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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (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
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