132 lines
4.9 KiB
C++
132 lines
4.9 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 : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/decophys.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 1/05/02 3:55p $*
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* *
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* $Revision:: 17 $*
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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 DECOPHYS_H
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#define DECOPHYS_H
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#include "always.h"
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#include "dynamicphys.h"
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#include "pscene.h"
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#include "wwdebug.h"
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#include "physcoltest.h"
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class DecorationPhysDefClass;
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/**
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** DecorationPhysClass
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** Decoration object. It is an object that can be added into the dynamic physics
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** system but doesn't really do anything. It can be collided against if collision is
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** enabled in its render object...
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*/
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class DecorationPhysClass : public DynamicPhysClass
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{
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public:
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DecorationPhysClass(void);
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virtual DecorationPhysClass * As_DecorationPhysClass(void) { return this; }
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void Init(const DecorationPhysDefClass & def);
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virtual void Timestep(float dt) { }
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virtual void Set_Model(RenderObjClass * model);
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virtual bool Cast_Ray(PhysRayCollisionTestClass & raytest);
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virtual bool Cast_AABox(PhysAABoxCollisionTestClass & boxtest);
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virtual bool Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest);
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virtual bool Intersection_Test(PhysAABoxIntersectionTestClass & test);
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virtual bool Intersection_Test(PhysOBBoxIntersectionTestClass & test);
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virtual const AABoxClass & Get_Bounding_Box(void) const;
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virtual const Matrix3D & Get_Transform(void) const;
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virtual void Set_Transform(const Matrix3D & m);
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virtual void Get_Shadow_Blob_Box(AABoxClass * set_obj_space_box);
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// save-load system
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virtual const PersistFactoryClass & Get_Factory (void) const;
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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virtual void On_Post_Load(void);
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private:
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// Not implemented...
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DecorationPhysClass(const DecorationPhysClass &);
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DecorationPhysClass & operator = (const DecorationPhysClass &);
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AABoxClass ObjSpaceWorldBox;
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};
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/**
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** DecorationPhysDefClass
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** Definition data structure for DecorationPhysClass
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*/
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class DecorationPhysDefClass : public DynamicPhysDefClass
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{
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public:
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DecorationPhysDefClass(void);
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// From DefinitionClass
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virtual uint32 Get_Class_ID (void) const;
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virtual PersistClass * Create(void) const;
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// From PhysDefClass
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virtual const char * Get_Type_Name(void);
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virtual bool Is_Type(const char *);
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// From PersistClass
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virtual const PersistFactoryClass & Get_Factory (void) const;
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virtual bool Save(ChunkSaveClass &csave);
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virtual bool Load(ChunkLoadClass &cload);
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// Editable interface requirements
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DECLARE_EDITABLE(DecorationPhysDefClass,DynamicPhysDefClass);
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protected:
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friend class StaticPhysClass;
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};
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#endif
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