/* ** 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 : LevelEdit * * * * $Archive:: /Commando/Code/Tools/LevelEdit/ModelUtils.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 10/10/00 11:57a $* * * * $Revision:: 3 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "stdafx.h" #include "modelutils.h" #include "rendobj.h" #include "utils.h" ///////////////////////////////////////////////////////////////////////// // // Set_Model_Collision_Type // ///////////////////////////////////////////////////////////////////////// void Set_Model_Collision_Type (RenderObjClass *model, int collision_type) { if (model == NULL) { return ; } // // Loop over all the sub-objects // int count = model->Get_Num_Sub_Objects (); for (int index = 0; index < count; index ++) { // // Get a pointer to this subobject // RenderObjClass *sub_object = model->Get_Sub_Object (index); if (sub_object != NULL) { // // Set the collision bits for this sub-object // ::Set_Model_Collision_Type (sub_object, collision_type); MEMBER_RELEASE (sub_object); } } // // Set the collision type for this model // if ( model->Is_Not_Hidden_At_All () && model->Class_ID () != RenderObjClass::CLASSID_AABOX && model->Class_ID () != RenderObjClass::CLASSID_OBBOX) { model->Set_Collision_Type (collision_type); } return ; }