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CnC_Renegade/Code/wwphys/bpt.h

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/*
** 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 : WWPhys *
* *
* $Archive:: /Commando/Code/wwphys/bpt.h $*
* *
* Author:: Greg_h *
* *
* $Modtime:: 9/09/99 11:29a $*
* *
* $Revision:: 12 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#if 0 //OBSOLETE
#ifdef PORT140
#ifndef BPT_H
#define BPT_H
#include "always.h"
#include "lineseg.h"
#include "aabox.h"
#include "obbox.h"
#include "physcoltest.h"
#include "rendobj.h"
class srScene;
class BptImpClass;
class MeshClass;
class CameraClass;
class ChunkLoadClass;
class ChunkSaveClass;
/*
** BptClass - Mesh with an auxiliary binary partition tree.
** The bpt is traversed in collision detection queries and to
** build the APT for the mesh each frame.
*/
class BptClass : public Render3DObjClass
{
public:
BptClass(void);
BptClass(const BptClass & src) { assert(0); }
BptClass & operator = (const BptClass &) { assert(0); return *this; }
virtual ~BptClass(void);
/*
** Release all assets in use, called by destructor and the load function
*/
void Free(void);
/*
** Required clone function for all render objects.
** Currently not implemented.
*/
virtual RenderObjClass * Clone(void) const { return new BptClass(*this); }
/*
** Set Mesh, re-builds the bsp data for the given mesh, also generates
** a new mesh due to splitting required by the partitioning process
*/
void Build(MeshClass * mesh);
/*
** File IO
*/
int Load(ChunkLoadClass & cload);
int Save(ChunkSaveClass & csave);
/*
** Function to update the rendering object - this will be called every
** frame that the object is in view.
*/
virtual void Render( srScene * scene, const CameraClass &camera );
/*
** Collision Detection Support
*/
bool Cast_Ray(PhysRayCollisionTestClass & ray) const;
bool Cast_AABox(PhysAABoxCollisionTestClass & aaboxtest) const;
bool Cast_OBBox(PhysOBBoxCollisionTestClass & obboxtest) const;
// MeshClass * Get_Mesh(void);
protected:
void Update_Cached_Bounding_Volumes(void) const;
BptImpClass * BptImp;
};
#endif
#endif //PORT140
#endif