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CnC_Renegade/Code/Tools/LevelEdit/EditorPhys.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 : LevelEdit *
* *
* $Archive:: /Commando/Code/Tools/LevelEdit/EditorPhys.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 8/24/00 1:27p $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __EDITORPHYS_H
#define __EDITORPHYS_H
#include "dynamicphys.h"
#include "pscene.h"
#include "wwdebug.h"
#include "physcoltest.h"
#include "rendobj.h"
///////////////////////////////////////////////////////////////////////////////////
//
// EditorPhysClass
//
// Editor's representation of a physics object.
//
///////////////////////////////////////////////////////////////////////////////////
class EditorPhysClass : public DynamicPhysClass
{
public:
virtual bool Cast_Ray(PhysRayCollisionTestClass & raytest);
virtual bool Cast_AABox(PhysAABoxCollisionTestClass & boxtest) { return false; }
virtual bool Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest) { return false; }
virtual void Timestep (float dt) {};
virtual const AABoxClass & Get_Bounding_Box (void) const;
virtual const Matrix3D & Get_Transform (void) const;
virtual void Set_Transform (const Matrix3D &transform);
virtual const PersistFactoryClass & Get_Factory (void) const;
};
///////////////////////////////////////////////////////////////////////////////////
//
// Cast_Ray
//
inline bool
EditorPhysClass::Cast_Ray (PhysRayCollisionTestClass &raytest)
{
// State OK?
WWASSERT (Model != NULL);
// Cast the ray and return the result
bool retval = false;
if ((Model != NULL) &&
(Model->Cast_Ray (raytest))) {
// Success!
raytest.CollidedPhysObj = this;
retval = true;
}
// Return the true/false result code
return retval;
}
#endif //__EDITORPHYS_H