/* ** 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/renderobjphys.cpp $* * * * Author:: Greg Hjelstrom * * * * $Modtime:: 9/27/00 1:54p $* * * * $Revision:: 9 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "renderobjphys.h" #include "rendobj.h" #include "persistfactory.h" #include "wwphysids.h" /* ** Declare a PersistFactory for RenderObjPhysClasses */ SimplePersistFactoryClass _RenderObjPhysFactory; /* ** Chunk ID's used by RenderObjPhysClass */ enum { RENDEROBJPHYS_CHUNK_PHYS = 0x00099900, // obsolete, old parent class RENDEROBJPHYS_CHUNK_DYNAMICPHYS }; /** ** RenderObjPhysClass ** NOTE: remember that this class is mainly intended just as a simple wrapper around render ** objects that are added directly to the physics scene. Normally, only the physics scene ** itself will be creating and using these. If you find yourself creating these objects, ** consider using DecorationPhysClass instead... */ RenderObjPhysClass::RenderObjPhysClass(void) { Enable_Is_Pre_Lit(true); if (Model) { Model->Set_User_Data(this); } } RenderObjPhysClass::~RenderObjPhysClass(void) { if (Model) { Model->Set_User_Data(0); } } void RenderObjPhysClass::Set_Model(RenderObjClass * model) { if (Model) { Model->Set_User_Data(0); } // Let the base class have the model DynamicPhysClass::Set_Model(model); if (Model) { Model->Set_User_Data(this); if (Model->Class_ID() == RenderObjClass::CLASSID_HLOD) { Enable_Is_Pre_Lit(false); } else { Enable_Is_Pre_Lit(true); } } } const AABoxClass & RenderObjPhysClass::Get_Bounding_Box(void) const { assert(Model); return Model->Get_Bounding_Box(); } const Matrix3D & RenderObjPhysClass::Get_Transform(void) const { assert(Model); return Model->Get_Transform(); } void RenderObjPhysClass::Set_Transform(const Matrix3D & m) { // Note: this kind of object never causes collisions so we // can just warp it to the users desired position. However, // we do need to tell the scene that we moved so that // it can update us in the culling system assert(Model); Model->Set_Transform(m); Update_Cull_Box(); } bool RenderObjPhysClass::Cast_Ray(PhysRayCollisionTestClass & raytest) { assert(Model); if (Model->Cast_Ray(raytest)) { raytest.CollidedPhysObj = this; return true; } return false; } bool RenderObjPhysClass::Cast_AABox(PhysAABoxCollisionTestClass & boxtest) { assert(Model); if (Model->Cast_AABox(boxtest)) { boxtest.CollidedPhysObj = this; return true; } return false; } bool RenderObjPhysClass::Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest) { assert(Model); if (Model->Cast_OBBox(boxtest)) { boxtest.CollidedPhysObj = this; return true; } return false; } /* ** Save-Load System */ const PersistFactoryClass & RenderObjPhysClass::Get_Factory (void) const { return _RenderObjPhysFactory; } bool RenderObjPhysClass::Save (ChunkSaveClass &csave) { csave.Begin_Chunk(RENDEROBJPHYS_CHUNK_DYNAMICPHYS); DynamicPhysClass::Save(csave); csave.End_Chunk(); return true; } bool RenderObjPhysClass::Load (ChunkLoadClass &cload) { while (cload.Open_Chunk()) { switch(cload.Cur_Chunk_ID()) { case RENDEROBJPHYS_CHUNK_PHYS: PhysClass::Load(cload); // note, legacy loading here... file must be old. break; case RENDEROBJPHYS_CHUNK_DYNAMICPHYS: DynamicPhysClass::Load(cload); break; default: WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__)); break; } cload.Close_Chunk(); } SaveLoadSystemClass::Register_Post_Load_Callback(this); return true; } void RenderObjPhysClass::On_Post_Load (void) { DynamicPhysClass::On_Post_Load(); if (Model) { Model->Set_User_Data((void*)this); } }