mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-16 15:41:39 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
102
Code/Tools/LevelEdit/EditorPhys.h
Normal file
102
Code/Tools/LevelEdit/EditorPhys.h
Normal file
@@ -0,0 +1,102 @@
|
||||
/*
|
||||
** 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
|
||||
|
||||
Reference in New Issue
Block a user