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- /*
- ** Command & Conquer Renegade(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 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 ***
- ***********************************************************************************************
- * *
- * Project Name : WWPhys *
- * *
- * $Archive:: /Commando/Code/wwphys/animcollisionmanager.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 9/09/01 2:44p $*
- * *
- * $Revision:: 13 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef ANIMCOLLISIONMANAGER_H
- #define ANIMCOLLISIONMANAGER_H
- #include "always.h"
- #include "ridermanager.h"
- #include "matrix3d.h"
- #include "vector.h"
- #include "rendobj.h"
- #include "wwstring.h"
- class AnimCollisionManagerDefClass;
- class HAnimClass;
- class ChunkSaveClass;
- class ChunkLoadClass;
- class BitStreamClass;
- class PushRecordClass;
- /**
- ** AnimCollisionManagerClass
- ** The job of this class is to handle collisions which are caused by animations. Some examples
- ** of this are: elevators, doors, and "cinematic events". StaticAnimPhysClass and DynamicAnimPhysClass
- ** both use this code to handle collisions with the dynamic objects in the scene.
- */
- class AnimCollisionManagerClass
- {
- public:
- AnimCollisionManagerClass(PhysClass & parent);
- ~AnimCollisionManagerClass(void);
- /*
- ** Initialization
- */
- void Init(const AnimCollisionManagerDefClass & def);
- void Update_Cached_Model_Parameters(void);
- /*
- ** Simulation, moves the animation forward, checks for animated collisions, updates riders
- ** Returns true if the object's animation pose changed.
- */
- bool Timestep(float dt);
- /*
- ** Animation Controls
- */
- enum AnimModeType
- {
- ANIMATE_LOOP = 0,
- ANIMATE_TARGET,
- ANIMATE_MANUAL,
- };
-
- void Set_Animation_Mode(AnimModeType mode);
- AnimModeType Get_Animation_Mode(void);
-
- void Set_Animation(const char * anim_name);
- HAnimClass * Peek_Animation(void);
- void Set_Target_Frame(float frame);
- void Set_Target_Frame_End(void);
- float Get_Target_Frame(void);
- bool Is_At_Target(void);
- void Set_Current_Frame(float frame);
- float Get_Current_Frame(void);
- void Set_Loop_Start(float frame0);
- void Set_Loop_End(float frame1);
- float Get_Loop_Start(void);
- float Get_Loop_End(void);
- /*
- ** Collision Control
- */
- enum CollisionModeType
- {
- COLLIDE_NONE = 0,
- COLLIDE_STOP,
- COLLIDE_PUSH,
- COLLIDE_KILL,
- };
- void Set_Collision_Mode(CollisionModeType mode);
- CollisionModeType Get_Collision_Mode(void);
- /*
- ** Rider Support
- */
- bool Link_Rider(PhysClass * rider) { RiderManager.Link_Rider(rider); return true; }
- bool Unlink_Rider(PhysClass * rider) { RiderManager.Unlink_Rider(rider); return true; }
- /*
- ** Save/Load Support
- */
- bool Save(ChunkSaveClass &csave);
- bool Load(ChunkLoadClass &cload);
- protected:
- /*
- ** Multi-mesh collision detection support
- */
- class CollideableObjClass
- {
- public:
- CollideableObjClass(void);
- CollideableObjClass(RenderObjClass * collisionmesh);
- CollideableObjClass(const CollideableObjClass & that);
- ~CollideableObjClass(void);
- CollideableObjClass & operator = (const CollideableObjClass & that);
- bool operator == (const CollideableObjClass & that) const { return false; }
- bool operator != (const CollideableObjClass & that) const { return true; }
- void Set_Collision_Object(RenderObjClass * mesh);
- RenderObjClass * Peek_Collision_Object(void) { return CollisionMesh; }
- void Cache_Start_Transform(void) { StartTransform = CollisionMesh->Get_Transform(); }
- void Cache_End_Transform(void) { EndTransform = CollisionMesh->Get_Transform(); }
- Matrix3D & Get_Start_Transform(void) { return StartTransform; }
- Matrix3D & Get_End_Transform(void) { return EndTransform; }
- void Install_Start_Transform(void) { CollisionMesh->Set_Transform(StartTransform); }
- void Install_End_Transform(void) { CollisionMesh->Set_Transform(EndTransform); }
-
- void Intersect_Scene(int colgroup,NonRefPhysListClass * list);
- int Clear_Collision_Bits(void);
- void Restore_Collision_Bits(int oldbits);
- protected:
- RenderObjClass * CollisionMesh;
- Matrix3D StartTransform;
- Matrix3D EndTransform;
- };
-
- /*
- ** Internal functions
- */
- bool Is_Collision_Model(RenderObjClass * model);
- int Recursive_Count_Collision_Models(RenderObjClass * model);
- void Recursive_Collect_Collision_Models(RenderObjClass * model);
- void Revert_Animation_State(void);
- bool Check_Collision(CollideableObjClass & collisionobj);
- bool Is_Intersecting(void);
- bool Push_Collided_Object(PhysClass * obj,const Matrix3D & delta_transform);
- void Internal_Set_Animation(const char * anim_name);
- /*
- ** Parent reference
- */
- PhysClass & Parent;
- /*
- ** Animation support
- */
- AnimModeType AnimationMode; // current animation mode and parameters.
- float TargetFrame;
- float LoopStart;
- float LoopEnd;
-
- HAnimClass * CurAnimation; // current animation state.
- float CurFrame;
- HAnimClass * PrevAnimation; // temporary variable used in timestep
- float PrevFrame; // temporary variable used in timestep
- /*
- ** Attached riders support
- */
- RiderManagerClass RiderManager;
- /*
- ** Animated collision support
- */
- CollisionModeType CollisionMode;
- DynamicVectorClass<CollideableObjClass> CollisionMeshes;
- /*
- ** Revert list, In the case that we have to revert our animation state,
- ** we have to undo all changes to external objects.
- */
- PushRecordClass * PushList;
- };
- /**
- ** AnimCollisionManagerDefClass
- ** This class is meant to be a component of a definition class for a physics object
- ** which has an AnimCollisionManager. The member variables of this class are public since
- ** various physics def classes make them directly editable.
- */
- class AnimCollisionManagerDefClass
- {
- public:
- AnimCollisionManagerDefClass(void);
- ~AnimCollisionManagerDefClass(void);
- void Validate_Parameters(void);
- bool Save(ChunkSaveClass &csave);
- bool Load(ChunkLoadClass &cload);
- public:
- int CollisionMode;
- int AnimationMode;
- StringClass AnimationName;
- };
- /*
- ** Use this macro to make all of the member variables in an AnimCollisionManagerDefClass editable.
- ** The first parameter to the macro is the type-name of your class (e.g. StaticAnimPhysDefClass) and
- ** the second parameter is the name of the member variable which is the animation manager (e.g. AnimManager).
- */
- #ifdef PARAM_EDITING_ON
- #define ANIMCOLLISIONMANAGERDEF_EDITABLE_PARAMS( class_name, member_name ) \
- PARAM_SEPARATOR( class_name, "Animation Settings"); \
- EnumParameterClass *collision_param = new EnumParameterClass(& member_name ## .CollisionMode); \
- collision_param->Set_Name ("CollisionMode"); \
- collision_param->Add_Value("NONE",AnimCollisionManagerClass::COLLIDE_NONE); \
- collision_param->Add_Value("STOP",AnimCollisionManagerClass::COLLIDE_STOP); \
- collision_param->Add_Value("PUSH",AnimCollisionManagerClass::COLLIDE_PUSH); \
- collision_param->Add_Value("KILL",AnimCollisionManagerClass::COLLIDE_KILL); \
- GENERIC_EDITABLE_PARAM( class_name , collision_param); \
- \
- EnumParameterClass *anim_param = new EnumParameterClass(& member_name ## .AnimationMode); \
- anim_param->Set_Name ("AnimationMode"); \
- anim_param->Add_Value("LOOP",AnimCollisionManagerClass::ANIMATE_LOOP); \
- anim_param->Add_Value("TARGET",AnimCollisionManagerClass::ANIMATE_TARGET); \
- anim_param->Add_Value("MANUAL",AnimCollisionManagerClass::ANIMATE_MANUAL); \
- GENERIC_EDITABLE_PARAM( class_name , anim_param); \
- \
- NAMED_EDITABLE_PARAM( class_name, ParameterClass::TYPE_STRING, member_name ## .AnimationName,"AnimationName"); \
- #else
- #define ANIMCOLLISIONMANAGERDEF_EDITABLE_PARAMS( class_name, member_name )
- #endif
- #endif //ANIMCOLLISIONMANAGER_H
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