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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/dynamicanimphys.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 11/01/01 2:41p $*
- * *
- * $Revision:: 12 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "dynamicanimphys.h"
- #include "wwphysids.h"
- #include "persistfactory.h"
- #include "simpledefinitionfactory.h"
- #include "wwhack.h"
- #include "wwprofile.h"
- #include "matinfo.h"
- DECLARE_FORCE_LINK(dynamicanimphys);
- /***********************************************************************************************
- DynamicAnimPhysClass Implementation
- ***********************************************************************************************/
- /*
- ** Declare a PersistFactory for DynamicAnimPhysClass. This enables the class to save and load.
- */
- SimplePersistFactoryClass<DynamicAnimPhysClass,PHYSICS_CHUNKID_DYNAMICANIMPHYS> _DynamicAnimPhysFactory;
- /*
- ** Chunk ID's used by DynamicAnimPhysClass
- */
- enum
- {
- DYNAMICANIMPHYS_CHUNK_DECOPHYS = 526000339,
- DYNAMICANIMPHYS_CHUNK_VARIABLES,
- DYNAMICANIMPHYS_CHUNK_ANIMMANAGER,
- };
- DynamicAnimPhysClass::DynamicAnimPhysClass(void) :
- AnimManager(*this),
- ShadowManager(*this)
- {
- }
- DynamicAnimPhysClass::~DynamicAnimPhysClass(void)
- {
- }
- void DynamicAnimPhysClass::Init(const DynamicAnimPhysDefClass & def)
- {
- DecorationPhysClass::Init(def);
- AnimManager.Init(def.AnimManagerDef);
- }
- void DynamicAnimPhysClass::Set_Model(RenderObjClass * model)
- {
- DecorationPhysClass::Set_Model(model);
- Update_Cached_Model_Parameters();
- /*
- ** Nuke strike uses a linear offset mapper to fade out, have to reset it so I'm
- ** just resetting any mappers in any model used by a DynamicAnimPhys... hacky, oh well.
- */
- if (Model != NULL) {
- Reset_Mappers(Model);
- }
- }
- void DynamicAnimPhysClass::Update_Cached_Model_Parameters(void)
- {
- /*
- ** Set up our animation manager
- */
- AnimManager.Update_Cached_Model_Parameters();
- /*
- ** Set up our shadow manager
- */
- const DynamicAnimPhysDefClass * def = Get_DynamicAnimPhysDef();
- Enable_Shadow_Generation(def->CastsShadows);
- ShadowManager.Set_Shadow_Planes(def->ShadowNearZ,def->ShadowFarZ);
- }
- void DynamicAnimPhysClass::Reset_Mappers(RenderObjClass * model)
- {
- if (model != NULL) {
-
- MaterialInfoClass * matinfo = model->Get_Material_Info();
- if (matinfo != NULL) {
- matinfo->Reset_Texture_Mappers();
- }
- REF_PTR_RELEASE(matinfo);
-
- for (int i=0; i<model->Get_Num_Sub_Objects(); i++) {
- RenderObjClass * sub_obj = model->Get_Sub_Object(i);
- Reset_Mappers(sub_obj);
- REF_PTR_RELEASE(sub_obj);
- }
- }
- }
- void DynamicAnimPhysClass::Timestep(float dt)
- {
- WWPROFILE("DynAnimPhys::Timestep");
- /*
- ** Let the animation manager handle progressing the animation, checking
- ** for collisions, and managing any "riders"
- */
- bool anim_changed = AnimManager.Timestep(dt);
- if (anim_changed) {
- Update_Visibility_Status();
- Update_Cull_Box();
- }
- }
- void DynamicAnimPhysClass::Post_Timestep_Process(void)
- {
- ShadowManager.Update_Shadow();
- }
- const PersistFactoryClass & DynamicAnimPhysClass::Get_Factory(void) const
- {
- return _DynamicAnimPhysFactory;
- }
- bool DynamicAnimPhysClass::Save(ChunkSaveClass &csave)
- {
- csave.Begin_Chunk(DYNAMICANIMPHYS_CHUNK_DECOPHYS);
- DecorationPhysClass::Save(csave);
- csave.End_Chunk();
- csave.Begin_Chunk(DYNAMICANIMPHYS_CHUNK_ANIMMANAGER);
- AnimManager.Save(csave);
- csave.End_Chunk();
-
- return true;
- }
- bool DynamicAnimPhysClass::Load(ChunkLoadClass &cload)
- {
- /*
- ** Read in the chunks from the file
- */
- while (cload.Open_Chunk()) {
-
- switch(cload.Cur_Chunk_ID())
- {
- case DYNAMICANIMPHYS_CHUNK_DECOPHYS:
- DecorationPhysClass::Load(cload);
- break;
- case DYNAMICANIMPHYS_CHUNK_ANIMMANAGER:
- AnimManager.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 DynamicAnimPhysClass::On_Post_Load(void)
- {
- DecorationPhysClass::On_Post_Load();
- /*
- ** Always re-initialize any variables which depend on the model
- */
- Update_Cached_Model_Parameters();
- }
- /***********************************************************************************************
- DynamicAnimPhysDefClass Implementation
- ***********************************************************************************************/
- /*
- ** Persist factory for StaticAnimPhysDefClass's. This makes them able to save and load.
- */
- SimplePersistFactoryClass<DynamicAnimPhysDefClass,PHYSICS_CHUNKID_DYNAMICANIMPHYSDEF> _DynamicAnimPhysDefFactory;
- /*
- ** Definition factory for StaticAnimPhysDefClass. This makes it show up in the editor
- */
- DECLARE_DEFINITION_FACTORY(DynamicAnimPhysDefClass, CLASSID_DYNAMICANIMPHYSDEF, "DynamicAnimPhys") _DynamicAnimPhysDefDefFactory;
- /*
- ** Chunk ID's used by StaticAnimPhysDefClass
- */
- enum
- {
- DYNAMICANIMPHYSDEF_CHUNK_DECOPHYSDEF = 052600316, // (parent class)
- DYNAMICANIMPHYSDEF_CHUNK_ANIMMANAGERDEF,
- DYNAMICANIMPHYSDEF_CHUNK_VARIABLES,
- DYNAMICANIMPHYSDEF_VARIABLE_CASTSSHADOWS = 0x01,
- DYNAMICANIMPHYSDEF_VARIABLE_SHADOWNEARZ,
- DYNAMICANIMPHYSDEF_VARIABLE_SHADOWFARZ,
- };
- DynamicAnimPhysDefClass::DynamicAnimPhysDefClass(void) :
- CastsShadows(false),
- ShadowNearZ(-1.0f),
- ShadowFarZ(-1.0f)
- {
- // Make the animation manager variables editable
- ANIMCOLLISIONMANAGERDEF_EDITABLE_PARAMS( DynamicAnimPhysDefClass , AnimManagerDef );
- PARAM_SEPARATOR(DynamicAnimPhysDefClass, "Shadow Settings");
- EDITABLE_PARAM(DynamicAnimPhysDefClass,ParameterClass::TYPE_BOOL, CastsShadows);
- FLOAT_UNITS_PARAM(DynamicAnimPhysDefClass,ShadowNearZ, -1.0f,1000.0f, "meters (-1 for default)")
- FLOAT_UNITS_PARAM(DynamicAnimPhysDefClass,ShadowFarZ, -1.0f,1000.0f, "meters (-1 for default)")
- }
- uint32 DynamicAnimPhysDefClass::Get_Class_ID (void) const
- {
- return CLASSID_DYNAMICANIMPHYSDEF;
- }
- PersistClass * DynamicAnimPhysDefClass::Create(void) const
- {
- DynamicAnimPhysClass * obj = NEW_REF(DynamicAnimPhysClass,());
- obj->Init(*this);
- return obj;
- }
- const PersistFactoryClass & DynamicAnimPhysDefClass::Get_Factory (void) const
- {
- return _DynamicAnimPhysDefFactory;
- }
- const char * DynamicAnimPhysDefClass::Get_Type_Name(void)
- {
- return "DynamicAnimPhysDef";
- }
- bool DynamicAnimPhysDefClass::Is_Type(const char * type_name)
- {
- if (stricmp(type_name,DynamicAnimPhysDefClass::Get_Type_Name()) == 0) {
- return true;
- } else {
- return DecorationPhysDefClass::Is_Type(type_name);
- }
- }
- bool DynamicAnimPhysDefClass::Save(ChunkSaveClass &csave)
- {
- csave.Begin_Chunk(DYNAMICANIMPHYSDEF_CHUNK_DECOPHYSDEF);
- DecorationPhysDefClass::Save(csave);
- csave.End_Chunk();
- csave.Begin_Chunk(DYNAMICANIMPHYSDEF_CHUNK_ANIMMANAGERDEF);
- AnimManagerDef.Save(csave);
- csave.End_Chunk();
- csave.Begin_Chunk(DYNAMICANIMPHYSDEF_CHUNK_VARIABLES);
- WRITE_MICRO_CHUNK(csave,DYNAMICANIMPHYSDEF_VARIABLE_CASTSSHADOWS,CastsShadows);
- WRITE_MICRO_CHUNK(csave,DYNAMICANIMPHYSDEF_VARIABLE_SHADOWNEARZ,ShadowNearZ);
- WRITE_MICRO_CHUNK(csave,DYNAMICANIMPHYSDEF_VARIABLE_SHADOWFARZ,ShadowFarZ);
- csave.End_Chunk();
- return true;
- }
- bool DynamicAnimPhysDefClass::Load(ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case DYNAMICANIMPHYSDEF_CHUNK_DECOPHYSDEF:
- DecorationPhysDefClass::Load(cload);
- break;
- case DYNAMICANIMPHYSDEF_CHUNK_ANIMMANAGERDEF:
- AnimManagerDef.Load(cload);
- break;
- case DYNAMICANIMPHYSDEF_CHUNK_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK(cload,DYNAMICANIMPHYSDEF_VARIABLE_CASTSSHADOWS,CastsShadows);
- READ_MICRO_CHUNK(cload,DYNAMICANIMPHYSDEF_VARIABLE_SHADOWNEARZ,ShadowNearZ);
- READ_MICRO_CHUNK(cload,DYNAMICANIMPHYSDEF_VARIABLE_SHADOWFARZ,ShadowFarZ);
- }
- cload.Close_Micro_Chunk();
- }
- 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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