/* ** Command & Conquer Generals(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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: W3DDependencyModelDraw.cpp //////////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, October 2002 // Desc: Draw module just like Model, except it can't draw unless somebody else explicitly says to, since they // have to draw first. // // This draw module can be used in a general case (although I don't see why), m_attachToDrawableBoneInContainer // is for the one present and main reason to use this module. Our transport needs to tell us it is okay to // draw after he draws. /////////////////////////////////////////////////////////////////////////////////////////////////// #include "Common/Xfer.h" #include "GameClient/Drawable.h" #include "GameLogic/Object.h" #include "GameLogic/Module/ContainModule.h" #include "W3DDevice/GameClient/Module/W3DDependencyModelDraw.h" //------------------------------------------------------------------------------------------------- W3DDependencyModelDrawModuleData::W3DDependencyModelDrawModuleData() { } //------------------------------------------------------------------------------------------------- W3DDependencyModelDrawModuleData::~W3DDependencyModelDrawModuleData() { } //------------------------------------------------------------------------------------------------- void W3DDependencyModelDrawModuleData::buildFieldParse(MultiIniFieldParse& p) { W3DModelDrawModuleData::buildFieldParse(p); static const FieldParse dataFieldParse[] = { { "AttachToBoneInContainer", INI::parseAsciiString, NULL, offsetof(W3DDependencyModelDrawModuleData, m_attachToDrawableBoneInContainer) }, { 0, 0, 0, 0 } }; p.add(dataFieldParse); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- W3DDependencyModelDraw::W3DDependencyModelDraw( Thing *thing, const ModuleData* moduleData ) : W3DModelDraw( thing, moduleData ) { m_dependencyCleared = FALSE; } //------------------------------------------------------------------------------------------------- W3DDependencyModelDraw::~W3DDependencyModelDraw() { } //------------------------------------------------------------------------------------------------- // All this does is stop the call path if we haven't been cleared to draw yet void W3DDependencyModelDraw::doDrawModule(const Matrix3D* transformMtx) { if( m_dependencyCleared ) { // We've been cleared by the thing we were waiting to draw, so we can draw. W3DModelDraw::doDrawModule( transformMtx ); m_dependencyCleared = FALSE; } } //------------------------------------------------------------------------------------------------- void W3DDependencyModelDraw::notifyDrawModuleDependencyCleared( ) { m_dependencyCleared = TRUE; } // ------------------------------------------------------------------------------------------------ void W3DDependencyModelDraw::adjustTransformMtx(Matrix3D& mtx) const { W3DModelDraw::adjustTransformMtx(mtx); // We have an additional adjustment to make, we want to use a bone in our container if there is one const Object *me = getDrawable()->getObject(); const W3DDependencyModelDrawModuleData *md = getW3DDependencyModelDrawModuleData(); if( md->m_attachToDrawableBoneInContainer.isNotEmpty() && me && me->getContainedBy() && !me->getContainedBy()->getContain()->isEnclosingContainerFor(me) ) { // If we are currently "riding on", then our client position is determined by the client position of // a particular bone in our container object. Our logic position is updated by OpenContain. const Drawable *theirDrawable = me->getContainedBy()->getDrawable(); if( theirDrawable ) { Matrix3D theirBoneMtx; if( theirDrawable->getCurrentWorldspaceClientBonePositions( md->m_attachToDrawableBoneInContainer.str(), theirBoneMtx ) ) { mtx = theirBoneMtx; } else { DEBUG_LOG(("m_attachToDrawableBoneInContainer %s not found\n",getW3DDependencyModelDrawModuleData()->m_attachToDrawableBoneInContainer.str())); } } } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void W3DDependencyModelDraw::crc( Xfer *xfer ) { // extend base class W3DModelDraw::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void W3DDependencyModelDraw::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class W3DModelDraw::xfer( xfer ); // Dependency status xfer->xferBool( &m_dependencyCleared ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void W3DDependencyModelDraw::loadPostProcess( void ) { // extend base class W3DModelDraw::loadPostProcess(); } // end loadPostProcess