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CnC_Renegade/Code/Tools/LevelEdit/EditorPhys.cpp

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C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 11/11/99 5:47p $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "StdAfx.H"
#include "EditorPhys.H"
#include "persist.h"
#include "persistfactory.h"
#include "editorchunkids.h"
//
// Persist factory for EditorPhysClass
//
SimplePersistFactoryClass<EditorPhysClass, CHUNKID_EDITOR_PHYS> _EditorPhysFactory;
///////////////////////////////////////////////////////////////////////////////////
//
// Get_Bounding_Box
//
const AABoxClass &
EditorPhysClass::Get_Bounding_Box (void) const
{
assert(Model);
return Model->Get_Bounding_Box ();
}
///////////////////////////////////////////////////////////////////////////////////
//
// Get_Transform
//
const Matrix3D &
EditorPhysClass::Get_Transform (void) const
{
assert(Model);
return Model->Get_Transform();
}
///////////////////////////////////////////////////////////////////////////////////
//
// Get_Transform
//
void
EditorPhysClass::Set_Transform (const Matrix3D &transform)
{
// 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 base class that we moved so that
// it can tell the scene to update us in the culling system
assert(Model);
Model->Set_Transform (transform);
Update_Cull_Box();
return ;
}
///////////////////////////////////////////////////////////////////////////////////
//
// Get_Factory
//
///////////////////////////////////////////////////////////////////////////////////
const PersistFactoryClass &
EditorPhysClass::Get_Factory (void) const
{
//
// This should NEVER be called...
//
ASSERT (0);
return _EditorPhysFactory;
}