/* ** 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/phystexproject.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 4/23/01 7:23p $* * * * $Revision:: 3 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef PHYSTEXPROJECT_H #define PHYSTEXPROJECT_H #include "always.h" #include "texproject.h" class PhysClass; /** ** PhysTexProjectClass ** This derived TexProjectClass simply adds interfaces for handling PhysClasses direction. ** It also handles getting the shadow render context from the physics scene. ** TODO: should we "standardize" the shadow render context stuff and move it to WW3D? */ class PhysTexProjectClass : public TexProjectClass { public: PhysTexProjectClass(void); virtual ~PhysTexProjectClass(void); /* ** Automatic initialization of a TexProjectClass. ** First set up your projection parameters with one of the Compute_xxx_Projection functinos, ** Then call Compute_Texture. */ bool Compute_Perspective_Projection(PhysClass * obj,const Vector3 & lightpos,float nearz=-1.0f,float farz=-1.0f); bool Compute_Ortho_Projection(PhysClass * obj,const Vector3 & lightdir,float nearz=-1.0f,float farz=-1.0f); bool Compute_Texture(PhysClass * obj,bool additive_projection = false); }; #endif