This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/ww3d2/composite.h

99 lines
No EOL
4.6 KiB
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 : WW3D *
* *
* $Archive:: /Commando/Code/ww3d2/composite.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 2/14/02 10:19a $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef COMPOSITE_H
#define COMPOSITE_H
#include "rendobj.h"
#include "wwstring.h"
/*
** CompositeRenderObjClass
** The sole purpose of this class is to encapsulate some of the chores that all
** "composite" (contain sub objects) render objects have to do. Typically all
** of the functions are implemented through the existing sub-object interface
** so there is still no assumption on how you store/organize your sub-objects.
*/
class CompositeRenderObjClass : public RenderObjClass
{
public:
CompositeRenderObjClass(void);
CompositeRenderObjClass(const CompositeRenderObjClass & that);
virtual ~CompositeRenderObjClass(void);
CompositeRenderObjClass & operator = (const CompositeRenderObjClass & that);
virtual void Restart(void);
virtual const char * Get_Name(void) const;
virtual void Set_Name(const char * name);
virtual const char * Get_Base_Model_Name (void) const { return NULL; } //BaseModelName.Is_Empty () ? NULL : BaseModelName; }
virtual void Set_Base_Model_Name (const char *name);
virtual int Get_Num_Polys(void) const;
virtual void Notify_Added(SceneClass * scene);
virtual void Notify_Removed(SceneClass * scene);
virtual bool Cast_Ray(RayCollisionTestClass & raytest);
virtual bool Cast_AABox(AABoxCollisionTestClass & boxtest);
virtual bool Cast_OBBox(OBBoxCollisionTestClass & boxtest);
virtual bool Intersect_AABox(AABoxIntersectionTestClass & boxtest);
virtual bool Intersect_OBBox(OBBoxIntersectionTestClass & boxtest);
virtual void Create_Decal(DecalGeneratorClass * generator);
virtual void Delete_Decal(uint32 decal_id);
virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const { sphere = ObjSphere; }
virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const { box = ObjBox; }
virtual void Update_Obj_Space_Bounding_Volumes(void);
virtual void Set_User_Data(void *value, bool recursive = false);
protected:
StringClass Name; // name of the render object
StringClass BaseModelName; // name of the original render obj (before aggregation)
SphereClass ObjSphere; // object-space bounding sphere
AABoxClass ObjBox; // object-space bounding box
};
#endif