102 lines
3.8 KiB
C++
102 lines
3.8 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 : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/EditorPhys.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 8/24/00 1:27p $*
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* *
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* $Revision:: 5 $*
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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 __EDITORPHYS_H
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#define __EDITORPHYS_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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#include "rendobj.h"
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///////////////////////////////////////////////////////////////////////////////////
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//
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// EditorPhysClass
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//
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// Editor's representation of a physics object.
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//
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///////////////////////////////////////////////////////////////////////////////////
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class EditorPhysClass : public DynamicPhysClass
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{
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public:
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virtual bool Cast_Ray(PhysRayCollisionTestClass & raytest);
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virtual bool Cast_AABox(PhysAABoxCollisionTestClass & boxtest) { return false; }
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virtual bool Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest) { return false; }
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virtual void Timestep (float dt) {};
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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 &transform);
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virtual const PersistFactoryClass & Get_Factory (void) const;
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};
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///////////////////////////////////////////////////////////////////////////////////
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//
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// Cast_Ray
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//
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inline bool
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EditorPhysClass::Cast_Ray (PhysRayCollisionTestClass &raytest)
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{
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// State OK?
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WWASSERT (Model != NULL);
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// Cast the ray and return the result
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bool retval = false;
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if ((Model != NULL) &&
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(Model->Cast_Ray (raytest))) {
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// Success!
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raytest.CollidedPhysObj = this;
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retval = true;
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}
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// Return the true/false result code
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return retval;
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}
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#endif //__EDITORPHYS_H
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