149 lines
6.2 KiB
C++
149 lines
6.2 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/collect.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 1/08/01 10:04a $*
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* *
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* $Revision:: 1 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef COLLECT_H
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#define COLLECT_H
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#include "rendobj.h"
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#include "composite.h"
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#include "vector.h"
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#include "proto.h"
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#include "w3d_file.h"
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#include "wwstring.h"
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#include "proxy.h"
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class CollectionDefClass;
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class SnapPointsClass;
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/*
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** CollectionClass
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** This is a render object which contains a collection of render objects.
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*/
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class CollectionClass : public CompositeRenderObjClass
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{
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public:
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CollectionClass(void);
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CollectionClass(const CollectionDefClass & def);
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CollectionClass(const CollectionClass & src);
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CollectionClass & CollectionClass::operator = (const CollectionClass &);
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virtual ~CollectionClass(void);
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virtual RenderObjClass * Clone(void) const;
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virtual int Class_ID(void) const;
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virtual int Get_Num_Polys(void) const;
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/////////////////////////////////////////////////////////////////////////////
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// Proxy interface
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/////////////////////////////////////////////////////////////////////////////
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virtual int Get_Proxy_Count (void) const;
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virtual bool Get_Proxy (int index, ProxyClass &proxy) const;
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Rendering
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/////////////////////////////////////////////////////////////////////////////
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virtual void Render(RenderInfoClass & rinfo);
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virtual void Special_Render(SpecialRenderInfoClass & rinfo);
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - "Scene Graph"
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/////////////////////////////////////////////////////////////////////////////
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virtual void Set_Transform(const Matrix3D &m);
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virtual void Set_Position(const Vector3 &v);
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virtual int Get_Num_Sub_Objects(void) const;
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virtual RenderObjClass * Get_Sub_Object(int index) const;
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virtual int Add_Sub_Object(RenderObjClass * subobj);
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virtual int Remove_Sub_Object(RenderObjClass * robj);
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Collision Detection, Ray Tracing
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/////////////////////////////////////////////////////////////////////////////
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virtual bool Cast_Ray(RayCollisionTestClass & raytest);
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virtual bool Cast_AABox(AABoxCollisionTestClass & boxtest);
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virtual bool Cast_OBBox(OBBoxCollisionTestClass & boxtest);
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virtual bool Intersect_AABox(AABoxIntersectionTestClass & boxtest);
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virtual bool Intersect_OBBox(OBBoxIntersectionTestClass & boxtest);
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Bounding Volumes
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/////////////////////////////////////////////////////////////////////////////
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virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
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virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const;
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Attributes, Options, Properties, etc
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/////////////////////////////////////////////////////////////////////////////
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virtual int Snap_Point_Count(void);
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virtual void Get_Snap_Point(int index,Vector3 * set);
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virtual void Scale(float scale);
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virtual void Scale(float scalex, float scaley, float scalez);
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virtual void Update_Obj_Space_Bounding_Volumes(void);
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protected:
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void Free(void);
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void Update_Sub_Object_Transforms(void);
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DynamicVectorClass <ProxyClass> ProxyList;
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DynamicVectorClass <RenderObjClass *> SubObjects;
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SnapPointsClass * SnapPoints;
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SphereClass BoundSphere;
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AABoxClass BoundBox;
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};
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/*
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** CollectionLoaderClass
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** Loader for collection objects
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*/
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class CollectionLoaderClass : public PrototypeLoaderClass
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{
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public:
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virtual int Chunk_Type(void) { return W3D_CHUNK_COLLECTION; }
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virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload);
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};
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extern CollectionLoaderClass _CollectionLoader;
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#endif
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