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Initial commit of Command & Conquer Renegade source code.
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188
Code/WWAudio/StaticSoundCullObj.h
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188
Code/WWAudio/StaticSoundCullObj.h
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/*
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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 : WWAudio *
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* *
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* $Archive:: /Commando/Code/WWAudio/StaticSoundCullObj.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 5/24/99 5:08p $*
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* *
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* $Revision:: 2 $*
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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 __STATICSOUNDCULLOBJ_H
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#define __STATICSOUNDCULLOBJ_H
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#if 0
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#include "SoundObj.H"
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//#include "SoundCullObj.H"
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/////////////////////////////////////////////////////////////////////////////
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//
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// StaticSoundCullObjClass
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//
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// Simple 'sound physics' object that wraps a SoundClass object and is derived
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// from TileClass so it can be used with the static culling system.
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//
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class StaticSoundCullObjClass : public TileClass
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{
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public:
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//////////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////////////////
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StaticSoundCullObjClass (void)
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: m_SoundObj (NULL),
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m_Transform (1) {}
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virtual ~StaticSoundCullObjClass (void) { REF_PTR_RELEASE (m_SoundObj); }
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//////////////////////////////////////////////////////////////////////
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// Get the 'bounds' of this sound
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//////////////////////////////////////////////////////////////////////
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virtual const AABoxClass & Get_Bounding_Box (void) const;
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//////////////////////////////////////////////////////////////////////
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// Ray casting methods
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//////////////////////////////////////////////////////////////////////
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virtual bool Cast_Ray(PhysRayCollisionTestClass & raytest) { return false; }
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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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//////////////////////////////////////////////////////////////////////
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// Access to the Position/Orientation state of the object
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//////////////////////////////////////////////////////////////////////
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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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//////////////////////////////////////////////////////////////////////
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// Timestep methods
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//////////////////////////////////////////////////////////////////////
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virtual void Timestep (float dt) {}
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//////////////////////////////////////////////////////////////////////
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// Sound object wrapping
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//////////////////////////////////////////////////////////////////////
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virtual void Set_Sound_Obj (Sound3DClass *sound_obj);
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virtual Sound3DClass * Get_Sound_Obj (void) const;
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virtual Sound3DClass * Peek_Sound_Obj (void) const { return m_SoundObj; }
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protected:
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//////////////////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////////////////
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private:
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//////////////////////////////////////////////////////////////////////
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// Private member data
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//////////////////////////////////////////////////////////////////////
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Sound3DClass * m_SoundObj;
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mutable Matrix3D m_Transform;
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mutable AABoxClass m_AABox;
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};
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__inline const Matrix3D &
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StaticSoundCullObjClass::Get_Transform (void) const
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{
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// Determine the transform to use
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if (m_SoundObj != NULL) {
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m_Transform = m_SoundObj->Get_Transform ();
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}
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// Return a reference to the matrix
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return m_Transform;
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}
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__inline void
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StaticSoundCullObjClass::Set_Transform (const Matrix3D &transform)
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{
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m_Transform = transform;
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// Pass the tranform on
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if (m_SoundObj != NULL) {
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m_SoundObj->Set_Transform (m_Transform);
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}
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return ;
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}
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__inline Sound3DClass *
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StaticSoundCullObjClass::Get_Sound_Obj (void) const
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{
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if (m_SoundObj != NULL) {
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m_SoundObj->Add_Ref ();
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}
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// Return a pointer to the sound object
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return m_SoundObj;
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}
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__inline void
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StaticSoundCullObjClass::Set_Sound_Obj (Sound3DClass *sound_obj)
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{
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// Start using this sound object
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REF_PTR_SET (m_SoundObj, sound_obj);
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if (m_SoundObj != NULL) {
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m_Transform = m_SoundObj->Get_Transform ();
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}
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return ;
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}
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__inline const AABoxClass &
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StaticSoundCullObjClass::Get_Bounding_Box (void) const
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{
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// Get the 'real' values from the
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if (m_SoundObj != NULL) {
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m_Transform = m_SoundObj->Get_Transform ();
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m_AABox.Extent.X = m_SoundObj->Get_DropOff_Radius ();
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m_AABox.Extent.Y = m_SoundObj->Get_DropOff_Radius ();
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m_AABox.Extent.Z = m_SoundObj->Get_DropOff_Radius ();
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} else {
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m_AABox.Extent.X = 0;
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m_AABox.Extent.Y = 0;
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m_AABox.Extent.Z = 0;
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}
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m_AABox.Center = m_Transform.Get_Translation ();
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return m_AABox;
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}
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#endif //0
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#endif //__STATICSOUNDCULLOBJ_H
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