/* ** 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/pscene_decal.cpp $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 6/29/01 11:37a $* * * * $Revision:: 9 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "pscene.h" #include "colmathaabox.h" #include "assetmgr.h" #include "vertmaterial.h" #include "camera.h" #include "physdecalsys.h" #include "phys.h" /* ** PhysicsSceneClass Decal Methods */ void PhysicsSceneClass::Allocate_Decal_Resources(void) { WWASSERT(DecalSystem == NULL); DecalSystem = new PhysDecalSysClass(this); } void PhysicsSceneClass::Release_Decal_Resources(void) { if (DecalSystem != NULL) { delete DecalSystem; } } int PhysicsSceneClass::Create_Decal ( const Matrix3D & tm, const char * texture_name, float radius, bool is_permanent, bool apply_to_translucent_meshes, PhysClass * only_this_obj ) { WWASSERT(DecalSystem != NULL); return DecalSystem->Create_Decal(tm,texture_name,radius,is_permanent,apply_to_translucent_meshes,only_this_obj); } bool PhysicsSceneClass::Remove_Decal(uint32 id) { WWASSERT(DecalSystem != NULL); return DecalSystem->Remove_Decal(id); }