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CnC_Renegade/Code/Tools/LevelEdit/ModelUtils.cpp

86 lines
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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/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 ;
}