W3DTankTruckDraw.cpp 29 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: W3DTankTruckDraw.cpp
  24. // Draw TankTrucks. Actually, this draws quad cannon which has both treads and wheels.
  25. // Author: Mark Wilczynski, August 2002
  26. #include <stdlib.h>
  27. #include <math.h>
  28. #include "Common/Thing.h"
  29. #include "Common/ThingFactory.h"
  30. #include "Common/GameAudio.h"
  31. #include "Common/GlobalData.h"
  32. #include "Common/ThingTemplate.h"
  33. #include "Common/Xfer.h"
  34. #include "GameLogic/Weapon.h"
  35. #include "GameLogic/GameLogic.h"
  36. #include "GameLogic/Module/PhysicsUpdate.h"
  37. #include "GameLogic/Module/BodyModule.h"
  38. #include "GameLogic/ScriptEngine.h"
  39. #include "GameLogic/Module/AIUpdate.h"
  40. #include "GameClient/Drawable.h"
  41. #include "GameClient/ParticleSys.h"
  42. #include "W3DDevice/GameClient/W3DGameClient.h"
  43. #include "W3DDevice/GameClient/Module/W3DTankTruckDraw.h"
  44. #include "WW3D2/matinfo.h"
  45. //#define SHOW_TANK_DEBRIS
  46. //-------------------------------------------------------------------------------------------------
  47. W3DTankTruckDrawModuleData::W3DTankTruckDrawModuleData():
  48. m_treadDebrisNameLeft("TrackDebrisDirtLeft"),
  49. m_treadDebrisNameRight("TrackDebrisDirtRight"),
  50. m_treadAnimationRate(0.0f),
  51. m_treadPivotSpeedFraction(0.6f),
  52. m_treadDriveSpeedFraction(0.3f)
  53. {
  54. }
  55. //-------------------------------------------------------------------------------------------------
  56. W3DTankTruckDrawModuleData::~W3DTankTruckDrawModuleData()
  57. {
  58. }
  59. //-------------------------------------------------------------------------------------------------
  60. void W3DTankTruckDrawModuleData::buildFieldParse(MultiIniFieldParse& p)
  61. {
  62. W3DModelDrawModuleData::buildFieldParse(p);
  63. static const FieldParse dataFieldParse[] =
  64. {
  65. { "Dust", INI::parseAsciiString, NULL, offsetof(W3DTankTruckDrawModuleData, m_dustEffectName) },
  66. { "DirtSpray", INI::parseAsciiString, NULL, offsetof(W3DTankTruckDrawModuleData, m_dirtEffectName) },
  67. { "PowerslideSpray", INI::parseAsciiString, NULL, offsetof(W3DTankTruckDrawModuleData, m_powerslideEffectName) },
  68. { "LeftFrontTireBone", INI::parseAsciiString, NULL, offsetof(W3DTankTruckDrawModuleData, m_frontLeftTireBoneName) },
  69. { "RightFrontTireBone", INI::parseAsciiString, NULL, offsetof(W3DTankTruckDrawModuleData, m_frontRightTireBoneName) },
  70. { "LeftRearTireBone", INI::parseAsciiString, NULL, offsetof(W3DTankTruckDrawModuleData, m_rearLeftTireBoneName) },
  71. { "RightRearTireBone", INI::parseAsciiString, NULL, offsetof(W3DTankTruckDrawModuleData, m_rearRightTireBoneName) },
  72. { "MidLeftFrontTireBone", INI::parseAsciiString, NULL, offsetof(W3DTankTruckDrawModuleData, m_midFrontLeftTireBoneName) },
  73. { "MidRightFrontTireBone", INI::parseAsciiString, NULL, offsetof(W3DTankTruckDrawModuleData, m_midFrontRightTireBoneName) },
  74. { "MidLeftRearTireBone", INI::parseAsciiString, NULL, offsetof(W3DTankTruckDrawModuleData, m_midRearLeftTireBoneName) },
  75. { "MidRightRearTireBone", INI::parseAsciiString, NULL, offsetof(W3DTankTruckDrawModuleData, m_midRearRightTireBoneName) },
  76. { "TireRotationMultiplier", INI::parseReal, NULL, offsetof(W3DTankTruckDrawModuleData, m_rotationSpeedMultiplier) },
  77. { "PowerslideRotationAddition", INI::parseReal, NULL, offsetof(W3DTankTruckDrawModuleData, m_powerslideRotationAddition) },
  78. { "TreadDebrisLeft", INI::parseAsciiString, NULL, offsetof(W3DTankTruckDrawModuleData, m_treadDebrisNameLeft) },
  79. { "TreadDebrisRight", INI::parseAsciiString, NULL, offsetof(W3DTankTruckDrawModuleData, m_treadDebrisNameRight) },
  80. { "TreadAnimationRate", INI::parseVelocityReal, NULL, offsetof(W3DTankTruckDrawModuleData, m_treadAnimationRate) },
  81. { "TreadPivotSpeedFraction", INI::parseReal, NULL, offsetof(W3DTankTruckDrawModuleData, m_treadPivotSpeedFraction) },
  82. { "TreadDriveSpeedFraction", INI::parseReal, NULL, offsetof(W3DTankTruckDrawModuleData, m_treadDriveSpeedFraction) },
  83. { 0, 0, 0, 0 }
  84. };
  85. p.add(dataFieldParse);
  86. }
  87. //-------------------------------------------------------------------------------------------------
  88. //-------------------------------------------------------------------------------------------------
  89. W3DTankTruckDraw::W3DTankTruckDraw( Thing *thing, const ModuleData* moduleData ) : W3DModelDraw( thing, moduleData ),
  90. m_dirtEffect(NULL), m_dustEffect(NULL), m_powerslideEffect(NULL), m_effectsInitialized(false),
  91. m_wasAirborne(false), m_isPowersliding(false), m_frontWheelRotation(0), m_rearWheelRotation(0),
  92. m_frontRightTireBone(0), m_frontLeftTireBone(0), m_rearLeftTireBone(0),m_rearRightTireBone(0),
  93. m_prevRenderObj(NULL)
  94. {
  95. //Truck Data
  96. m_landingSound = *(thing->getTemplate()->getPerUnitSound("TruckLandingSound"));
  97. m_powerslideSound = *(thing->getTemplate()->getPerUnitSound("TruckPowerslideSound"));
  98. //Tank data
  99. m_treadDebrisLeft = NULL;
  100. m_treadDebrisRight = NULL;
  101. for (Int i=0; i<MAX_TREADS_PER_TANK; i++)
  102. m_treads[i].m_robj = NULL;
  103. m_treadCount=0;
  104. #ifdef SHOW_TANK_DEBRIS
  105. if (getW3DTankTruckDrawModuleData())
  106. {
  107. ParticleSystemTemplate *sysTemplate;
  108. sysTemplate = TheParticleSystemManager->findTemplate(getW3DTankTruckDrawModuleData()->m_treadDebrisNameLeft);
  109. if (sysTemplate)
  110. {
  111. m_treadDebrisLeft = TheParticleSystemManager->createParticleSystem( sysTemplate );
  112. m_treadDebrisLeft->attachToDrawable(getDrawable());
  113. DEBUG_CRASH(("test me, may not work (srj)"));
  114. // important: mark it as do-not-save, since we'll just re-create it when we reload.
  115. m_treadDebrisLeft->setSaveable(FALSE);
  116. }
  117. sysTemplate = TheParticleSystemManager->findTemplate(getW3DTankTruckDrawModuleData()->m_treadDebrisNameRight);
  118. if (sysTemplate)
  119. {
  120. m_treadDebrisRight = TheParticleSystemManager->createParticleSystem( sysTemplate );
  121. m_treadDebrisRight->attachToDrawable(getDrawable());
  122. DEBUG_CRASH(("test me, may not work (srj)"));
  123. // important: mark it as do-not-save, since we'll just re-create it when we reload.
  124. m_treadDebrisRight->setSaveable(FALSE);
  125. }
  126. }
  127. #endif
  128. }
  129. //-------------------------------------------------------------------------------------------------
  130. //-------------------------------------------------------------------------------------------------
  131. W3DTankTruckDraw::~W3DTankTruckDraw()
  132. {
  133. tossEmitters();
  134. for (Int i=0; i<MAX_TREADS_PER_TANK; i++)
  135. if (m_treads[i].m_robj)
  136. REF_PTR_RELEASE(m_treads[i].m_robj);
  137. }
  138. //-------------------------------------------------------------------------------------------------
  139. //-------------------------------------------------------------------------------------------------
  140. /**
  141. * Start creating debris from the tank treads
  142. */
  143. void W3DTankTruckDraw::startMoveDebris( void )
  144. {
  145. if (getDrawable()->isDrawableEffectivelyHidden())
  146. return;
  147. if (m_treadDebrisLeft)
  148. m_treadDebrisLeft->start();
  149. if (m_treadDebrisRight)
  150. m_treadDebrisRight->start();
  151. }
  152. //-------------------------------------------------------------------------------------------------
  153. //-------------------------------------------------------------------------------------------------
  154. /**
  155. * Stop creating debris from the tank treads
  156. */
  157. void W3DTankTruckDraw::stopMoveDebris( void )
  158. {
  159. if (m_treadDebrisLeft)
  160. m_treadDebrisLeft->stop();
  161. if (m_treadDebrisRight)
  162. m_treadDebrisRight->stop();
  163. }
  164. //-------------------------------------------------------------------------------------------------
  165. //-------------------------------------------------------------------------------------------------
  166. void W3DTankTruckDraw::tossEmitters()
  167. {
  168. if (m_dustEffect)
  169. {
  170. m_dustEffect->attachToObject(NULL);
  171. m_dustEffect->destroy();
  172. m_dustEffect = NULL;
  173. }
  174. if (m_dirtEffect)
  175. {
  176. m_dirtEffect->attachToObject(NULL);
  177. m_dirtEffect->destroy();
  178. m_dirtEffect = NULL;
  179. }
  180. if (m_powerslideEffect)
  181. {
  182. m_powerslideEffect->attachToObject(NULL);
  183. m_powerslideEffect->destroy();
  184. m_powerslideEffect = NULL;
  185. }
  186. }
  187. //-------------------------------------------------------------------------------------------------
  188. void W3DTankTruckDraw::setFullyObscuredByShroud(Bool fullyObscured)
  189. {
  190. if (fullyObscured != getFullyObscuredByShroud())
  191. {
  192. if (fullyObscured)
  193. tossEmitters();
  194. else
  195. createEmitters();
  196. }
  197. W3DModelDraw::setFullyObscuredByShroud(fullyObscured);
  198. }
  199. //-------------------------------------------------------------------------------------------------
  200. //-------------------------------------------------------------------------------------------------
  201. /**
  202. * Start creating debris from the tank treads
  203. */
  204. void W3DTankTruckDraw::createEmitters( void )
  205. {
  206. if (getDrawable()->isDrawableEffectivelyHidden())
  207. return;
  208. if (getW3DTankTruckDrawModuleData())
  209. {
  210. const ParticleSystemTemplate *sysTemplate;
  211. if (!m_dustEffect) {
  212. sysTemplate = TheParticleSystemManager->findTemplate(getW3DTankTruckDrawModuleData()->m_dustEffectName);
  213. if (sysTemplate)
  214. {
  215. m_dustEffect = TheParticleSystemManager->createParticleSystem( sysTemplate );
  216. m_dustEffect->attachToObject(getDrawable()->getObject());
  217. // important: mark it as do-not-save, since we'll just re-create it when we reload.
  218. m_dustEffect->setSaveable(FALSE);
  219. } else {
  220. if (!getW3DTankTruckDrawModuleData()->m_dustEffectName.isEmpty()) {
  221. DEBUG_LOG(("*** ERROR - Missing particle system '%s' in thing '%s'\n",
  222. getW3DTankTruckDrawModuleData()->m_dustEffectName.str(), getDrawable()->getObject()->getTemplate()->getName().str()));
  223. }
  224. }
  225. }
  226. if (!m_dirtEffect) {
  227. sysTemplate = TheParticleSystemManager->findTemplate(getW3DTankTruckDrawModuleData()->m_dirtEffectName);
  228. if (sysTemplate)
  229. {
  230. m_dirtEffect = TheParticleSystemManager->createParticleSystem( sysTemplate );
  231. m_dirtEffect->attachToObject(getDrawable()->getObject());
  232. // important: mark it as do-not-save, since we'll just re-create it when we reload.
  233. m_dirtEffect->setSaveable(FALSE);
  234. } else {
  235. if (!getW3DTankTruckDrawModuleData()->m_dirtEffectName.isEmpty()) {
  236. DEBUG_LOG(("*** ERROR - Missing particle system '%s' in thing '%s'\n",
  237. getW3DTankTruckDrawModuleData()->m_dirtEffectName.str(), getDrawable()->getObject()->getTemplate()->getName().str()));
  238. }
  239. }
  240. }
  241. if (!m_powerslideEffect) {
  242. sysTemplate = TheParticleSystemManager->findTemplate(getW3DTankTruckDrawModuleData()->m_powerslideEffectName);
  243. if (sysTemplate)
  244. {
  245. m_powerslideEffect = TheParticleSystemManager->createParticleSystem( sysTemplate );
  246. m_powerslideEffect->attachToObject(getDrawable()->getObject());
  247. // important: mark it as do-not-save, since we'll just re-create it when we reload.
  248. m_powerslideEffect->setSaveable(FALSE);
  249. } else {
  250. if (!getW3DTankTruckDrawModuleData()->m_powerslideEffectName.isEmpty()) {
  251. DEBUG_LOG(("*** ERROR - Missing particle system '%s' in thing '%s'\n",
  252. getW3DTankTruckDrawModuleData()->m_powerslideEffectName.str(), getDrawable()->getObject()->getTemplate()->getName().str()));
  253. }
  254. }
  255. }
  256. }
  257. }
  258. //-------------------------------------------------------------------------------------------------
  259. //-------------------------------------------------------------------------------------------------
  260. /**
  261. * Stop creating debris from the tank treads
  262. */
  263. void W3DTankTruckDraw::enableEmitters( Bool enable )
  264. {
  265. // don't check... if we are hidden the first time thru, then we'll never create the emitters.
  266. // eg, if we are loading a game and the unit is in a tunnel, he'll never get emitteres even when he exits.
  267. //if (!m_effectsInitialized)
  268. {
  269. createEmitters();
  270. m_effectsInitialized=true;
  271. }
  272. if (m_dustEffect)
  273. {
  274. if (enable)
  275. m_dustEffect->start();
  276. else
  277. m_dustEffect->stop();
  278. }
  279. if (m_dirtEffect)
  280. {
  281. if (enable)
  282. m_dirtEffect->start();
  283. else
  284. m_dirtEffect->stop();
  285. }
  286. if (m_powerslideEffect)
  287. {
  288. if (!enable)
  289. m_powerslideEffect->stop();
  290. }
  291. }
  292. //-------------------------------------------------------------------------------------------------
  293. void W3DTankTruckDraw::updateBones( void ) {
  294. if( getW3DTankTruckDrawModuleData() )
  295. {
  296. //Front tires
  297. if( !getW3DTankTruckDrawModuleData()->m_frontLeftTireBoneName.isEmpty() )
  298. {
  299. m_frontLeftTireBone = getRenderObject()->Get_Bone_Index(getW3DTankTruckDrawModuleData()->m_frontLeftTireBoneName.str());
  300. DEBUG_ASSERTCRASH(m_frontLeftTireBone, ("Missing front-left tire bone %s in model %s\n", getW3DTankTruckDrawModuleData()->m_frontLeftTireBoneName.str(), getRenderObject()->Get_Name()));
  301. m_frontRightTireBone = getRenderObject()->Get_Bone_Index(getW3DTankTruckDrawModuleData()->m_frontRightTireBoneName.str());
  302. DEBUG_ASSERTCRASH(m_frontRightTireBone, ("Missing front-right tire bone %s in model %s\n", getW3DTankTruckDrawModuleData()->m_frontRightTireBoneName.str(), getRenderObject()->Get_Name()));
  303. if (!m_frontRightTireBone )
  304. {
  305. m_frontLeftTireBone = 0;
  306. }
  307. }
  308. //Rear tires
  309. if( !getW3DTankTruckDrawModuleData()->m_rearLeftTireBoneName.isEmpty() )
  310. {
  311. m_rearLeftTireBone = getRenderObject()->Get_Bone_Index(getW3DTankTruckDrawModuleData()->m_rearLeftTireBoneName.str());
  312. DEBUG_ASSERTCRASH(m_rearLeftTireBone, ("Missing rear-left tire bone %s in model %s\n", getW3DTankTruckDrawModuleData()->m_rearLeftTireBoneName.str(), getRenderObject()->Get_Name()));
  313. m_rearRightTireBone = getRenderObject()->Get_Bone_Index(getW3DTankTruckDrawModuleData()->m_rearRightTireBoneName.str());
  314. DEBUG_ASSERTCRASH(m_rearRightTireBone, ("Missing rear-left tire bone %s in model %s\n", getW3DTankTruckDrawModuleData()->m_rearRightTireBoneName.str(), getRenderObject()->Get_Name()));
  315. if (!m_rearRightTireBone)
  316. {
  317. m_rearLeftTireBone = 0;
  318. }
  319. }
  320. //midFront tires
  321. if( !getW3DTankTruckDrawModuleData()->m_midFrontLeftTireBoneName.isEmpty() )
  322. {
  323. m_midFrontLeftTireBone = getRenderObject()->Get_Bone_Index(getW3DTankTruckDrawModuleData()->m_midFrontLeftTireBoneName.str());
  324. DEBUG_ASSERTCRASH(m_midFrontLeftTireBone, ("Missing mid-front-left tire bone %s in model %s\n", getW3DTankTruckDrawModuleData()->m_midFrontLeftTireBoneName.str(), getRenderObject()->Get_Name()));
  325. m_midFrontRightTireBone = getRenderObject()->Get_Bone_Index(getW3DTankTruckDrawModuleData()->m_midFrontRightTireBoneName.str());
  326. DEBUG_ASSERTCRASH(m_midFrontRightTireBone, ("Missing mid-front-right tire bone %s in model %s\n", getW3DTankTruckDrawModuleData()->m_midFrontRightTireBoneName.str(), getRenderObject()->Get_Name()));
  327. if (!m_midFrontRightTireBone )
  328. {
  329. m_midFrontLeftTireBone = 0;
  330. }
  331. }
  332. //midRear tires
  333. if( !getW3DTankTruckDrawModuleData()->m_midRearLeftTireBoneName.isEmpty() )
  334. {
  335. m_midRearLeftTireBone = getRenderObject()->Get_Bone_Index(getW3DTankTruckDrawModuleData()->m_midRearLeftTireBoneName.str());
  336. DEBUG_ASSERTCRASH(m_midRearLeftTireBone, ("Missing mid-rear-left tire bone %s in model %s\n", getW3DTankTruckDrawModuleData()->m_midRearLeftTireBoneName.str(), getRenderObject()->Get_Name()));
  337. m_midRearRightTireBone = getRenderObject()->Get_Bone_Index(getW3DTankTruckDrawModuleData()->m_midRearRightTireBoneName.str());
  338. DEBUG_ASSERTCRASH(m_midRearRightTireBone, ("Missing mid-rear-right tire bone %s in model %s\n", getW3DTankTruckDrawModuleData()->m_midRearRightTireBoneName.str(), getRenderObject()->Get_Name()));
  339. if (!m_midRearRightTireBone)
  340. {
  341. m_midRearLeftTireBone = 0;
  342. }
  343. }
  344. }
  345. m_prevRenderObj = getRenderObject();
  346. }
  347. //-------------------------------------------------------------------------------------------------
  348. void W3DTankTruckDraw::setHidden(Bool h)
  349. {
  350. W3DModelDraw::setHidden(h);
  351. if (h)
  352. {
  353. enableEmitters(false);
  354. #ifdef SHOW_TANK_DEBRIS
  355. stopMoveDebris();
  356. #endif
  357. }
  358. }
  359. /**Update uv coordinates on each tread object to simulate movement*/
  360. void W3DTankTruckDraw::updateTreadPositions(Real uvDelta)
  361. {
  362. Real offset_u;
  363. TreadObjectInfo *pTread=m_treads;
  364. for (Int i=0; i<m_treadCount; i++)
  365. {
  366. if (pTread->m_type == TREAD_MIDDLE) //this tread needs to scroll backwards
  367. offset_u = pTread->m_materialSettings.customUVOffset.X + uvDelta;
  368. else
  369. if (pTread->m_type == TREAD_LEFT) //this tread needs to scroll forwards
  370. offset_u = pTread->m_materialSettings.customUVOffset.X + uvDelta;
  371. else
  372. if (pTread->m_type == TREAD_RIGHT) //this tread needs to scroll backwards
  373. offset_u = pTread->m_materialSettings.customUVOffset.X - uvDelta;
  374. // ensure coordinates of offset are in [0, 1] range:
  375. offset_u = offset_u - WWMath::Floor(offset_u);
  376. pTread->m_materialSettings.customUVOffset.Set(offset_u,0);
  377. pTread++;
  378. }
  379. }
  380. /**Grab pointers to the sub-meshes for each tread*/
  381. void W3DTankTruckDraw::updateTreadObjects(void)
  382. {
  383. RenderObjClass *robj=getRenderObject();
  384. //clear all previous tread pointers
  385. for (Int i=0; i<m_treadCount; i++)
  386. REF_PTR_RELEASE(m_treads[i].m_robj);
  387. m_treadCount = 0;
  388. //Make sure this object has defined a speed for tread scrolling.
  389. if (getW3DTankTruckDrawModuleData() && getW3DTankTruckDrawModuleData()->m_treadAnimationRate && robj)
  390. {
  391. for (Int i=0; i < robj->Get_Num_Sub_Objects() && m_treadCount < MAX_TREADS_PER_TANK; i++)
  392. {
  393. RenderObjClass *subObj=robj->Get_Sub_Object(i);
  394. const char *meshName;
  395. //Check if subobject name starts with "TREADS".
  396. if (subObj && subObj->Class_ID() == RenderObjClass::CLASSID_MESH && subObj->Get_Name()
  397. && ( (meshName=strchr(subObj->Get_Name(),'.') ) != 0 && *(meshName++))
  398. &&_strnicmp(meshName,"TREADS", 6) == 0)
  399. { //check if sub-object has the correct material to do texture scrolling.
  400. MaterialInfoClass *mat=subObj->Get_Material_Info();
  401. if (mat)
  402. { for (Int j=0; j<mat->Vertex_Material_Count(); j++)
  403. {
  404. VertexMaterialClass *vmaterial=mat->Peek_Vertex_Material(j);
  405. LinearOffsetTextureMapperClass *mapper=(LinearOffsetTextureMapperClass *)vmaterial->Peek_Mapper();
  406. if (mapper && mapper->Mapper_ID() == TextureMapperClass::MAPPER_ID_LINEAR_OFFSET)
  407. { mapper->Set_UV_Offset_Delta(Vector2(0,0)); //disable automatic scrolling
  408. subObj->Add_Ref(); //increase reference since we're storing the pointer
  409. m_treads[m_treadCount].m_robj=subObj;
  410. m_treads[m_treadCount].m_type = TREAD_MIDDLE; //default type
  411. subObj->Set_User_Data(&m_treads[m_treadCount].m_materialSettings); //tell W3D about custom material settings
  412. m_treads[m_treadCount].m_materialSettings.customUVOffset=Vector2(0,0);
  413. //Commented out since on vehicles with wheels, it makes no sense to turn with treads.
  414. /* switch (meshName[6]) //check next character after 'TREADS'
  415. {
  416. case 'L':
  417. case 'l': m_treads[m_treadCount].m_type = TREAD_LEFT;
  418. break;
  419. case 'R':
  420. case 'r': m_treads[m_treadCount].m_type = TREAD_RIGHT;
  421. break;
  422. }*/
  423. m_treadCount++;
  424. }
  425. }
  426. REF_PTR_RELEASE(mat);
  427. }
  428. }
  429. REF_PTR_RELEASE(subObj);
  430. }
  431. }
  432. m_prevRenderObj = robj;
  433. }
  434. //-------------------------------------------------------------------------------------------------
  435. void W3DTankTruckDraw::onRenderObjRecreated(void)
  436. {
  437. //DEBUG_LOG(("Old obj %x, newObj %x, new bones %d, old bones %d\n",
  438. // m_prevRenderObj, getRenderObject(), getRenderObject()->Get_Num_Bones(),
  439. // m_prevNumBones));
  440. m_prevRenderObj = NULL;
  441. m_frontLeftTireBone = 0;
  442. m_frontRightTireBone = 0;
  443. m_rearLeftTireBone = 0;
  444. m_rearRightTireBone = 0;
  445. m_midFrontLeftTireBone = 0;
  446. m_midFrontRightTireBone = 0;
  447. m_midRearLeftTireBone = 0;
  448. m_midRearRightTireBone = 0;
  449. updateBones();
  450. updateTreadObjects();
  451. }
  452. //-------------------------------------------------------------------------------------------------
  453. /** Map behavior states into W3D animations. */
  454. //-------------------------------------------------------------------------------------------------
  455. void W3DTankTruckDraw::doDrawModule(const Matrix3D* transformMtx)
  456. {
  457. W3DModelDraw::doDrawModule(transformMtx);
  458. if (!TheGlobalData->m_showClientPhysics)
  459. return;
  460. Bool frozen = TheTacticalView->isTimeFrozen() && !TheTacticalView->isCameraMovementFinished();
  461. frozen = frozen || TheScriptEngine->isTimeFrozenDebug() || TheScriptEngine->isTimeFrozenScript();
  462. if (frozen)
  463. return;
  464. const Real ACCEL_THRESHOLD = 0.01f;
  465. const Real SIZE_CAP = 2.0f;
  466. // get object from logic
  467. Object *obj = getDrawable()->getObject();
  468. if (obj == NULL)
  469. return;
  470. if (getRenderObject()==NULL) return;
  471. if (getRenderObject() != m_prevRenderObj) {
  472. updateBones();
  473. updateTreadObjects();
  474. }
  475. // get object physics state
  476. PhysicsBehavior *physics = obj->getPhysics();
  477. if (physics == NULL)
  478. return;
  479. const Coord3D *vel = physics->getVelocity();
  480. Real speed = physics->getVelocityMagnitude();
  481. const TWheelInfo *wheelInfo = getDrawable()->getWheelInfo(); // note, can return null!
  482. if (wheelInfo && (m_frontLeftTireBone || m_rearLeftTireBone))
  483. {
  484. static Real rotation = 0;
  485. const Real rotationFactor = getW3DTankTruckDrawModuleData()->m_rotationSpeedMultiplier;
  486. m_frontWheelRotation += rotationFactor*speed;
  487. if (m_isPowersliding)
  488. {
  489. m_rearWheelRotation += rotationFactor*(speed+getW3DTankTruckDrawModuleData()->m_powerslideRotationAddition);
  490. }
  491. else
  492. {
  493. m_rearWheelRotation += rotationFactor*speed;
  494. }
  495. Matrix3D wheelXfrm(1);
  496. if (m_frontLeftTireBone)
  497. {
  498. wheelXfrm.Adjust_Z_Translation(wheelInfo->m_frontLeftHeightOffset);
  499. wheelXfrm.Rotate_Z(wheelInfo->m_wheelAngle);
  500. wheelXfrm.Rotate_Y(m_frontWheelRotation);
  501. getRenderObject()->Capture_Bone( m_frontLeftTireBone );
  502. getRenderObject()->Control_Bone( m_frontLeftTireBone, wheelXfrm );
  503. wheelXfrm.Make_Identity();
  504. wheelXfrm.Adjust_Z_Translation(wheelInfo->m_frontRightHeightOffset);
  505. wheelXfrm.Rotate_Z(wheelInfo->m_wheelAngle);
  506. wheelXfrm.Rotate_Y(m_frontWheelRotation);
  507. getRenderObject()->Capture_Bone( m_frontRightTireBone );
  508. getRenderObject()->Control_Bone( m_frontRightTireBone, wheelXfrm );
  509. }
  510. if (m_rearLeftTireBone)
  511. {
  512. wheelXfrm.Make_Identity();
  513. wheelXfrm.Rotate_Y(m_rearWheelRotation);
  514. wheelXfrm.Adjust_Z_Translation(wheelInfo->m_rearLeftHeightOffset);
  515. getRenderObject()->Capture_Bone( m_rearLeftTireBone );
  516. getRenderObject()->Control_Bone( m_rearLeftTireBone, wheelXfrm );
  517. wheelXfrm.Make_Identity();
  518. wheelXfrm.Rotate_Y(m_rearWheelRotation);
  519. wheelXfrm.Adjust_Z_Translation(wheelInfo->m_rearRightHeightOffset);
  520. getRenderObject()->Capture_Bone( m_rearRightTireBone );
  521. getRenderObject()->Control_Bone( m_rearRightTireBone, wheelXfrm );
  522. }
  523. if (m_midFrontLeftTireBone)
  524. {
  525. wheelXfrm.Adjust_Z_Translation(wheelInfo->m_frontLeftHeightOffset);
  526. wheelXfrm.Rotate_Z(wheelInfo->m_wheelAngle);
  527. wheelXfrm.Rotate_Y(m_midFrontWheelRotation);
  528. getRenderObject()->Capture_Bone( m_midFrontLeftTireBone );
  529. getRenderObject()->Control_Bone( m_midFrontLeftTireBone, wheelXfrm );
  530. wheelXfrm.Make_Identity();
  531. wheelXfrm.Adjust_Z_Translation(wheelInfo->m_frontRightHeightOffset);
  532. wheelXfrm.Rotate_Z(wheelInfo->m_wheelAngle);
  533. wheelXfrm.Rotate_Y(m_midFrontWheelRotation);
  534. getRenderObject()->Capture_Bone( m_midFrontRightTireBone );
  535. getRenderObject()->Control_Bone( m_midFrontRightTireBone, wheelXfrm );
  536. }
  537. if (m_midRearLeftTireBone)
  538. {
  539. wheelXfrm.Make_Identity();
  540. wheelXfrm.Rotate_Y(m_midRearWheelRotation);
  541. wheelXfrm.Adjust_Z_Translation(wheelInfo->m_rearLeftHeightOffset);
  542. getRenderObject()->Capture_Bone( m_midRearLeftTireBone );
  543. getRenderObject()->Control_Bone( m_midRearLeftTireBone, wheelXfrm );
  544. wheelXfrm.Make_Identity();
  545. wheelXfrm.Rotate_Y(m_midRearWheelRotation);
  546. wheelXfrm.Adjust_Z_Translation(wheelInfo->m_rearRightHeightOffset);
  547. getRenderObject()->Capture_Bone( m_midRearRightTireBone );
  548. getRenderObject()->Control_Bone( m_midRearRightTireBone, wheelXfrm );
  549. }
  550. }
  551. Bool wasPowersliding = m_isPowersliding;
  552. m_isPowersliding = false;
  553. if (physics->isMotive() && !obj->isSignificantlyAboveTerrain()) {
  554. enableEmitters(true);
  555. Coord3D accel = *physics->getAcceleration();
  556. accel.z = 0; // ignore gravitational force.
  557. Bool accelerating = accel.length()>ACCEL_THRESHOLD;
  558. //DEBUG_LOG(("Accel %f, speed %f\n", accel.length(), speed));
  559. if (accelerating) {
  560. Real dot = accel.x*vel->x + accel.y*vel->y;
  561. if (dot<0) {
  562. accelerating = false; // decelerating, actually.
  563. }
  564. }
  565. if (m_dustEffect) {
  566. // Need more dust the faster we go.
  567. if (speed>SIZE_CAP) {
  568. speed = SIZE_CAP;
  569. }
  570. m_dustEffect->setSizeMultiplier(speed);
  571. }
  572. if (m_dirtEffect) {
  573. if (wheelInfo && wheelInfo->m_framesAirborne>3) {
  574. Real factor = 1 + wheelInfo->m_framesAirborne/16;
  575. if (factor>2.0) factor = 2.0;
  576. m_dustEffect->setSizeMultiplier(factor*SIZE_CAP);
  577. m_dustEffect->trigger();
  578. m_landingSound.setPosition(obj->getPosition());
  579. TheAudio->addAudioEvent(&m_landingSound);
  580. } else {
  581. if (!accelerating || speed>2.0f) {
  582. m_dirtEffect->stop();
  583. }
  584. }
  585. }
  586. if (m_powerslideEffect) {
  587. if (physics->getTurning() == TURN_NONE) {
  588. m_powerslideEffect->stop();
  589. } else {
  590. m_isPowersliding = true;
  591. m_powerslideEffect->start();
  592. }
  593. }
  594. if (m_dirtEffect) {
  595. if (!accelerating || speed>2.0f) {
  596. m_dirtEffect->stop();
  597. }
  598. }
  599. }
  600. else
  601. enableEmitters(false);
  602. m_wasAirborne = obj->isSignificantlyAboveTerrain();
  603. if(!wasPowersliding && m_isPowersliding) {
  604. // start sound
  605. m_powerslideSound.setObjectID(obj->getID());
  606. m_powerslideSound.setPlayingHandle(TheAudio->addAudioEvent(&m_powerslideSound));
  607. } else if (wasPowersliding && !m_isPowersliding) {
  608. TheAudio->removeAudioEvent(m_powerslideSound.getPlayingHandle());
  609. }
  610. //Tank update
  611. #ifdef SHOW_TANK_DEBRIS
  612. const Real DEBRIS_THRESHOLD = 0.00001f;
  613. // if tank is moving, kick up dust and debris
  614. Real velMag = vel->x*vel->x + vel->y*vel->y; // only care about moving on the ground
  615. if (velMag > DEBRIS_THRESHOLD && !getDrawable()->isDrawableEffectivelyHidden() && !getFullyObscuredByShroud())
  616. startMoveDebris();
  617. else
  618. stopMoveDebris();
  619. // kick debris higher the faster we move
  620. Coord3D velMult;
  621. velMag = (Real)sqrt( velMag );
  622. velMult.x = 0.5f * velMag + 0.1f;
  623. if (velMult.x > 1.0f)
  624. velMult.x = 1.0f;
  625. velMult.y = velMult.x;
  626. velMult.z = velMag + 0.1f;
  627. if (velMult.z > 1.0f)
  628. velMult.z = 1.0f;
  629. m_treadDebrisLeft->setVelocityMultiplier( &velMult );
  630. m_treadDebrisRight->setVelocityMultiplier( &velMult );
  631. m_treadDebrisLeft->setBurstCountMultiplier( velMult.z );
  632. m_treadDebrisRight->setBurstCountMultiplier( velMult.z );
  633. #endif
  634. //Update movement of treads
  635. if (m_treadCount)
  636. {
  637. Real offset_u;
  638. Real treadScrollSpeed=getW3DTankTruckDrawModuleData()->m_treadAnimationRate;
  639. TreadObjectInfo *pTread=m_treads;
  640. Real maxSpeed=obj->getAIUpdateInterface()->getCurLocomotorSpeed();
  641. /* Commented out because these vehicles are presumed not to turn via treads.
  642. PhysicsTurningType turn=physics->getTurning();
  643. //For optimization sake, we only do complex tread scrolling when tank
  644. //is mostly stationary and turning
  645. if ((turn=physics->getTurning()) != TURN_NONE && physics->getSpeed()/maxSpeed < getW3DTankTruckDrawModuleData()->m_treadPivotSpeedFraction)
  646. {
  647. if (turn == TURN_NEGATIVE) //turning right
  648. updateTreadPositions(-treadScrollSpeed);
  649. else //turning left
  650. updateTreadPositions(treadScrollSpeed);
  651. }
  652. else*/
  653. if (physics->isMotive() && physics->getVelocityMagnitude()/maxSpeed >= getW3DTankTruckDrawModuleData()->m_treadDriveSpeedFraction)
  654. { //do simple scrolling based only on speed when tank is moving straight at high speed.
  655. //we stop scrolling when tank slows down to reduce the appearance of sliding
  656. //tread scrolling speed was not directly tied into tank velocity because it looked odd
  657. //under certain situations when tank moved sideways.
  658. for (Int i=0; i<m_treadCount; i++)
  659. {
  660. offset_u = pTread->m_materialSettings.customUVOffset.X - treadScrollSpeed;
  661. // ensure coordinates of offset are in [0, 1] range:
  662. offset_u = offset_u - WWMath::Floor(offset_u);
  663. pTread->m_materialSettings.customUVOffset.Set(offset_u,0);
  664. pTread++;
  665. }
  666. }
  667. }
  668. }
  669. // ------------------------------------------------------------------------------------------------
  670. /** CRC */
  671. // ------------------------------------------------------------------------------------------------
  672. void W3DTankTruckDraw::crc( Xfer *xfer )
  673. {
  674. // extend base class
  675. W3DModelDraw::crc( xfer );
  676. } // end crc
  677. // ------------------------------------------------------------------------------------------------
  678. /** Xfer method
  679. * Version Info:
  680. * 1: Initial version */
  681. // ------------------------------------------------------------------------------------------------
  682. void W3DTankTruckDraw::xfer( Xfer *xfer )
  683. {
  684. // version
  685. XferVersion currentVersion = 1;
  686. XferVersion version = currentVersion;
  687. xfer->xferVersion( &version, currentVersion );
  688. // extend base class
  689. W3DModelDraw::xfer( xfer );
  690. // John A and Mark W say there is no data to save here
  691. } // end xfer
  692. // ------------------------------------------------------------------------------------------------
  693. /** Load post process */
  694. // ------------------------------------------------------------------------------------------------
  695. void W3DTankTruckDraw::loadPostProcess( void )
  696. {
  697. // extend base class
  698. W3DModelDraw::loadPostProcess();
  699. // toss any existing ones (no need to re-create; we'll do that on demand)
  700. tossEmitters();
  701. } // end loadPostProcess