103 lines
3.9 KiB
C++
103 lines
3.9 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/zone.h $*
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* *
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* Author:: Greg_h *
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* *
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* $Modtime:: 9/09/99 2:19p $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if 0 // TODO: implement zones one day???
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#ifndef ZONE_H
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#define ZONE_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef REFCOUNT_H
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#include "refcount.h"
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#endif
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#ifndef OBBOX_H
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#include "obbox.h"
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#endif
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/*
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- Physobjs cache a list of the zones they are in
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- PhysScene maintains an aabtree of zones
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- Zones are PhysObjs only so I can re-use the AABTree
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- Zones contain a bit field of "type" attributes.
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- When a new ZoneList is built, it contains the union of all of the attributes
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- Some zones never need to be actually added to the list, only their bits OR'd in (lava)
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- Zones never MOVE or they only move out
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- Zones DO/CAN move
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- don't cache zone lists for now
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- motion parenting?
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- maybe do cache zone lists but invalidate the ones that could be affected by a moving zone
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- Dynamic objects can store a dynamic vector of "attached zone nodes". Each node
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has a pointer to a zone and the relative transform. Whenever the object moves, pull
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the zone out, transform it, put it back in.
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*/
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/*
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** ZoneClass!
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**
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** Zones are basically rectangular regions of space. This is the abstract base class
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** for all zones. Zones will perform functions such as:
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** "Trigger Zone" - inform the game whenever a physical object enters it.
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** "Water Zone" - apply a boyancy force to physical objects penetrating the zone.
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*/
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class ZoneClass : public RefCountClass
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{
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public:
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ZoneClass(void) {}
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virtual ~ZoneClass(void) {}
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private:
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// bounding box which defines the space enclosed by this zone
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OBBoxClass Box;
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};
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#endif
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#endif //0
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