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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.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 12/05/01 6:28p $*
- * *
- * $Revision:: 40 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef MOVEPHYS_H
- #define MOVEPHYS_H
- #include "always.h"
- #include "dynamicphys.h"
- #include "matrix3.h"
- #include "dynamicshadowmanager.h"
- class PhysControllerClass;
- class MoveablePhysDefClass;
- class DynTexProjectClass;
- /**
- ** MoveablePhysClass
- ** All objects that can be moved around in the world in some way will support this interface.
- ** This interface defines basic mass and gravity settings and gives access to the object's
- ** velocities.
- */
- class MoveablePhysClass : public DynamicPhysClass
- {
- public:
- MoveablePhysClass(void);
- virtual ~MoveablePhysClass(void);
- void Init(const MoveablePhysDefClass & definition );
- virtual MoveablePhysClass * As_MoveablePhysClass(void) { return this; }
- const MoveablePhysDefClass * Get_MoveablePhysDef(void) { return (MoveablePhysDefClass*)Definition; }
- /*
- ** DEBUGGING, re-initialize this object because our definition changed
- */
- virtual void Definition_Changed(void);
- /*
- ** PhysClass interface.
- ** Post_Timestep_Process - moveable objects update their shadows in post-timestep...
- */
- virtual bool Needs_Timestep(void) { return true; }
- virtual void Post_Timestep_Process(void);
- /*
- ** Physical properites
- */
- virtual void Set_Mass(float mass) { Mass = mass; MassInv = 1.0f / mass; }
- float Get_Mass(void) { return Mass; }
- float Get_Mass_Inv(void) { return MassInv; }
- virtual void Set_Gravity_Multiplier(float grav) { GravScale = grav; }
- float Get_Gravity_Multiplier(void) const { return GravScale; }
- virtual void Set_Elasticity(float e) { Elasticity = e; }
- float Get_Elasticity(void) const { return Elasticity; }
- virtual void Get_Inertia_Inv(Matrix3 * set_I_inv);
- /*
- ** Teleport support
- */
- virtual bool Can_Teleport(const Matrix3D &new_tm, bool check_dyn_only = false,NonRefPhysListClass * result_list = NULL) { return false; }
- virtual bool Can_Teleport_And_Stand(const Matrix3D &new_tm, Matrix3D *out) { *out = new_tm; return false; }
- virtual bool Find_Teleport_Location(const Vector3 &start, float radius, Vector3 *out) { return false; }
- virtual bool Can_Move_To(const Matrix3D &new_tm) { return false; }
- virtual bool Cinematic_Move_To(const Matrix3D & new_tm);
- /*
- ** Controller
- */
- void Set_Controller(PhysControllerClass * control) { Controller = control; }
- PhysControllerClass * Get_Controller(void) { return Controller; }
- /*
- ** Save-Load system
- */
- virtual bool Save (ChunkSaveClass &csave);
- virtual bool Load (ChunkLoadClass &cload);
- virtual void On_Post_Load (void);
-
- /*
- ** Access to the state of the object
- */
- virtual void Get_Velocity(Vector3 * set_vel) const = 0;
- virtual void Set_Velocity(const Vector3 & newvel) { }
- /*
- ** Shadow Casting.
- ** Get_Blob_Shadow_Bounding_Box - Should return a tight object-space aabox; used for shadow blobs
- */
- virtual void Get_Shadow_Blob_Box(AABoxClass * set_obj_space_box);
- virtual bool Is_Casting_Shadow(void) { return ShadowManager.Is_Casting_Shadow(); }
- /*
- ** Rider support. All moveable objects can be riders.
- */
- virtual void Link_To_Carrier(PhysClass * carrier,RenderObjClass * carrier_sub_obj = NULL);
- virtual PhysClass * Peek_Carrier_Object(void); // TSS added 08-15-01
- virtual RenderObjClass * Peek_Carrier_Sub_Object(void);
- protected:
- float Mass;
- float MassInv;
- float GravScale;
- float Elasticity;
-
- PhysControllerClass * Controller;
- PhysClass * Carrier;
- RenderObjClass * CarrierSubObject;
- DynamicShadowManagerClass ShadowManager;
- // Not Implemented:
- MoveablePhysClass(const MoveablePhysClass &);
- MoveablePhysClass & operator = (const MoveablePhysClass &);
- };
- inline void MoveablePhysClass::Get_Inertia_Inv(Matrix3 * set_I_inv)
- {
- set_I_inv->Make_Identity();
- (*set_I_inv)[0][0] = MassInv;
- (*set_I_inv)[1][1] = MassInv;
- (*set_I_inv)[2][2] = MassInv;
- }
- /*
- ** MoveablePhysDefClass
- ** Initialization Structure/Factory/Editor Integration for a MoveablePhysClass
- */
- class MoveablePhysDefClass : public DynamicPhysDefClass
- {
- public:
-
- MoveablePhysDefClass(void);
-
- // From PhysDefClass
- virtual const char * Get_Type_Name(void) { return "MoveablePhysDef"; }
- virtual bool Is_Type(const char *);
- // From PersistClass
- virtual bool Save(ChunkSaveClass &csave);
- virtual bool Load(ChunkLoadClass &cload);
- // In-Game Editing (DEBUGGING/TESTING ONLY)
- float Get_Mass(void) { return Mass; }
- float Get_Grav_Scale(void) { return GravScale; }
- void Set_Mass(float new_mass) { Mass = new_mass; }
- void Set_Grav_Scale(float new_g){ GravScale = new_g; }
- // Editable interface requirements
- DECLARE_EDITABLE(MoveablePhysDefClass,DynamicPhysDefClass);
- protected:
- float Mass;
- float GravScale;
- float Elasticity;
- enum {
- CINEMATIC_COLLISION_NONE = 0,
- CINEMATIC_COLLISION_STOP,
- CINEMATIC_COLLISION_PUSH,
- CINEMATIC_COLLISION_KILL
- };
-
- int CinematicCollisionMode;
-
- friend class MoveablePhysClass;
- };
- #endif
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