableDynamicPhysSimulation = onoff; } static void Disable_All_Rendering(bool onoff) { _DisableDynamicPhysRendering = onoff; } static bool Is_All_Simulation_Disabled(void) { return _DisableDynamicPhysSimulation; } static bool Is_All_Rendering_Disabled(void) { return _DisableDynamicPhysRendering; } /* ** Save-Load System */ virtual bool Save (ChunkSaveClass &csave); virtual bool Load (ChunkLoadClass &cload); virtual void On_Post_Load(void); protected: void Internal_Update_Visibility_Status(void); bool DirtyVisObjectID; // dirty flag for the vis object id int VisNodeID; // ID of the node this object is in for temporal coherence unsigned int VisStatusLastUpdated; // tickcount of last vis update private: static bool _DisableDynamicPhysSimulation; static bool _DisableDynamicPhysRendering; /* ** Not implemented... */ DynamicPhysClass(const DynamicPhysClass &); DynamicPhysClass & operator = (const DynamicPhysClass &); }; /** ** DynamicPhysDefClass ** Definition data structure for DynamicPhysClass */ class DynamicPhysDefClass : public PhysDefClass { public: DynamicPhysDefClass(void); // From PersistClass virtual bool Save(ChunkSaveClass &csave); virtual bool Load(ChunkLoadClass &cload); // From PhysDefClass virtual const char * Get_Type_Name(void) { return "DynamicPhysDef"; } virtual bool Is_Type(const char *); // Validation methods virtual bool Is_Valid_Config (StringClass &message); // Editable interface requirements DECLARE_EDITABLE(DynamicPhysDefClass,PhysDefClass); protected: friend class DynamicPhysClass; }; #endif //DYNAMICPHYS_H