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CnC_Renegade/Code/wwphys/pscene_decal.cpp

88 lines
3.4 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 : WWPhys *
* *
* $Archive:: /Commando/Code/wwphys/pscene_decal.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 6/29/01 11:37a $*
* *
* $Revision:: 9 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "pscene.h"
#include "colmathaabox.h"
#include "assetmgr.h"
#include "vertmaterial.h"
#include "camera.h"
#include "physdecalsys.h"
#include "phys.h"
/*
** PhysicsSceneClass Decal Methods
*/
void PhysicsSceneClass::Allocate_Decal_Resources(void)
{
WWASSERT(DecalSystem == NULL);
DecalSystem = new PhysDecalSysClass(this);
}
void PhysicsSceneClass::Release_Decal_Resources(void)
{
if (DecalSystem != NULL) {
delete DecalSystem;
}
}
int PhysicsSceneClass::Create_Decal
(
const Matrix3D & tm,
const char * texture_name,
float radius,
bool is_permanent,
bool apply_to_translucent_meshes,
PhysClass * only_this_obj
)
{
WWASSERT(DecalSystem != NULL);
return DecalSystem->Create_Decal(tm,texture_name,radius,is_permanent,apply_to_translucent_meshes,only_this_obj);
}
bool PhysicsSceneClass::Remove_Decal(uint32 id)
{
WWASSERT(DecalSystem != NULL);
return DecalSystem->Remove_Decal(id);
}