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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/phystexproject.h
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78
Code/wwphys/phystexproject.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 : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/phystexproject.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 4/23/01 7:23p $*
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* *
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* $Revision:: 3 $*
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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 PHYSTEXPROJECT_H
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#define PHYSTEXPROJECT_H
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#include "always.h"
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#include "texproject.h"
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class PhysClass;
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/**
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** PhysTexProjectClass
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** This derived TexProjectClass simply adds interfaces for handling PhysClasses direction.
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** It also handles getting the shadow render context from the physics scene.
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** TODO: should we "standardize" the shadow render context stuff and move it to WW3D?
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*/
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class PhysTexProjectClass : public TexProjectClass
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{
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public:
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PhysTexProjectClass(void);
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virtual ~PhysTexProjectClass(void);
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/*
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** Automatic initialization of a TexProjectClass.
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** First set up your projection parameters with one of the Compute_xxx_Projection functinos,
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** Then call Compute_Texture.
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*/
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bool Compute_Perspective_Projection(PhysClass * obj,const Vector3 & lightpos,float nearz=-1.0f,float farz=-1.0f);
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bool Compute_Ortho_Projection(PhysClass * obj,const Vector3 & lightdir,float nearz=-1.0f,float farz=-1.0f);
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bool Compute_Texture(PhysClass * obj,bool additive_projection = false);
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};
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#endif
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