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CnC_Renegade/Code/wwphys/renderobjphys.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/renderobjphys.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 8/13/00 11:17a $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef RENDEROBJPHYS_H
#define RENDEROBJPHYS_H
#include "always.h"
#include "dynamicphys.h"
#include "pscene.h"
#include "wwdebug.h"
#include "physcoltest.h"
/**
** RenderObjPhysClass
** The *ONLY* purpose of this class is as a wrapper when render objects are added
** directly to the physics scene. This class plugs a pointer back to it into the UserData
** field of its render object. If you find yourself creating these objects,
** consider using DecorationPhysClass instead...
*/
class RenderObjPhysClass : public DynamicPhysClass
{
public:
RenderObjPhysClass(void);
~RenderObjPhysClass(void);
virtual void Timestep(float dt) { }
virtual void Set_Model(RenderObjClass * model);
virtual bool Cast_Ray(PhysRayCollisionTestClass & raytest);
virtual bool Cast_AABox(PhysAABoxCollisionTestClass & boxtest);
virtual bool Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest);
virtual const AABoxClass & Get_Bounding_Box(void) const;
virtual const Matrix3D & Get_Transform(void) const;
virtual void Set_Transform(const Matrix3D & m);
virtual RenderObjPhysClass * As_RenderObjPhysClass(void) { return this; }
/*
** Save-Load
*/
virtual const PersistFactoryClass & Get_Factory (void) const;
virtual bool Save (ChunkSaveClass &csave);
virtual bool Load (ChunkLoadClass &cload);
virtual void On_Post_Load (void);
private:
// Not implemented...
RenderObjPhysClass(const RenderObjPhysClass &);
RenderObjPhysClass & operator = (const RenderObjPhysClass &);
};
#endif