/* ** 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/zone.h $* * * * Author:: Greg_h * * * * $Modtime:: 9/09/99 2:19p $* * * * $Revision:: 6 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if 0 // TODO: implement zones one day??? #ifndef ZONE_H #define ZONE_H #ifndef ALWAYS_H #include "always.h" #endif #ifndef REFCOUNT_H #include "refcount.h" #endif #ifndef OBBOX_H #include "obbox.h" #endif /* - Physobjs cache a list of the zones they are in - PhysScene maintains an aabtree of zones - Zones are PhysObjs only so I can re-use the AABTree - Zones contain a bit field of "type" attributes. - When a new ZoneList is built, it contains the union of all of the attributes - Some zones never need to be actually added to the list, only their bits OR'd in (lava) - Zones never MOVE or they only move out - Zones DO/CAN move - don't cache zone lists for now - motion parenting? - maybe do cache zone lists but invalidate the ones that could be affected by a moving zone - Dynamic objects can store a dynamic vector of "attached zone nodes". Each node has a pointer to a zone and the relative transform. Whenever the object moves, pull the zone out, transform it, put it back in. */ /* ** ZoneClass! ** ** Zones are basically rectangular regions of space. This is the abstract base class ** for all zones. Zones will perform functions such as: ** "Trigger Zone" - inform the game whenever a physical object enters it. ** "Water Zone" - apply a boyancy force to physical objects penetrating the zone. */ class ZoneClass : public RefCountClass { public: ZoneClass(void) {} virtual ~ZoneClass(void) {} private: // bounding box which defines the space enclosed by this zone OBBoxClass Box; }; #endif #endif //0