/* ** 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/lightphys.h $* * * * Author:: Greg Hjelstrom * * * * $Modtime:: 4/02/01 12:22p $* * * * $Revision:: 16 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef LIGHTPHYS_H #define LIGHTPHYS_H #include "decophys.h" #include "rendobj.h" /** ** LightPhysClass ** Just a class that is used by the light culling system. Its main purposes ** are to enforce that the user (editor) places only lights into the system, ** to add save and load functionality, and to add any special effects or processing ** like lens flares and shadows. */ class LightPhysClass : public DecorationPhysClass { public: LightPhysClass(bool auto_allocate_light = false); virtual LightPhysClass * As_LightPhysClass(void) { return this; } void Set_Model(RenderObjClass * model); /* ** Visibility ID's. Static lights can store a vis SECTOR id so that they ** have a pre-calculated pvs for occlusion culling. */ void Set_Vis_Sector_ID(int new_id) { VisSectorID = new_id; } int Get_Vis_Sector_ID(void) const { return VisSectorID; } /* ** Group ID's. Static lights can be assigned a "Group ID". This id can be used by ** external code. For example, the building code uses the Group ID to differentiate between ** lights that should be 'on' when the power to the building is 'on' and lights that should ** be 'on' when the power is 'off'. */ void Set_Group_ID(int new_id) { GroupID = new_id; } int Get_Group_ID(void) const { return GroupID; } /* ** Visibility checking */ int Is_Vis_Object_Visible(int vis_object_id); /* ** 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: int VisSectorID; // static lights have a pvs. int GroupID; // group id, used by external code // Not implemented... LightPhysClass(const LightPhysClass &); LightPhysClass & operator = (const LightPhysClass &); }; #endif