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Initial commit of Command & Conquer Renegade source code.
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Code/ww3d2/composite.h
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Code/ww3d2/composite.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 : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/composite.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 2/14/02 10:19a $*
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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 defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef COMPOSITE_H
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#define COMPOSITE_H
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#include "rendobj.h"
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#include "wwstring.h"
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/*
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** CompositeRenderObjClass
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** The sole purpose of this class is to encapsulate some of the chores that all
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** "composite" (contain sub objects) render objects have to do. Typically all
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** of the functions are implemented through the existing sub-object interface
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** so there is still no assumption on how you store/organize your sub-objects.
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*/
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class CompositeRenderObjClass : public RenderObjClass
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{
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public:
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CompositeRenderObjClass(void);
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CompositeRenderObjClass(const CompositeRenderObjClass & that);
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virtual ~CompositeRenderObjClass(void);
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CompositeRenderObjClass & operator = (const CompositeRenderObjClass & that);
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virtual void Restart(void);
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virtual const char * Get_Name(void) const;
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virtual void Set_Name(const char * name);
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virtual const char * Get_Base_Model_Name (void) const { return NULL; } //BaseModelName.Is_Empty () ? NULL : BaseModelName; }
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virtual void Set_Base_Model_Name (const char *name);
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virtual int Get_Num_Polys(void) const;
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virtual void Notify_Added(SceneClass * scene);
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virtual void Notify_Removed(SceneClass * scene);
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virtual bool Cast_Ray(RayCollisionTestClass & raytest);
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virtual bool Cast_AABox(AABoxCollisionTestClass & boxtest);
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virtual bool Cast_OBBox(OBBoxCollisionTestClass & boxtest);
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virtual bool Intersect_AABox(AABoxIntersectionTestClass & boxtest);
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virtual bool Intersect_OBBox(OBBoxIntersectionTestClass & boxtest);
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virtual void Create_Decal(DecalGeneratorClass * generator);
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virtual void Delete_Decal(uint32 decal_id);
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virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const { sphere = ObjSphere; }
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virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const { box = ObjBox; }
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virtual void Update_Obj_Space_Bounding_Volumes(void);
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virtual void Set_User_Data(void *value, bool recursive = false);
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protected:
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StringClass Name; // name of the render object
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StringClass BaseModelName; // name of the original render obj (before aggregation)
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SphereClass ObjSphere; // object-space bounding sphere
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AABoxClass ObjBox; // object-space bounding box
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};
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#endif
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