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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/renderobjphys.cpp $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 9/27/00 1:54p $*
- * *
- * $Revision:: 9 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "renderobjphys.h"
- #include "rendobj.h"
- #include "persistfactory.h"
- #include "wwphysids.h"
- /*
- ** Declare a PersistFactory for RenderObjPhysClasses
- */
- SimplePersistFactoryClass<RenderObjPhysClass,PHYSICS_CHUNKID_RENDEROBJPHYS> _RenderObjPhysFactory;
- /*
- ** Chunk ID's used by RenderObjPhysClass
- */
- enum
- {
- RENDEROBJPHYS_CHUNK_PHYS = 0x00099900, // obsolete, old parent class
- RENDEROBJPHYS_CHUNK_DYNAMICPHYS
- };
- /**
- ** RenderObjPhysClass
- ** NOTE: remember that this class is mainly intended just as a simple wrapper around render
- ** objects that are added directly to the physics scene. Normally, only the physics scene
- ** itself will be creating and using these. If you find yourself creating these objects,
- ** consider using DecorationPhysClass instead...
- */
- RenderObjPhysClass::RenderObjPhysClass(void)
- {
- Enable_Is_Pre_Lit(true);
- if (Model) {
- Model->Set_User_Data(this);
- }
- }
- RenderObjPhysClass::~RenderObjPhysClass(void)
- {
- if (Model) {
- Model->Set_User_Data(0);
- }
- }
- void RenderObjPhysClass::Set_Model(RenderObjClass * model)
- {
- if (Model) {
- Model->Set_User_Data(0);
- }
- // Let the base class have the model
- DynamicPhysClass::Set_Model(model);
- if (Model) {
- Model->Set_User_Data(this);
-
- if (Model->Class_ID() == RenderObjClass::CLASSID_HLOD) {
- Enable_Is_Pre_Lit(false);
- } else {
- Enable_Is_Pre_Lit(true);
- }
- }
- }
- const AABoxClass & RenderObjPhysClass::Get_Bounding_Box(void) const
- {
- assert(Model);
- return Model->Get_Bounding_Box();
- }
- const Matrix3D & RenderObjPhysClass::Get_Transform(void) const
- {
- assert(Model);
- return Model->Get_Transform();
- }
- void RenderObjPhysClass::Set_Transform(const Matrix3D & m)
- {
- // Note: this kind of object never causes collisions so we
- // can just warp it to the users desired position. However,
- // we do need to tell the scene that we moved so that
- // it can update us in the culling system
- assert(Model);
- Model->Set_Transform(m);
- Update_Cull_Box();
- }
- bool RenderObjPhysClass::Cast_Ray(PhysRayCollisionTestClass & raytest)
- {
- assert(Model);
- if (Model->Cast_Ray(raytest)) {
- raytest.CollidedPhysObj = this;
- return true;
- }
- return false;
- }
- bool RenderObjPhysClass::Cast_AABox(PhysAABoxCollisionTestClass & boxtest)
- {
- assert(Model);
- if (Model->Cast_AABox(boxtest)) {
- boxtest.CollidedPhysObj = this;
- return true;
- }
- return false;
- }
- bool RenderObjPhysClass::Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest)
- {
- assert(Model);
- if (Model->Cast_OBBox(boxtest)) {
- boxtest.CollidedPhysObj = this;
- return true;
- }
- return false;
- }
- /*
- ** Save-Load System
- */
- const PersistFactoryClass & RenderObjPhysClass::Get_Factory (void) const
- {
- return _RenderObjPhysFactory;
- }
- bool RenderObjPhysClass::Save (ChunkSaveClass &csave)
- {
- csave.Begin_Chunk(RENDEROBJPHYS_CHUNK_DYNAMICPHYS);
- DynamicPhysClass::Save(csave);
- csave.End_Chunk();
- return true;
- }
- bool RenderObjPhysClass::Load (ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk()) {
-
- switch(cload.Cur_Chunk_ID())
- {
- case RENDEROBJPHYS_CHUNK_PHYS:
- PhysClass::Load(cload); // note, legacy loading here... file must be old.
- break;
-
- case RENDEROBJPHYS_CHUNK_DYNAMICPHYS:
- DynamicPhysClass::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 RenderObjPhysClass::On_Post_Load (void)
- {
- DynamicPhysClass::On_Post_Load();
- if (Model) {
- Model->Set_User_Data((void*)this);
- }
- }
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