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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/decophys.cpp $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 1/05/02 5:12p $*
- * *
- * $Revision:: 20 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "decophys.h"
- #include "rendobj.h"
- #include "persistfactory.h"
- #include "simpledefinitionfactory.h"
- #include "wwphysids.h"
- #include "wwhack.h"
- #include "part_emt.h"
- #include "physinttest.h"
- DECLARE_FORCE_LINK(decophys);
- /****************************************************************************************************
- **
- ** DecorationPhysClass Implementation
- **
- ****************************************************************************************************/
- /*
- ** Persist factory for DecorationPhysClass
- */
- SimplePersistFactoryClass<DecorationPhysClass,PHYSICS_CHUNKID_DECORATIONPHYS> _DecoPhysFactory;
- /*
- ** Chunk-ID's used by DecoPhys
- */
- enum
- {
- DECOPHYS_CHUNK_PHYS = 0x005060000, // old parent class data
- DECOPHYS_CHUNK_DYNAMICPHYS, // current parent class data
- };
- DecorationPhysClass::DecorationPhysClass(void)
- {
- ObjSpaceWorldBox.Center.Set(0,0,0);
- ObjSpaceWorldBox.Extent.Set(1,1,1);
- }
- void DecorationPhysClass::Init(const DecorationPhysDefClass & def)
- {
- DynamicPhysClass::Init(def);
- }
- void DecorationPhysClass::Set_Model(RenderObjClass * model)
- {
- DynamicPhysClass::Set_Model(model);
- // Initialize our copy of the world box
- if (Model != NULL) {
-
- RenderObjClass * box = Model->Get_Sub_Object_By_Name("WORLDBOX");
- if (box) {
-
- // Get the box when the model has an identity transform
- Matrix3D old_transform = Model->Get_Transform();
- Model->Set_Transform(Matrix3D(1));
- ObjSpaceWorldBox = box->Get_Bounding_Box();
- Model->Set_Transform(old_transform);
- box->Release_Ref();
- } else {
- Model->Get_Obj_Space_Bounding_Box(ObjSpaceWorldBox);
- }
- }
- }
- const AABoxClass & DecorationPhysClass::Get_Bounding_Box(void) const
- {
- assert(Model);
- return Model->Get_Bounding_Box();
- }
- const Matrix3D & DecorationPhysClass::Get_Transform(void) const
- {
- assert(Model);
- return Model->Get_Transform();
- }
- void DecorationPhysClass::Set_Transform(const Matrix3D & m)
- {
- // Note: this kind of object never causes collisions so we
- // can just warp it to the users desired position. However,
- // we do need to tell the scene that we moved so that
- // it can update us in the culling system
- WWASSERT(Model);
- Model->Set_Transform(m);
- Update_Cull_Box();
- Update_Visibility_Status();
- }
- void DecorationPhysClass::Get_Shadow_Blob_Box(AABoxClass * set_obj_space_box)
- {
- if (set_obj_space_box != NULL) {
- *set_obj_space_box = ObjSpaceWorldBox;
- }
- }
- bool DecorationPhysClass::Intersection_Test(PhysAABoxIntersectionTestClass & test)
- {
- WWASSERT(Model);
- if (Model->Intersect_AABox(test)) {
- test.Add_Intersected_Object(this);
- return true;
- }
- return false;
- }
- bool DecorationPhysClass::Intersection_Test(PhysOBBoxIntersectionTestClass & test)
- {
- WWASSERT(Model);
- if (Model->Intersect_OBBox(test)) {
- test.Add_Intersected_Object(this);
- return true;
- }
- return false;
- }
- bool DecorationPhysClass::Cast_Ray(PhysRayCollisionTestClass & raytest)
- {
- WWASSERT(Model);
- if (Model->Cast_Ray(raytest)) {
- raytest.CollidedPhysObj = this;
- return true;
- }
- return false;
- }
- bool DecorationPhysClass::Cast_AABox(PhysAABoxCollisionTestClass & boxtest)
- {
- WWASSERT(Model);
- if (Model->Cast_AABox(boxtest)) {
- boxtest.CollidedPhysObj = this;
- return true;
- }
- return false;
- }
- bool DecorationPhysClass::Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest)
- {
- WWASSERT(Model);
- if (Model->Cast_OBBox(boxtest)) {
- boxtest.CollidedPhysObj = this;
- return true;
- }
- return false;
- }
- const PersistFactoryClass & DecorationPhysClass::Get_Factory (void) const
- {
- return _DecoPhysFactory;
- }
- bool DecorationPhysClass::Save (ChunkSaveClass &csave)
- {
- csave.Begin_Chunk(DECOPHYS_CHUNK_DYNAMICPHYS);
- DynamicPhysClass::Save(csave);
- csave.End_Chunk();
- return true;
- }
- bool DecorationPhysClass::Load (ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk()) {
-
- switch(cload.Cur_Chunk_ID())
- {
- case DECOPHYS_CHUNK_PHYS:
- PhysClass::Load(cload);
- break;
- case DECOPHYS_CHUNK_DYNAMICPHYS:
- DynamicPhysClass::Load(cload);
- break;
- default:
- WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
- break;
- }
-
- cload.Close_Chunk();
- }
- SaveLoadSystemClass::Register_Post_Load_Callback(this);
- return true;
- }
- void DecorationPhysClass::On_Post_Load(void)
- {
- DynamicPhysClass::On_Post_Load();
- WWASSERT(Model);
- if (Model) {
- Set_Cull_Box(Model->Get_Bounding_Box());
- if (Model->Class_ID () == RenderObjClass::CLASSID_PARTICLEEMITTER) {
- Model->Set_User_Data (this);
- ((ParticleEmitterClass *)Model)->Start ();
- }
- }
- }
- /****************************************************************************************************
- **
- ** DecorationPhysDefClass Implementation
- **
- ****************************************************************************************************/
- /*
- ** Persist factory for DecorationPhysDefClass's
- */
- SimplePersistFactoryClass<DecorationPhysDefClass,PHYSICS_CHUNKID_DECOPHYSDEF> _DecorationPhysDefFactory;
- /*
- ** Definition factory for DecorationPhysDefClass. This makes it show up in the editor
- */
- DECLARE_DEFINITION_FACTORY(DecorationPhysDefClass, CLASSID_DECOPHYSDEF, "DecorationPhys") _DecorationPhysDefDefFactory;
- /*
- ** Chunk ID's used by DecorationPhysDefClass
- */
- enum
- {
- DECORATIONPHYSDEF_CHUNK_PHYSDEF = 0x01070003, // old parent class
- DECORATIONPHYSDEF_CHUNK_DYNAMICPHYSDEF, // current parent class
- };
- DecorationPhysDefClass::DecorationPhysDefClass(void)
- {
- }
- uint32 DecorationPhysDefClass::Get_Class_ID (void) const
- {
- return CLASSID_DECOPHYSDEF;
- }
- PersistClass * DecorationPhysDefClass::Create(void) const
- {
- DecorationPhysClass * new_obj = NEW_REF(DecorationPhysClass,());
- new_obj->Init(*this);
- return new_obj;
- }
- const char * DecorationPhysDefClass::Get_Type_Name(void)
- {
- return "DecorationPhysDef";
- }
- bool DecorationPhysDefClass::Is_Type(const char * type_name)
- {
- if (stricmp(type_name,DecorationPhysDefClass::Get_Type_Name()) == 0) {
- return true;
- } else {
- return DynamicPhysDefClass::Is_Type(type_name);
- }
- }
- const PersistFactoryClass & DecorationPhysDefClass::Get_Factory (void) const
- {
- return _DecorationPhysDefFactory;
- }
- bool DecorationPhysDefClass::Save(ChunkSaveClass &csave)
- {
- csave.Begin_Chunk(DECORATIONPHYSDEF_CHUNK_DYNAMICPHYSDEF);
- DynamicPhysDefClass::Save(csave);
- csave.End_Chunk();
-
- return true;
- }
- bool DecorationPhysDefClass::Load(ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case DECORATIONPHYSDEF_CHUNK_PHYSDEF:
- PhysDefClass::Load(cload);
- break;
- case DECORATIONPHYSDEF_CHUNK_DYNAMICPHYSDEF:
- DynamicPhysDefClass::Load(cload);
- break;
- default:
- WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
- break;
- }
- cload.Close_Chunk();
- }
- return true;
- }
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