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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/dynamicphys.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 3/29/02 2:49p $*
- * *
- * $Revision:: 17 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "dynamicphys.h"
- #include "chunkio.h"
- #include "pscene.h"
- #include "wwprofile.h"
- #include "physcoltest.h"
- #if (UMBRASUPPORT)
- #include <umbra.hpp>
- #endif
- #include "umbrasupport.h"
- /***********************************************************************************************
- **
- ** DynamicPhysClass Implementation
- ** Note that this is not a concrete class. It therefore does not have factories defined...
- **
- ***********************************************************************************************/
- const int MIN_VIS_UPDATE_TICK_DELAY = 250; // min number of milliseconds between dynamic vis id updates
- bool DynamicPhysClass::_DisableDynamicPhysSimulation = false;
- bool DynamicPhysClass::_DisableDynamicPhysRendering = false;
- /*
- ** Chunk ID's used by DynamicPhysClass
- */
- enum
- {
- DYNAMICPHYS_CHUNK_PHYS = 813001100,
- };
- DynamicPhysClass::DynamicPhysClass(void) :
- DirtyVisObjectID(true),
- VisNodeID(0),
- VisStatusLastUpdated(0)
- {
- }
- DynamicPhysClass::~DynamicPhysClass(void)
- {
- }
- void DynamicPhysClass::Init(const DynamicPhysDefClass & definition)
- {
- PhysClass::Init(definition);
- }
- void DynamicPhysClass::Set_Model(RenderObjClass * model)
- {
- PhysClass::Set_Model(model);
- #if (UMBRASUPPORT)
- if (model != NULL) {
- /*
- ** Create a new test-model for the bounding box of this object
- */
- AABoxClass obj_box;
- model->Get_Obj_Space_Bounding_Box(obj_box);
-
- /*
- ** Insert it into our Umbra object
- */
- WWASSERT(UmbraObject);
- UmbraObject->setTestModel(UmbraSupport::Create_Box_Model(obj_box));
- UmbraObject->setCost(100000,100000,5);
- }
- #endif
- }
- void DynamicPhysClass::Update_Visibility_Status(void)
- {
- /*
- ** Invalidate our cached vis object ID
- */
- DirtyVisObjectID = true;
- /*
- ** Invalidate the lighting cache. Next time this object is rendered the cache will be updated.
- */
- Invalidate_Static_Lighting_Cache();
- }
- int DynamicPhysClass::Get_Vis_Object_ID(void)
- {
- if (DirtyVisObjectID) {
- Internal_Update_Visibility_Status();
- }
- return VisObjectID;
- }
- void DynamicPhysClass::Internal_Update_Visibility_Status(void)
- {
- /*
- ** Don't update our VIS-ID more often than 4 times per second
- */
- unsigned current_time=WW3D::Get_Sync_Time();
- unsigned delta = current_time - VisStatusLastUpdated;
- if (delta < MIN_VIS_UPDATE_TICK_DELAY) return;
- VisStatusLastUpdated=current_time;
- /*
- ** Update our VIS-ID
- */
- VisObjectID = PhysicsSceneClass::Get_Instance()->Get_Dynamic_Object_Vis_ID(Model->Get_Bounding_Box(),&VisNodeID);
- if ((int)VisObjectID >= PhysicsSceneClass::Get_Instance()->Get_Vis_Table_Size()) {
-
- int size = PhysicsSceneClass::Get_Instance()->Get_Vis_Table_Size();
- // int id = PhysicsSceneClass::Get_Instance()->Get_Dynamic_Object_Vis_ID(Model->Get_Bounding_Box(),&VisNodeID);
- WWDEBUG_SAY(("Invalid VisObjectID: %d for object: %s (max vis id = %d)\n",VisObjectID,Model->Get_Name(),size));
- VisObjectID = 0;
- }
- /*
- ** Clear the dirty bit
- */
- DirtyVisObjectID = false;
- /*
- ** Update our Umbra Object
- */
- #if (UMBRASUPPORT)
- UmbraSupport::Update_Umbra_Object(this);
- #endif
- }
- bool DynamicPhysClass::Save(ChunkSaveClass &csave)
- {
- csave.Begin_Chunk(DYNAMICPHYS_CHUNK_PHYS);
- PhysClass::Save(csave);
- csave.End_Chunk();
- return true;
- }
- bool DynamicPhysClass::Load(ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk()) {
-
- switch(cload.Cur_Chunk_ID())
- {
- case DYNAMICPHYS_CHUNK_PHYS:
- PhysClass::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 DynamicPhysClass::On_Post_Load(void)
- {
- PhysClass::On_Post_Load();
-
- // update cached vis object id, vis node id, and sunlight status...
- Update_Cull_Box();
- Update_Visibility_Status();
- }
- /***********************************************************************************************
- **
- ** DynamicPhysDefClass Implementation
- ** This holds the description for a DynamicPhysClass. Again, this class isn't concrete
- ** so it doesn't have factories...
- **
- ***********************************************************************************************/
- enum
- {
- DYNAMICPHYSDEF_CHUNK_PHYSDEF = 813001104, // parent class data.
- };
- DynamicPhysDefClass::DynamicPhysDefClass(void)
- {
- }
- bool DynamicPhysDefClass::Is_Valid_Config(StringClass &message)
- {
- return PhysDefClass::Is_Valid_Config(message);
- }
- bool DynamicPhysDefClass::Is_Type(const char * type_name)
- {
- if (stricmp(type_name,DynamicPhysDefClass::Get_Type_Name()) == 0) {
- return true;
- } else {
- return PhysDefClass::Is_Type(type_name);
- }
- }
- bool DynamicPhysDefClass::Save(ChunkSaveClass &csave)
- {
- csave.Begin_Chunk(DYNAMICPHYSDEF_CHUNK_PHYSDEF);
- PhysDefClass::Save(csave);
- csave.End_Chunk();
- return true;
- }
- bool DynamicPhysDefClass::Load(ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case DYNAMICPHYSDEF_CHUNK_PHYSDEF:
- PhysDefClass::Load(cload);
- break;
- }
- cload.Close_Chunk();
- }
- return true;
- }
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