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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/movephys.cpp $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 11/24/01 5:40p $*
- * *
- * $Revision:: 47 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * MoveablePhysClass::MoveablePhysClass -- Constructor *
- * MoveablePhysClass::~MoveablePhysClass -- Destructor *
- * MoveablePhysClass::Post_Timestep_Process -- perform post-timestep processing *
- * MoveablePhysClass::Update_Shadow -- Update the shadow for this object *
- * MoveablePhysClass::Allocate_Shadow -- ensure that a shadow object is allocated *
- * MoveablePhysClass::Release_Shadow -- release the shadow object *
- * MoveablePhysClass::Get_Shadow_Blob_Box -- Return the object space AABox for the shadow *
- * MoveablePhysClass::Link_To_Carrier -- Link this object to a carrier object *
- * MoveablePhysClass::Peek_Carrier_Sub_Object -- returns the carrier sub object pointer *
- * MoveablePhysClass::Save -- persistant object save support *
- * MoveablePhysClass::Load -- persistant object load support *
- * MoveablePhysClass::On_Post_Load -- Post-Load callback for MoveablePhysClass *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #include "movephys.h"
- #include "colmathaabox.h"
- #include "pscene.h"
- #include "dyntexproject.h"
- #include "chunkio.h"
- #include "saveload.h"
- #include "wwhack.h"
- #include "assetmgr.h"
- #include "physcoltest.h"
- #include "light.h"
- DECLARE_FORCE_LINK(movephys);
- #define SINGLE_SHADOW_CODE 1
- #define TRUE_PERSPECTIVE_SHADOWS 0
- /***********************************************************************************************
- **
- ** MoveablePhysClass Implementation
- **
- ***********************************************************************************************/
- /*
- ** Chunk ID's used by MoveablePhysClass
- */
- enum
- {
- MOVEABLE_CHUNK_PHYS = 0x00803000, // obsolete parent class
- MOVEABLE_CHUNK_VARIABLES,
- MOVEABLE_CHUNK_DYNAMICPHYS, // current parent class
- MOVEABLE_VARIABLE_MASS = 0x00,
- MOVEABLE_VARIABLE_GRAVSCALE,
- MOVEABLE_VARIABLE_ELASTICITY,
- MOVEABLE_VARIABLE_CONTROLLER,
- MOVEABLE_VARIABLE_CARRIER,
- };
- /***********************************************************************************************
- * MoveablePhysClass::MoveablePhysClass -- Constructor *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *=============================================================================================*/
- MoveablePhysClass::MoveablePhysClass(void) :
- Mass(1.0f),
- MassInv(1.0f),
- GravScale(1.0f),
- Elasticity(0.5f),
- Controller(NULL),
- Carrier(NULL),
- CarrierSubObject(NULL),
- ShadowManager(*this)
- {
- }
- /***********************************************************************************************
- * MoveablePhysClass::~MoveablePhysClass -- Destructor *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 12/21/99 gth : Created. *
- *=============================================================================================*/
- MoveablePhysClass::~MoveablePhysClass(void)
- {
- Link_To_Carrier(NULL);
- }
- /***********************************************************************************************
- * MoveablePhysClass::Init -- inits from a MoveablePhysDefClass *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *=============================================================================================*/
- void MoveablePhysClass::Init(const MoveablePhysDefClass & def)
- {
- Mass = def.Mass;
- MassInv = 1.0f / Mass;
- GravScale = def.GravScale;
- Elasticity = def.Elasticity;
- DynamicPhysClass::Init(def);
- }
- /***********************************************************************************************
- * MoveablePhysClass::Definition_Changed -- recopy an cached constants from our def *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *=============================================================================================*/
- void MoveablePhysClass::Definition_Changed(void)
- {
- DynamicPhysClass::Definition_Changed();
- MoveablePhysDefClass * def = (MoveablePhysDefClass *)Definition;
- Mass = def->Mass;
- MassInv = 1.0f / Mass;
- GravScale = def->GravScale;
- Elasticity = def->Elasticity;
- }
- /***********************************************************************************************
- * MoveablePhysClass::Post_Timestep_Process -- perform post-timestep processing *
- * *
- * MoveablePhysClass's update their shadow objects in post-timestep if needed. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- void MoveablePhysClass::Post_Timestep_Process(void)
- {
- ShadowManager.Update_Shadow();
- }
- /***********************************************************************************************
- * MoveablePhysClass::Get_Shadow_Blob_Box -- Return the object space AABox for the shadow *
- * *
- * This is only the default implementation which doesn't really do anything useful. Derived *
- * classes should over-ride this!!! *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- void MoveablePhysClass::Get_Shadow_Blob_Box(AABoxClass * set_obj_space_box)
- {
- // NOTE: derived classes should really override this!!!
- WWASSERT(set_obj_space_box != NULL);
- set_obj_space_box->Center.Set(0,0,0);
- set_obj_space_box->Extent.Set(1,1,1);
- }
- /***********************************************************************************************
- * MoveablePhysClass::Link_To_Carrier -- Link this object to a carrier object *
- * *
- * This function will make this object move with the specified carrier object. You can *
- * pass in NULL to clear out the linkage as well. *
- * *
- * INPUT: *
- * carrier - physics object that this object is "standing" on. *
- * carrier_sub_obj - possible render object within the physics object. This makes a *
- * if groundobj is an animated static object for example. *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * This is the only function that should ever call Internal_Link_Rider or Internal_Unlink...*
- * *
- * HISTORY: *
- * 2/11/2000 gth : Created. *
- *=============================================================================================*/
- void MoveablePhysClass::Link_To_Carrier(PhysClass * carrier,RenderObjClass * carrier_sub_obj)
- {
- // If this is the same carrier we already have, just return
- if ((Carrier == carrier) && (CarrierSubObject == carrier_sub_obj)) return;
-
- // If we had a different carrier, unlink from it
- if (Carrier != NULL) {
- Carrier->Internal_Unlink_Rider(this);
- Carrier = NULL;
- CarrierSubObject = NULL;
- }
- if (carrier) {
- if (carrier->Internal_Link_Rider(this) == true) {
- // only track carriers who are tracking us!
- Carrier = carrier;
- CarrierSubObject = carrier_sub_obj;
- }
- }
- }
- /***********************************************************************************************
- * MoveablePhysClass::Peek_Carrier_Object -- returns the carrier object pointer *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 8/15/2001 tss : Created. *
- *=============================================================================================*/
- PhysClass * MoveablePhysClass::Peek_Carrier_Object(void)
- {
- return Carrier;
- }
- /***********************************************************************************************
- * MoveablePhysClass::Peek_Carrier_Sub_Object -- returns the carrier sub object pointer *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/24/2000 gth : Created. *
- *=============================================================================================*/
- RenderObjClass * MoveablePhysClass::Peek_Carrier_Sub_Object(void)
- {
- return CarrierSubObject;
- }
- /***********************************************************************************************
- * MoveablePhysClass::Cinematic_Move_To -- attempts to teleport to the desired transform *
- * *
- * This function attempts to teleport the object to the desired transform and "pushes" all *
- * dynamic objects out of the way if possible. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/24/2000 gth : Created. *
- *=============================================================================================*/
- bool MoveablePhysClass::Cinematic_Move_To(const Matrix3D &new_tm)
- {
-
- int cinematic_move_mode = MoveablePhysDefClass::CINEMATIC_COLLISION_PUSH;
- if (Get_MoveablePhysDef() != NULL) {
- cinematic_move_mode = Get_MoveablePhysDef()->CinematicCollisionMode;
- }
- //
- // Check if we can teleport to the desired location.
- //
- NonRefPhysListClass intersection_list;
- bool ok = false;
-
- if (cinematic_move_mode == MoveablePhysDefClass::CINEMATIC_COLLISION_NONE) {
- ok = true;
- } else {
- ok = Can_Teleport(new_tm, true, &intersection_list);
- }
-
- //
- // Handle the intersection if needed
- //
- if (!ok) {
- if (cinematic_move_mode == MoveablePhysDefClass::CINEMATIC_COLLISION_PUSH) {
- //
- // Try to shove everyone out of our way!
- // NOTE: this won't work for objects where orientation matters and the object
- // is rotating as part of the teleportation. May have to implement this
- // separately for RBody...
- //
- Vector3 position;
- Get_Position(&position);
- Vector3 move = new_tm.Get_Translation() - position;
- NonRefPhysListIterator it(&intersection_list);
- while (!it.Is_Done()) {
- it.Peek_Obj()->Push(move);
- it.Next();
- }
-
- } else if (cinematic_move_mode == MoveablePhysDefClass::CINEMATIC_COLLISION_KILL ) {
- //
- // Try to kill all objects intersecting us at the destination point
- //
- NonRefPhysListIterator it(&intersection_list);
- while (!it.Is_Done()) {
-
- //
- // (gth) rbody objects are currently including static objects in
- // the list of intersected objects. Don't kill them please.
- //
- if (it.Peek_Obj()->As_DynamicPhysClass() != NULL) {
- it.Peek_Obj()->Expire();
- }
- it.Next();
- }
- }
- //
- // check one more time unless we are in "stop" mode
- //
- if (cinematic_move_mode != MoveablePhysDefClass::CINEMATIC_COLLISION_STOP) {
- ok = Can_Teleport(new_tm, true);
- }
- }
-
- //
- // If the position is clear, teleport there
- //
- if (ok) {
- Set_Transform(new_tm);
- }
-
- return ok;
- }
- /***********************************************************************************************
- * MoveablePhysClass::Save -- persistant object save support *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- bool MoveablePhysClass::Save(ChunkSaveClass &csave)
- {
- csave.Begin_Chunk(MOVEABLE_CHUNK_DYNAMICPHYS);
- DynamicPhysClass::Save(csave);
- csave.End_Chunk();
- csave.Begin_Chunk(MOVEABLE_CHUNK_VARIABLES);
- WRITE_MICRO_CHUNK(csave,MOVEABLE_VARIABLE_MASS,Mass);
- WRITE_MICRO_CHUNK(csave,MOVEABLE_VARIABLE_GRAVSCALE,GravScale);
- WRITE_MICRO_CHUNK(csave,MOVEABLE_VARIABLE_ELASTICITY,Elasticity);
- if (Controller != NULL) {
- WRITE_MICRO_CHUNK(csave,MOVEABLE_VARIABLE_CONTROLLER,Controller);
- }
- if (Carrier != NULL) {
- WRITE_MICRO_CHUNK(csave,MOVEABLE_VARIABLE_CARRIER,Carrier);
- }
- csave.End_Chunk();
- return true;
- }
- /***********************************************************************************************
- * MoveablePhysClass::Load -- persistant object load support *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 1/4/00 gth : Created. *
- *=============================================================================================*/
- bool MoveablePhysClass::Load(ChunkLoadClass &cload)
- {
- Controller = NULL;
- Carrier = NULL;
- while (cload.Open_Chunk()) {
-
- switch(cload.Cur_Chunk_ID())
- {
- case MOVEABLE_CHUNK_PHYS:
- PhysClass::Load(cload);
- break;
- case MOVEABLE_CHUNK_DYNAMICPHYS:
- DynamicPhysClass::Load(cload);
- break;
- case MOVEABLE_CHUNK_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK(cload,MOVEABLE_VARIABLE_MASS,Mass);
- READ_MICRO_CHUNK(cload,MOVEABLE_VARIABLE_GRAVSCALE,GravScale);
- READ_MICRO_CHUNK(cload,MOVEABLE_VARIABLE_ELASTICITY,Elasticity);
- READ_MICRO_CHUNK(cload,MOVEABLE_VARIABLE_CONTROLLER,Controller);
- READ_MICRO_CHUNK(cload,MOVEABLE_VARIABLE_CARRIER,Carrier);
- }
- 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();
- }
- if (Controller != NULL) {
- REQUEST_POINTER_REMAP((void**)&Controller);
- }
- if (Carrier != NULL) {
- REQUEST_POINTER_REMAP((void**)&Carrier);
- }
- SaveLoadSystemClass::Register_Post_Load_Callback(this);
- if (Mass < 0.01f) {
- Mass = 0.01f;
- }
- MassInv = 1.0f / Mass;
- return true;
- }
- /***********************************************************************************************
- * MoveablePhysClass::On_Post_Load -- Post-Load callback for MoveablePhysClass *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 2/11/2000 gth : Created. *
- *=============================================================================================*/
- void MoveablePhysClass::On_Post_Load(void)
- {
- DynamicPhysClass::On_Post_Load();
-
- // Force our carrier to get correctly linked up, the way I do this
- // is to just clear it out and call the Set_Carrier function again.
- PhysClass * tmp_carrier = Carrier;
- Carrier = NULL;
- Link_To_Carrier(tmp_carrier);
- }
- /***********************************************************************************************
- **
- ** MoveablePhysDefClass Implementation
- **
- ***********************************************************************************************/
- /*
- ** Chunk ID's used by MoveablePhysDefClass
- */
- enum
- {
- MOVEABLEPHYSDEF_CHUNK_PHYSDEF = 0x04486000, // obsolete parent class
- MOVEABLEPHYSDEF_CHUNK_VARIABLES,
- MOVEABLEPHYSDEF_CHUNK_DYNAMICPHYSDEF, // current parent class
- MOVEABLEPHYSDEF_VARIABLE_MASS = 0x00,
- MOVEABLEPHYSDEF_VARIABLE_GRAVSCALE,
- MOVEABLEPHYSDEF_VARIABLE_ELASTICITY,
- MOVEABLEPHYSDEF_VARIABLE_CINEMATICCOLLISIONMODE,
- };
- MoveablePhysDefClass::MoveablePhysDefClass(void) :
- Mass(1.0f),
- GravScale(1.0f),
- Elasticity(0.1f),
- CinematicCollisionMode(CINEMATIC_COLLISION_PUSH)
- {
- // make our parameters editable!
- FLOAT_EDITABLE_PARAM(MoveablePhysDefClass, Mass, 0.01f, 100000.0f);
- FLOAT_EDITABLE_PARAM(MoveablePhysDefClass, GravScale, 0.0f, 10.0f);
- FLOAT_EDITABLE_PARAM(MoveablePhysDefClass, Elasticity, 0.0f, 1.0f);
- #ifdef PARAM_EDITING_ON
- EnumParameterClass *cinematic_param = new EnumParameterClass(&CinematicCollisionMode);
- cinematic_param->Set_Name ("CinematicCollisionMode");
- cinematic_param->Add_Value("NONE",CINEMATIC_COLLISION_NONE);
- cinematic_param->Add_Value("STOP",CINEMATIC_COLLISION_STOP);
- cinematic_param->Add_Value("PUSH",CINEMATIC_COLLISION_PUSH);
- cinematic_param->Add_Value("KILL",CINEMATIC_COLLISION_KILL);
- GENERIC_EDITABLE_PARAM( MoveablePhysDefClass, cinematic_param);
- #endif
- }
- bool MoveablePhysDefClass::Save(ChunkSaveClass &csave)
- {
- csave.Begin_Chunk(MOVEABLEPHYSDEF_CHUNK_DYNAMICPHYSDEF);
- DynamicPhysDefClass::Save(csave);
- csave.End_Chunk();
- csave.Begin_Chunk(MOVEABLEPHYSDEF_CHUNK_VARIABLES);
- WRITE_MICRO_CHUNK(csave,MOVEABLEPHYSDEF_VARIABLE_MASS,Mass);
- WRITE_MICRO_CHUNK(csave,MOVEABLEPHYSDEF_VARIABLE_GRAVSCALE,GravScale);
- WRITE_MICRO_CHUNK(csave,MOVEABLEPHYSDEF_VARIABLE_ELASTICITY,Elasticity);
- WRITE_MICRO_CHUNK(csave,MOVEABLEPHYSDEF_VARIABLE_CINEMATICCOLLISIONMODE,CinematicCollisionMode);
- csave.End_Chunk();
- return true;
- }
- bool MoveablePhysDefClass::Load(ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case MOVEABLEPHYSDEF_CHUNK_PHYSDEF:
- PhysDefClass::Load(cload);
- break;
- case MOVEABLEPHYSDEF_CHUNK_DYNAMICPHYSDEF:
- DynamicPhysDefClass::Load(cload);
- break;
- case MOVEABLEPHYSDEF_CHUNK_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK(cload,MOVEABLEPHYSDEF_VARIABLE_MASS,Mass);
- READ_MICRO_CHUNK(cload,MOVEABLEPHYSDEF_VARIABLE_GRAVSCALE,GravScale);
- READ_MICRO_CHUNK(cload,MOVEABLEPHYSDEF_VARIABLE_ELASTICITY,Elasticity);
- READ_MICRO_CHUNK(cload,MOVEABLEPHYSDEF_VARIABLE_CINEMATICCOLLISIONMODE,CinematicCollisionMode);
- }
- 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;
- }
- bool MoveablePhysDefClass::Is_Type(const char * type_name)
- {
- if (stricmp(type_name,MoveablePhysDefClass::Get_Type_Name()) == 0) {
- return true;
- } else {
- return DynamicPhysDefClass::Is_Type(type_name);
- }
- }
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