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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.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 11/01/01 2:23p $*
- * *
- * $Revision:: 8 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef DYANMICANIMPHYS_H
- #define DYNAMICANIMPHYS_H
- #include "always.h"
- #include "decophys.h"
- #include "animcollisionmanager.h"
- #include "dynamicshadowmanager.h"
- class ChunkLoadClass;
- class ChunkSaveClass;
- class DynamicAnimPhysDefClass;
- /**
- ** DynamicAnimPhysClass
- ** This class manages dynamic animations. These are similar to static anims but they can
- ** be dynamically created and destroyed and their bounding boxes can be animated (since they
- ** are placed into the dynamic culling system. However, since they are dynamic objects,
- ** they do not VIS or cull as accurately. An example of a dynamic animation would be an
- ** animated plane that flys across the level while an example of a static animation would
- ** be an animating elevator.
- */
- class DynamicAnimPhysClass : public DecorationPhysClass
- {
- public:
- DynamicAnimPhysClass(void);
- virtual ~DynamicAnimPhysClass(void);
- virtual DynamicAnimPhysClass * As_DynamicAnimPhysClass(void) { return this; }
- const DynamicAnimPhysDefClass * Get_DynamicAnimPhysDef(void);
-
- void Init(const DynamicAnimPhysDefClass & def);
- virtual void Set_Model(RenderObjClass * model);
- virtual bool Needs_Timestep(void) { return true; }
- virtual void Timestep(float dt);
- virtual void Post_Timestep_Process(void);
- /*
- ** State Import/Export and Save/Load
- */
- virtual bool Has_Dynamic_State(void) { return true; }
- /*
- ** save-load system
- */
- virtual const PersistFactoryClass & Get_Factory (void) const;
- virtual bool Save (ChunkSaveClass &csave);
- virtual bool Load (ChunkLoadClass &cload);
- virtual void On_Post_Load(void);
- /*
- ** Animation and animated collision control
- */
- AnimCollisionManagerClass & Get_Animation_Manager(void) { return AnimManager; }
- protected:
-
- void Update_Cached_Model_Parameters(void);
- void Reset_Mappers(RenderObjClass * model);
- AnimCollisionManagerClass AnimManager;
- DynamicShadowManagerClass ShadowManager;
-
- private:
- // Not implemented...
- DynamicAnimPhysClass(const DynamicAnimPhysClass &);
- DynamicAnimPhysClass & operator = (const DynamicAnimPhysClass &);
- };
- /**
- ** DynamicAnimPhysDefClass
- ** Definition data structure for DynamicAnimPhysClass
- */
- class DynamicAnimPhysDefClass : public DecorationPhysDefClass
- {
- public:
-
- DynamicAnimPhysDefClass(void);
-
- // From DefinitionClass
- virtual uint32 Get_Class_ID (void) const;
- virtual PersistClass * Create(void) const;
- // From PhysDefClass
- virtual const char * Get_Type_Name(void);
- virtual bool Is_Type(const char *);
- // From PersistClass
- virtual const PersistFactoryClass & Get_Factory (void) const;
- virtual bool Save(ChunkSaveClass &csave);
- virtual bool Load(ChunkLoadClass &cload);
- // Editable interface requirements
- DECLARE_EDITABLE(DynamicAnimPhysDefClass,DecorationPhysDefClass);
- protected:
-
- // Animation and animated collision support
- AnimCollisionManagerDefClass AnimManagerDef;
- bool CastsShadows;
- float ShadowNearZ;
- float ShadowFarZ;
- friend class DynamicAnimPhysClass;
- };
- /*
- ** Inlines
- */
- inline const DynamicAnimPhysDefClass * DynamicAnimPhysClass::Get_DynamicAnimPhysDef(void)
- {
- return (DynamicAnimPhysDefClass *)Definition;
- }
- #endif //DYNAMICANIMPHYS_H
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