/* ** Command & Conquer Generals Zero Hour(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: W3DDebrisDraw.cpp //////////////////////////////////////////////////////////////////////// // Author: Colin Day, November 2001 // Desc: Default w3d draw module /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/FileSystem.h" // this is only here to pull in LOAD_TEST_ASSETS #include "Common/GlobalData.h" #include "Common/ThingTemplate.h" #include "Common/Xfer.h" #include "GameClient/Drawable.h" #include "GameLogic/Object.h" #include "GameClient/Shadow.h" #include "GameClient/FXList.h" #include "GameLogic/TerrainLogic.h" #include "WW3D2/HAnim.h" #include "WW3D2/HLod.h" #include "WW3D2/RendObj.h" #include "W3DDevice/GameClient/Module/W3DDebrisDraw.h" #include "W3DDevice/GameClient/W3DAssetManager.h" #include "W3DDevice/GameClient/W3DDisplay.h" #include "W3DDevice/GameClient/W3DScene.h" #include "W3DDevice/GameClient/W3DShadow.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- W3DDebrisDraw::W3DDebrisDraw(Thing *thing, const ModuleData* moduleData) : DrawModule(thing, moduleData) { m_renderObject = NULL; for (int i = 0; i < STATECOUNT; ++i) m_anims[i] = NULL; m_fxFinal = NULL; m_state = INITIAL; m_frames = 0; m_shadow = NULL; m_finalStop = false; } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- W3DDebrisDraw::~W3DDebrisDraw(void) { if (TheW3DShadowManager && m_shadow) { TheW3DShadowManager->removeShadow(m_shadow); m_shadow = NULL; } if (m_renderObject) { W3DDisplay::m_3DScene->Remove_Render_Object(m_renderObject); REF_PTR_RELEASE(m_renderObject); m_renderObject = NULL; } for (int i = 0; i < STATECOUNT; ++i) { REF_PTR_RELEASE(m_anims[i]); m_anims[i] = NULL; } } //------------------------------------------------------------------------------------------------- void W3DDebrisDraw::setShadowsEnabled(Bool enable) { if (m_shadow) m_shadow->enableShadowRender(enable); } //------------------------------------------------------------------------------------------------- void W3DDebrisDraw::setFullyObscuredByShroud(Bool fullyObscured) { if (m_shadow) m_shadow->enableShadowInvisible(fullyObscured); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void W3DDebrisDraw::setModelName(AsciiString name, Color color, ShadowType t) { if (m_renderObject == NULL && !name.isEmpty()) { Int hexColor = 0; if (color != 0) hexColor = color | 0xFF000000; m_renderObject = W3DDisplay::m_assetManager->Create_Render_Obj(name.str(), getDrawable()->getScale(), hexColor); DEBUG_ASSERTCRASH(m_renderObject, ("Debris model %s not found!\n",name.str())); if (m_renderObject) { W3DDisplay::m_3DScene->Add_Render_Object(m_renderObject); m_renderObject->Set_User_Data(getDrawable()->getDrawableInfo()); Matrix3D transform; ///@todo: Change back to identity once we figure out why objects show up at 0,0,0 /// OBJECT_PILE // transform.Set(Vector3(0,0,9999)); transform.Set(Vector3(0,0,0)); m_renderObject->Set_Transform(transform); } if (t != SHADOW_NONE) { Shadow::ShadowTypeInfo shadowInfo; shadowInfo.m_type = t; shadowInfo.m_sizeX=0; shadowInfo.m_sizeY=0; m_shadow = TheW3DShadowManager->addShadow(m_renderObject, &shadowInfo); } else { if (TheW3DShadowManager && m_shadow) { TheW3DShadowManager->removeShadow(m_shadow); m_shadow = NULL; } } // save the model name and color m_modelName = name; m_modelColor = color; } } //------------------------------------------------------------------------------------------------- void W3DDebrisDraw::setAnimNames(AsciiString initial, AsciiString flying, AsciiString final, const FXList* finalFX) { int i; for (i = 0; i < STATECOUNT; ++i) { REF_PTR_RELEASE(m_anims[i]); m_anims[i] = NULL; } m_anims[INITIAL] = initial.isEmpty() ? NULL : W3DDisplay::m_assetManager->Get_HAnim(initial.str()); m_anims[FLYING] = flying.isEmpty() ? NULL : W3DDisplay::m_assetManager->Get_HAnim(flying.str()); if (stricmp(final.str(), "STOP") == 0) { m_finalStop = true; final = flying; } else { m_finalStop = false; } m_anims[FINAL] = final.isEmpty() ? NULL : W3DDisplay::m_assetManager->Get_HAnim(final.str()); m_state = 0; m_frames = 0; m_fxFinal = finalFX; m_animInitial = initial; m_animFlying = flying; m_animFinal = final; } //------------------------------------------------------------------------------------------------- static Bool isAnimationComplete(RenderObjClass* r) { if (r->Class_ID() == RenderObjClass::CLASSID_HLOD) { HLodClass *hlod = (HLodClass*)r; return hlod->Is_Animation_Complete(); } return true; } //------------------------------------------------------------------------------------------------- static Bool isNearlyZero(const Coord3D* vel) { const Real TINY = 0.01f; return fabs(vel->x) < TINY && fabs(vel->y) < TINY && fabs(vel->z) < TINY; } // ------------------------------------------------------------------------------------------------ void W3DDebrisDraw::reactToTransformChange( const Matrix3D *oldMtx, const Coord3D *oldPos, Real oldAngle ) { if( m_renderObject ) m_renderObject->Set_Transform( *getDrawable()->getTransformMatrix() ); } //------------------------------------------------------------------------------------------------- void W3DDebrisDraw::doDrawModule(const Matrix3D* transformMtx) { if (m_renderObject) { Matrix3D scaledTransform; if (getDrawable()->getInstanceScale() != 1.0f) { //do custom scaling of the W3D model. scaledTransform=*transformMtx; scaledTransform.Scale(getDrawable()->getInstanceScale()); transformMtx = &scaledTransform; m_renderObject->Set_ObjectScale(getDrawable()->getInstanceScale()); } m_renderObject->Set_Transform(*transformMtx); static const RenderObjClass::AnimMode TheAnimModes[STATECOUNT] = { RenderObjClass::ANIM_MODE_ONCE, RenderObjClass::ANIM_MODE_LOOP, RenderObjClass::ANIM_MODE_ONCE }; Int oldState = m_state; Object* obj = getDrawable()->getObject(); const Int MIN_FINAL_FRAMES = 3; if (m_state != FINAL && obj != NULL && !obj->isAboveTerrain() && m_frames > MIN_FINAL_FRAMES) { m_state = FINAL; } else if (m_state < FINAL && (isAnimationComplete(m_renderObject))) { ++m_state; } HAnimClass* hanim = m_anims[m_state]; if (hanim != NULL && (hanim != m_renderObject->Peek_Animation() || oldState != m_state)) { RenderObjClass::AnimMode m = TheAnimModes[m_state]; if (m_state == FINAL) { FXList::doFXPos(m_fxFinal, getDrawable()->getPosition(), getDrawable()->getTransformMatrix(), 0, NULL, 0.0f); if (m_finalStop) m = RenderObjClass::ANIM_MODE_MANUAL; } m_renderObject->Set_Animation(hanim, 0, m); } ++m_frames; } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void W3DDebrisDraw::crc( Xfer *xfer ) { // extend base class DrawModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void W3DDebrisDraw::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class DrawModule::xfer( xfer ); // model name xfer->xferAsciiString( &m_modelName ); // model color xfer->xferColor( &m_modelColor ); // set the model and color if( xfer->getXferMode() == XFER_LOAD ) setModelName( m_modelName, m_modelColor, SHADOW_NONE ); // animation initial xfer->xferAsciiString( &m_animInitial ); // anim flying xfer->xferAsciiString( &m_animFlying ); // anim final xfer->xferAsciiString( &m_animFinal ); // when loading, set the animations if( xfer->getXferMode() == XFER_LOAD ) setAnimNames( m_animInitial, m_animFlying, m_animFinal, NULL ); // state xfer->xferInt( &m_state ); // frames xfer->xferInt( &m_frames ); // final stop xfer->xferBool( &m_finalStop ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void W3DDebrisDraw::loadPostProcess( void ) { // extend base class DrawModule::loadPostProcess(); } // end loadPostProcess