/* ** 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.h $* * * * Author:: Greg Hjelstrom * * * * $Modtime:: 8/13/00 11:17a $* * * * $Revision:: 5 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef RENDEROBJPHYS_H #define RENDEROBJPHYS_H #include "always.h" #include "dynamicphys.h" #include "pscene.h" #include "wwdebug.h" #include "physcoltest.h" /** ** RenderObjPhysClass ** The *ONLY* purpose of this class is as a wrapper when render objects are added ** directly to the physics scene. This class plugs a pointer back to it into the UserData ** field of its render object. If you find yourself creating these objects, ** consider using DecorationPhysClass instead... */ class RenderObjPhysClass : public DynamicPhysClass { public: RenderObjPhysClass(void); ~RenderObjPhysClass(void); virtual void Timestep(float dt) { } virtual void Set_Model(RenderObjClass * model); virtual bool Cast_Ray(PhysRayCollisionTestClass & raytest); virtual bool Cast_AABox(PhysAABoxCollisionTestClass & boxtest); virtual bool Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest); virtual const AABoxClass & Get_Bounding_Box(void) const; virtual const Matrix3D & Get_Transform(void) const; virtual void Set_Transform(const Matrix3D & m); virtual RenderObjPhysClass * As_RenderObjPhysClass(void) { return this; } /* ** Save-Load */ virtual const PersistFactoryClass & Get_Factory (void) const; virtual bool Save (ChunkSaveClass &csave); virtual bool Load (ChunkLoadClass &cload); virtual void On_Post_Load (void); private: // Not implemented... RenderObjPhysClass(const RenderObjPhysClass &); RenderObjPhysClass & operator = (const RenderObjPhysClass &); }; #endif