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CnC_Renegade/Code/ww3d2/nullrobj.h

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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 : WW3D *
* *
* $Archive:: /Commando/Code/ww3d2/nullrobj.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 1/08/01 10:04a $*
* *
* $Revision:: 1 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef NULL_H
#define NULL_H
#ifndef RENDOBJ_H
#include "rendobj.h"
#endif
#include "proto.h"
class Null3DObjClass : public RenderObjClass
{
public:
Null3DObjClass(const char * name = "NULL");
Null3DObjClass(const Null3DObjClass & src);
Null3DObjClass & operator = (const Null3DObjClass & that);
virtual int Class_ID(void) const;
virtual RenderObjClass * Clone(void) const;
virtual const char * Get_Name(void) const { return Name; }
virtual void Render(RenderInfoClass & rinfo);
virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const;
protected:
char Name[2*W3D_NAME_LEN];
};
class NullPrototypeClass : public PrototypeClass
{
public:
NullPrototypeClass(void);
NullPrototypeClass(const W3dNullObjectStruct &null);
virtual const char * Get_Name(void) const { return Definition.Name; }
virtual int Get_Class_ID(void) const { return RenderObjClass::CLASSID_NULL; }
virtual RenderObjClass * Create(void) { return NEW_REF(Null3DObjClass,(Definition.Name)); }
protected:
W3dNullObjectStruct Definition;
};
class NullLoaderClass : public PrototypeLoaderClass
{
public:
virtual int Chunk_Type(void) { return W3D_CHUNK_NULL_OBJECT; }
virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload);
};
/*
** Instance of the default loader which the asset manager can
** automatically install at creation time
*/
extern NullLoaderClass _NullLoader;
#endif