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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/staticanimphys.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 8/18/01 6:17p $*
- * *
- * $Revision:: 43 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "staticanimphys.h"
- #include "colmathaabox.h"
- #include "physinttest.h"
- #include "bitstream.h"
- #include "wwphysids.h"
- #include "persistfactory.h"
- #include "simpledefinitionfactory.h"
- #include "movephys.h"
- #include "hanim.h"
- #include "mesh.h"
- #include "boxrobj.h"
- #include "wwhack.h"
- #include "wwprofile.h"
- #include "assetmgr.h"
- #include "vertmaterial.h"
- #include "dx8wrapper.h"
- DECLARE_FORCE_LINK(staticanimphys);
- /********************************************************************************************
- **
- ** StaticAnimPhysClass Implementation
- **
- ********************************************************************************************/
- /*
- ** Declare a PersistFactory for StaticAnimPhysClass. This enables the class to save and load.
- */
- SimplePersistFactoryClass<StaticAnimPhysClass,PHYSICS_CHUNKID_STATICANIMPHYS> _StaticAnimPhysFactory;
- /*
- ** Chunk ID's used by StaticAnimPhysClass
- */
- enum
- {
- STATICANIMPHYS_CHUNK_STATICPHYS = 0x01170010,
- STATICANIMPHYS_CHUNK_VARIABLES,
- STATICANIMPHYS_CHUNK_ANIMMANAGER,
- OBSOLETE_STATICANIMPHYS_VARIABLE_DEFID = 0x00,
- STATICANIMPHYS_VARIABLE_COLLISIONMODE,
- };
- StaticAnimPhysClass::StaticAnimPhysClass(void) :
- AnimManager(*this),
- ShadowProjector(NULL)
- {
- Set_Collision_Group(0xF); //Hardcoding this???
- }
- StaticAnimPhysClass::~StaticAnimPhysClass(void)
- {
- if (ShadowProjector != NULL) {
- PhysicsSceneClass::Get_Instance()->Remove_Static_Texture_Projector(ShadowProjector);
- ShadowProjector->Release_Ref();
- ShadowProjector = NULL;
- }
- }
- void StaticAnimPhysClass::Init(const StaticAnimPhysDefClass & def)
- {
- StaticPhysClass::Init(def);
- ProjectorManager.Init(def.ProjectorManagerDef,Model);
- AnimManager.Init(def.AnimManagerDef);
- }
- void StaticAnimPhysClass::Set_Model(RenderObjClass * model)
- {
- // call parent class
- StaticPhysClass::Set_Model(model);
- Update_Cached_Model_Parameters();
- }
- void StaticAnimPhysClass::Vis_Render(SpecialRenderInfoClass & rinfo)
- {
- if (Model != NULL) {
- // static anim objects need to render their bounding box so temporarily make it visible:
- int was_hidden = 0;
- RenderObjClass * bbox = Model->Get_Sub_Object_By_Name("BoundingBox");
- if (bbox != NULL) {
- was_hidden = bbox->Is_Hidden();
- bbox->Set_Hidden(false);
- }
- StaticPhysClass::Vis_Render(rinfo);
- if (bbox != NULL) {
- bbox->Set_Hidden(was_hidden);
- bbox->Release_Ref();
- }
- }
- }
- void StaticAnimPhysClass::Update_Cached_Model_Parameters(void)
- {
- // check if there is a collideable mesh in the model and cache a pointer to it.
- AnimManager.Update_Cached_Model_Parameters();
- }
- void StaticAnimPhysClass::Update_Sun_Status(void)
- {
- float MAX_XYSIZE2 = 15.0f * 15.0f;
- // weird... well, I cant have all static objects check for the sun but
- // "small" "animated" ones should (like doors and elevators). So, leapfrog
- // past our parent class back to the default behavior. Ug...
- AABoxClass box;
- Model->Get_Obj_Space_Bounding_Box(box);
- float xysize2 = box.Extent.X * box.Extent.X + box.Extent.Y * box.Extent.Y;
- if (xysize2 < MAX_XYSIZE2) {
- PhysClass::Update_Sun_Status();
- } else {
- Set_Flag(IS_IN_THE_SUN,true);
- }
- }
- void StaticAnimPhysClass::Set_Shadow(TexProjectClass * shadow)
- {
- if (ShadowProjector != NULL) {
- PhysicsSceneClass::Get_Instance()->Remove_Static_Texture_Projector(ShadowProjector);
- ShadowProjector->Release_Ref();
- ShadowProjector = NULL;
- }
- ShadowProjector = shadow;
- if (ShadowProjector != NULL) {
- ShadowProjector->Add_Ref();
- ShadowProjector->Enable_Affect_Static_Objects(false);
- PhysicsSceneClass::Get_Instance()->Add_Static_Texture_Projector(ShadowProjector);
- }
- }
- void StaticAnimPhysClass::Debug_Display_Shadow(const Vector2 & v0,const Vector2 & v1)
- {
- if (ShadowProjector != NULL) {
- TextureClass * tex = ShadowProjector->Peek_Texture();
- if (tex != NULL) {
- ShaderClass shader = ShaderClass::_PresetOpaqueShader;
- VertexMaterialClass * vmtl = VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_NODIFFUSE);
-
- DX8Wrapper::Set_Shader(shader);
- DX8Wrapper::Set_Material(vmtl);
- Matrix4 view,proj;
- Matrix4 identity(true);
- DX8Wrapper::Get_Transform(D3DTS_VIEW,view);
- DX8Wrapper::Get_Transform(D3DTS_PROJECTION,proj);
- DX8Wrapper::Set_Transform(D3DTS_WORLD,identity);
- DX8Wrapper::Set_Transform(D3DTS_VIEW,identity);
- DX8Wrapper::Set_Transform(D3DTS_PROJECTION,identity);
-
- DX8Wrapper::Set_Texture(0,tex);
- DynamicVBAccessClass vbaccess(BUFFER_TYPE_DYNAMIC_DX8,dynamic_fvf_type,4);
- {
- DynamicVBAccessClass::WriteLockClass lock(&vbaccess);
- VertexFormatXYZNDUV2 * verts = lock.Get_Formatted_Vertex_Array();
- verts[0].x = -1.0f;
- verts[0].y = 0.8f;
- verts[0].z = 0.0;
- verts[0].u1 = 0.0f;
- verts[0].v1 = 0.0f;
- verts[0].diffuse = 0xFFFFFFFF;
- verts[1].x = -1.0f;
- verts[1].y = 0.3f;
- verts[1].z = 0.0;
- verts[1].u1 = 0.0f;
- verts[1].v1 = 1.0f;
- verts[1].diffuse = 0xFFFFFFFF;
- verts[2].x = -0.5f;
- verts[2].y = 0.3f;
- verts[2].z = 0.0;
- verts[2].u1 = 1.0f;
- verts[2].v1 = 1.0f;
- verts[2].diffuse = 0xFFFFFFFF;
- verts[3].x = -0.5f;
- verts[3].y = 0.8f;
- verts[3].z = 0.0;
- verts[3].u1 = 1.0f;
- verts[3].v1 = 0.0f;
- verts[3].diffuse = 0xFFFFFFFF;
- }
- DynamicIBAccessClass ibaccess(BUFFER_TYPE_DYNAMIC_DX8,2*3);
- {
- DynamicIBAccessClass::WriteLockClass lock(&ibaccess);
- unsigned short * indices = lock.Get_Index_Array();
- indices[0] = 0;
- indices[1] = 1;
- indices[2] = 2;
- indices[3] = 0;
- indices[4] = 2;
- indices[5] = 3;
- }
- DX8Wrapper::Set_Vertex_Buffer(vbaccess);
- DX8Wrapper::Set_Index_Buffer(ibaccess,0);
- DX8Wrapper::Draw_Triangles(0,2,0,4);
- DX8Wrapper::Set_Transform(D3DTS_VIEW,view);
- DX8Wrapper::Set_Transform(D3DTS_PROJECTION,proj);
- REF_PTR_RELEASE(vmtl);
- }
- }
- }
- bool StaticAnimPhysClass::Needs_Timestep(void)
- {
- return true;
- }
- void StaticAnimPhysClass::Timestep(float dt)
- {
- WWPROFILE("StaticAnim::Timestep");
- /*
- ** Let the animation manager handle progressing the animation, checking
- ** for collisions, and managing any "riders"
- */
- AnimManager.Timestep(dt);
- /*
- ** update projectors
- */
- ProjectorManager.Update_From_Model(Model);
- }
- bool StaticAnimPhysClass::Internal_Link_Rider(PhysClass * rider)
- {
- AnimManager.Link_Rider(rider);
- return true;
- }
- bool StaticAnimPhysClass::Internal_Unlink_Rider(PhysClass * rider)
- {
- AnimManager.Unlink_Rider(rider);
- return true;
- }
- void StaticAnimPhysClass::Save_State(ChunkSaveClass & csave)
- {
- csave.Begin_Chunk(STATICANIMPHYS_CHUNK_ANIMMANAGER);
- AnimManager.Save(csave);
- csave.End_Chunk();
- }
- void StaticAnimPhysClass::Load_State(ChunkLoadClass & cload)
- {
- while (cload.Open_Chunk()) {
-
- switch(cload.Cur_Chunk_ID())
- {
- case STATICANIMPHYS_CHUNK_ANIMMANAGER:
- AnimManager.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();
- }
- }
- const PersistFactoryClass & StaticAnimPhysClass::Get_Factory(void) const
- {
- return _StaticAnimPhysFactory;
- }
- bool StaticAnimPhysClass::Save(ChunkSaveClass &csave)
- {
- csave.Begin_Chunk(STATICANIMPHYS_CHUNK_STATICPHYS);
- StaticPhysClass::Save(csave);
- csave.End_Chunk();
- csave.Begin_Chunk(STATICANIMPHYS_CHUNK_ANIMMANAGER);
- AnimManager.Save(csave);
- csave.End_Chunk();
-
- return true;
- }
- bool StaticAnimPhysClass::Load(ChunkLoadClass &cload)
- {
- int legacy_collision_mode = -1;
- /*
- ** Read in the chunks from the file
- */
- while (cload.Open_Chunk()) {
-
- switch(cload.Cur_Chunk_ID())
- {
- case STATICANIMPHYS_CHUNK_STATICPHYS:
- StaticPhysClass::Load(cload);
- break;
- case STATICANIMPHYS_CHUNK_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK(cload,STATICANIMPHYS_VARIABLE_COLLISIONMODE,legacy_collision_mode);
- }
- cload.Close_Micro_Chunk();
- }
- break;
-
- case STATICANIMPHYS_CHUNK_ANIMMANAGER:
- AnimManager.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();
- }
- if (legacy_collision_mode != -1) {
- AnimManager.Set_Collision_Mode((AnimCollisionManagerClass::CollisionModeType)legacy_collision_mode);
- }
- SaveLoadSystemClass::Register_Post_Load_Callback(this);
- return true;
- }
- void StaticAnimPhysClass::On_Post_Load(void)
- {
- StaticPhysClass::On_Post_Load();
- /*
- ** Always re-initialize any variables which depend on the model
- */
- Update_Cached_Model_Parameters();
- /*
- ** Re-Initialize our projector.
- */
- StaticAnimPhysDefClass * definition = Get_StaticAnimPhysDef();
- if (definition != NULL) {
- ProjectorManager.Init(definition->ProjectorManagerDef,Model);
- }
- }
- /********************************************************************************************
- **
- ** StaticAnimPhysDefClass Implementation
- **
- ** Virtual constructor mechanism for StaticAnimPhysClass's and also the hook into the editor
- **
- ********************************************************************************************/
- /*
- ** Persist factory for StaticAnimPhysDefClass's
- */
- SimplePersistFactoryClass<StaticAnimPhysDefClass,PHYSICS_CHUNKID_STATICANIMPHYSDEF> _StaticAnimPhysDefFactory;
- /*
- ** Definition factory for StaticAnimPhysDefClass. This makes it show up in the editor
- */
- DECLARE_DEFINITION_FACTORY(StaticAnimPhysDefClass, CLASSID_STATICANIMPHYSDEF, "StaticAnimPhys") _StaticAnimPhysDefDefFactory;
- /*
- ** Chunk ID's used by StaticAnimPhysDefClass
- */
- enum
- {
- STATICANIMPHYSDEF_CHUNK_STATICPHYSDEF = 0x055110100, // (parent class)
- STATICANIMPHYSDEF_CHUNK_PROJECTORMANAGERDEF,
- STATICANIMPHYSDEF_CHUNK_VARIABLES,
- STATICANIMPHYSDEF_CHUNK_ANIMMANAGERDEF,
- STATICANIMPHYSDEF_VARIABLE_COLLISIONMODE = 0x00,
- STATICANIMPHYSDEF_VARIABLE_SHADOWDYNAMICOBJS,
- STATICANIMPHYSDEF_VARIABLE_SHADOWISADDITIVE,
- STATICANIMPHYSDEF_VARIABLE_SHADOWIGNORESZROTATION,
- STATICANIMPHYSDEF_VARIABLE_SHADOWFARZ,
- STATICANIMPHYSDEF_VARIABLE_SHADOWINTENSITY,
- STATICANIMPHYSDEF_VARIABLE_SHADOWNEARZ,
- STATICANIMPHYSDEF_VARIABLE_ANIMATIONNAME,
- STATICANIMPHYSDEF_VARIABLE_COLLIDEINPATHFIND,
- STATICANIMPHYSDEF_VARIABLE_ISCOSMETIC,
- };
- StaticAnimPhysDefClass::StaticAnimPhysDefClass(void) :
- ShadowDynamicObjs(false),
- ShadowIsAdditive(false),
- ShadowIgnoresZRotation(true),
- ShadowNearZ(0.5f),
- ShadowFarZ(5.0f),
- ShadowIntensity(0.5f),
- DoesCollideInPathfind(false),
- IsCosmetic(false)
- {
- // Add the misc flags to the editable interface
- EDITABLE_PARAM(StaticAnimPhysDefClass, ParameterClass::TYPE_BOOL, IsCosmetic);
- EDITABLE_PARAM(StaticAnimPhysDefClass, ParameterClass::TYPE_BOOL, DoesCollideInPathfind);
- // Make the animation manager variables editable
- ANIMCOLLISIONMANAGERDEF_EDITABLE_PARAMS( StaticAnimPhysDefClass , AnimManagerDef );
- // Make the projector manager variables editable
- PROJECTORMANAGERDEF_EDITABLE_PARAMS( StaticAnimPhysDefClass , ProjectorManagerDef );
- // make the shadow parameters editable
- PARAM_SEPARATOR(StaticAnimPhysDefClass, "Shadow Settings");
- EDITABLE_PARAM(StaticAnimPhysDefClass, ParameterClass::TYPE_BOOL, ShadowDynamicObjs);
- EDITABLE_PARAM(StaticAnimPhysDefClass, ParameterClass::TYPE_BOOL, ShadowIsAdditive);
- EDITABLE_PARAM(StaticAnimPhysDefClass, ParameterClass::TYPE_BOOL, ShadowIgnoresZRotation);
- FLOAT_EDITABLE_PARAM(StaticAnimPhysDefClass, ShadowNearZ, 1.0f, 100.0f);
- FLOAT_EDITABLE_PARAM(StaticAnimPhysDefClass, ShadowFarZ, 1.0f, 100.0f);
- FLOAT_EDITABLE_PARAM(StaticAnimPhysDefClass, ShadowIntensity, 0.0f, 1.0f);
- }
- uint32 StaticAnimPhysDefClass::Get_Class_ID (void) const
- {
- return CLASSID_STATICANIMPHYSDEF;
- }
- PersistClass * StaticAnimPhysDefClass::Create(void) const
- {
- StaticAnimPhysClass * obj = NEW_REF(StaticAnimPhysClass,());
- obj->Init(*this);
- return obj;
- }
- const PersistFactoryClass & StaticAnimPhysDefClass::Get_Factory (void) const
- {
- return _StaticAnimPhysDefFactory;
- }
- bool StaticAnimPhysDefClass::Is_Type(const char * type_name)
- {
- if (stricmp(type_name,StaticAnimPhysDefClass::Get_Type_Name()) == 0) {
- return true;
- } else {
- return StaticPhysDefClass::Is_Type(type_name);
- }
- }
- bool StaticAnimPhysDefClass::Save(ChunkSaveClass &csave)
- {
- csave.Begin_Chunk(STATICANIMPHYSDEF_CHUNK_STATICPHYSDEF);
- StaticPhysDefClass::Save(csave);
- csave.End_Chunk();
- csave.Begin_Chunk(STATICANIMPHYSDEF_CHUNK_PROJECTORMANAGERDEF);
- ProjectorManagerDef.Save(csave);
- csave.End_Chunk();
- csave.Begin_Chunk(STATICANIMPHYSDEF_CHUNK_ANIMMANAGERDEF);
- AnimManagerDef.Save(csave);
- csave.End_Chunk();
- csave.Begin_Chunk(STATICANIMPHYSDEF_CHUNK_VARIABLES);
- WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_SHADOWDYNAMICOBJS,ShadowDynamicObjs);
- WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_SHADOWISADDITIVE,ShadowIsAdditive);
- WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_SHADOWIGNORESZROTATION,ShadowIgnoresZRotation);
- WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_SHADOWFARZ,ShadowFarZ);
- WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_SHADOWINTENSITY,ShadowIntensity);
- WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_SHADOWNEARZ,ShadowNearZ);
- WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_COLLIDEINPATHFIND,DoesCollideInPathfind);
- WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_ISCOSMETIC,IsCosmetic);
- csave.End_Chunk();
- return true;
- }
- bool StaticAnimPhysDefClass::Load(ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case STATICANIMPHYSDEF_CHUNK_STATICPHYSDEF:
- StaticPhysDefClass::Load(cload);
- break;
- case STATICANIMPHYSDEF_CHUNK_PROJECTORMANAGERDEF:
- ProjectorManagerDef.Load(cload);
- break;
- case STATICANIMPHYSDEF_CHUNK_ANIMMANAGERDEF:
- AnimManagerDef.Load(cload);
- break;
- case STATICANIMPHYSDEF_CHUNK_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- // NOTE: these two variables/microchunks have been moved into the animation manager.
- READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_COLLISIONMODE,AnimManagerDef.CollisionMode);
- READ_MICRO_CHUNK_WWSTRING(cload,STATICANIMPHYSDEF_VARIABLE_ANIMATIONNAME,AnimManagerDef.AnimationName);
- READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_SHADOWDYNAMICOBJS,ShadowDynamicObjs);
- READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_SHADOWISADDITIVE,ShadowIsAdditive);
- READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_SHADOWIGNORESZROTATION,ShadowIgnoresZRotation);
- READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_SHADOWFARZ,ShadowFarZ);
- READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_SHADOWINTENSITY,ShadowIntensity);
- READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_SHADOWNEARZ,ShadowNearZ);
- READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_COLLIDEINPATHFIND,DoesCollideInPathfind);
- READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_ISCOSMETIC,IsCosmetic);
- }
- 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;
- }
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