/* ** 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/EditorPhys.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 8/24/00 1:27p $* * * * $Revision:: 5 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __EDITORPHYS_H #define __EDITORPHYS_H #include "dynamicphys.h" #include "pscene.h" #include "wwdebug.h" #include "physcoltest.h" #include "rendobj.h" /////////////////////////////////////////////////////////////////////////////////// // // EditorPhysClass // // Editor's representation of a physics object. // /////////////////////////////////////////////////////////////////////////////////// class EditorPhysClass : public DynamicPhysClass { public: virtual bool Cast_Ray(PhysRayCollisionTestClass & raytest); virtual bool Cast_AABox(PhysAABoxCollisionTestClass & boxtest) { return false; } virtual bool Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest) { return false; } virtual void Timestep (float dt) {}; virtual const AABoxClass & Get_Bounding_Box (void) const; virtual const Matrix3D & Get_Transform (void) const; virtual void Set_Transform (const Matrix3D &transform); virtual const PersistFactoryClass & Get_Factory (void) const; }; /////////////////////////////////////////////////////////////////////////////////// // // Cast_Ray // inline bool EditorPhysClass::Cast_Ray (PhysRayCollisionTestClass &raytest) { // State OK? WWASSERT (Model != NULL); // Cast the ray and return the result bool retval = false; if ((Model != NULL) && (Model->Cast_Ray (raytest))) { // Success! raytest.CollidedPhysObj = this; retval = true; } // Return the true/false result code return retval; } #endif //__EDITORPHYS_H