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CnC_Renegade/Code/Tests/PhysTest/PhysTestDoc.cpp

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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/>.
*/
// PhysTestDoc.cpp : implementation of the CPhysTestDoc class
//
#include "stdafx.h"
#include "PhysTest.h"
#include "PhysTestDoc.h"
#include "MainFrm.h"
#include "DataView.h"
#include "ww3d.h"
#include "ffactory.h"
#include "pscene.h"
#include "light.h"
#include "rcfile.h"
#include "assetmgr.h"
#include "rendobj.h"
#include "chunkio.h"
#include "lev_file.h"
#include "physlist.h"
#include "saveload.h"
#include "chunkio.h"
#include "rawfile.h"
#include "physstaticsavesystem.h"
#include "physdynamicsavesystem.h"
#include "PhysTestSaveSystem.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// Chunk ID's used by PhysTestDoc
enum
{
PHYSTESTDOC_CHUNK_MAINFRAME = 0x03321990,
PHYSTESTDOC_CHUNK_SYSTEMS,
};
/////////////////////////////////////////////////////////////////////////////
// CPhysTestDoc
IMPLEMENT_DYNCREATE(CPhysTestDoc, CDocument)
BEGIN_MESSAGE_MAP(CPhysTestDoc, CDocument)
//{{AFX_MSG_MAP(CPhysTestDoc)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CPhysTestDoc construction/destruction
CPhysTestDoc::CPhysTestDoc() :
Scene(NULL),
Light(NULL),
Origin(NULL)
{
}
CPhysTestDoc::~CPhysTestDoc()
{
if (Scene) {
Scene->Remove_All();
}
REF_PTR_RELEASE(Scene);
REF_PTR_RELEASE(Light);
REF_PTR_RELEASE(Origin);
}
void CPhysTestDoc::Init_Scene(void)
{
if (Scene == NULL)
{
// Instantiate a new scene
Scene = NEW_REF(PhysicsSceneClass,());
Scene->Enable_Dynamic_Projectors(true);
// Were we successful in instantiating the scene object?
ASSERT(Scene);
if (Scene != NULL) {
// Set up some collision groups.
Scene->Enable_All_Collision_Detections(0);
// Set some default ambient lighting
Scene->Set_Ambient_Light(Vector3 (0.5F, 0.5F, 0.5F));
// Create a new scene light
if (Light == NULL) {
Light = NEW_REF(LightClass,(LightClass::DIRECTIONAL));
ASSERT(Light);
if (Light) {
// Create some default light settings
Matrix3D transform(1);
transform.Look_At(Vector3(0,0,0),Vector3(10,10,10),0.0f);
Light->Set_Transform(transform);
Light->Set_Attenuation_Model(LightClass::ATTENUATION_NONE);
Light->Set_Flag (LightClass::NEAR_ATTENUATION, false);
Light->Set_Flag (LightClass::FAR_ATTENUATION, false);
Light->Set_Far_Attenuation_Range (1000000, 1000000);
Light->Set_Intensity(1.0F);
Light->Set_Force_Visible(true);
Light->Set_Ambient(Vector3(0,0,0));
Light->Set_Diffuse(Vector3(1, 1, 1));
Light->Set_Specular(Vector3(1, 1, 1));
// Add this light to the scene
Light->Add(Scene);
}
}
// Create an object at the Origin
if (Origin == NULL) {
ResourceFileClass mesh_file(NULL, "Axes.w3d");
WW3DAssetManager::Get_Instance()->Load_3D_Assets(mesh_file);
Origin = WW3DAssetManager::Get_Instance()->Create_Render_Obj("Axes");
Origin->Set_Transform(Matrix3D(1));
Scene->Add_Render_Object(Origin);
}
}
}
}
/////////////////////////////////////////////////////////////////////////////
// CPhysTestDoc serialization
void CPhysTestDoc::Serialize(CArchive& ar)
{
assert(0);
}
/////////////////////////////////////////////////////////////////////////////
// CPhysTestDoc diagnostics
#ifdef _DEBUG
void CPhysTestDoc::AssertValid() const
{
CDocument::AssertValid();
}
void CPhysTestDoc::Dump(CDumpContext& dc) const
{
CDocument::Dump(dc);
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CPhysTestDoc commands
BOOL CPhysTestDoc::OnNewDocument()
{
if (!CDocument::OnNewDocument())
return FALSE;
if (Scene) {
Scene->Remove_All();
WWASSERT(Light);
if (Light) {
Scene->Add_Render_Object(Light);
}
WWASSERT(Origin);
if (Origin) {
Scene->Add_Render_Object(Origin);
}
// rebuild the list view
Get_Data_View()->Rebuild_Tree();
}
return TRUE;
}
BOOL CPhysTestDoc::OnOpenDocument(LPCTSTR lpszPathName)
{
Load_PHY_File(lpszPathName);
Get_Data_View()->Rebuild_Tree();
return TRUE;
}
BOOL CPhysTestDoc::OnSaveDocument(LPCTSTR lpszPathName)
{
Save_PHY_File(lpszPathName);
return TRUE;
}
///////////////////////////////////////////////////////////////
//
// Load_LEV_File
//
void CPhysTestDoc::Load_LEV_File(LPCTSTR lpszPathName)
{
#if 0
WWASSERT(Scene);
//
// HACK HACK -- Force the current directory to be the directory
// the file is located in.
//
if (::strrchr (lpszPathName, '\\')) {
CString stringTemp = lpszPathName;
stringTemp = stringTemp.Left ((long)::strrchr (lpszPathName, '\\') - (long)lpszPathName);
::SetCurrentDirectory (stringTemp);
WW3D::Add_Search_Path (stringTemp);
}
LPCTSTR extension = ::strrchr (lpszPathName, '.');
ASSERT(::lstrcmpi(extension,".lev") == 0);
// load the LEV
FileClass *file = DefaultFileFactory.Get_File (lpszPathName);
file->Open();
ChunkLoadClass cload(file);
// should see a LEV_CHUNK_LEVEL
cload.Open_Chunk();
WWASSERT(cload.Cur_Chunk_ID() == LEV_CHUNK_LEVEL);
// for now only look for a LEV_CHUNK_MAP
cload.Open_Chunk();
WWASSERT(cload.Cur_Chunk_ID() == LEV_CHUNK_MAP);
// Physics Scene handles the tile map loading
Scene->LEV_Load(cload);
// close the LEV_CHUNK_MAP
cload.Close_Chunk();
// close the LEV_CHUNK_LEVEL
cload.Close_Chunk();
// done with the file!
file->Close();
DefaultFileFactory.Return_File(file);
// Replace our default objects
WWASSERT(Light);
if (Light) {
Scene->Add_Render_Object(Light);
}
WWASSERT(Origin);
if (Origin) {
Scene->Add_Render_Object(Origin);
}
#endif
}
///////////////////////////////////////////////////////////////
//
// Load_W3D_File
//
void CPhysTestDoc::Load_W3D_File(LPCTSTR lpszPathName)
{
WW3DAssetManager::Get_Instance()->Load_3D_Assets(lpszPathName);
// rebuild the list view
Get_Data_View()->Rebuild_Tree();
}
///////////////////////////////////////////////////////////////
//
// Load_PHY_File
//
void CPhysTestDoc::Load_PHY_File(LPCTSTR lpszPathName)
{
RawFileClass file(lpszPathName);
WWASSERT(file);
file.Open(FileClass::READ);
ChunkLoadClass cload(&file);
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case PHYSTESTDOC_CHUNK_SYSTEMS:
SaveLoadSystemClass::Load( cload );
break;
};
cload.Close_Chunk();
}
file.Close();
}
///////////////////////////////////////////////////////////////
//
// Save_PHY_File
//
void CPhysTestDoc::Save_PHY_File(LPCTSTR lpszPathName)
{
RawFileClass file(lpszPathName);
WWASSERT(file);
file.Open(FileClass::WRITE);
ChunkSaveClass csave(&file);
csave.Begin_Chunk(PHYSTESTDOC_CHUNK_SYSTEMS);
SaveLoadSystemClass::Save( csave, _PhysTestSaveSystem );
SaveLoadSystemClass::Save( csave, _PhysStaticDataSaveSystem );
SaveLoadSystemClass::Save( csave, _PhysStaticObjectsSaveSystem );
SaveLoadSystemClass::Save( csave, _PhysDynamicSaveSystem );
csave.End_Chunk();
file.Close();
}
///////////////////////////////////////////////////////////////
//
// Get_Data_View
//
CDataView * CPhysTestDoc::Get_Data_View(void)
{
CDataView * view = NULL;
// Get a pointer to the main window
CMainFrame * mainwnd = (CMainFrame *)::AfxGetMainWnd();
if (mainwnd) {
// Get the pane from the main window
view = (CDataView *)mainwnd->Get_Pane(0,0);
}
// Return a pointer to the tree view
return view;
}
///////////////////////////////////////////////////////////////
//
// Get_Graphic_View
//
CGraphicView * CPhysTestDoc::Get_Graphic_View(void)
{
CGraphicView * view = NULL;
// Get a pointer to the main window
CMainFrame * mainwnd = (CMainFrame *)::AfxGetMainWnd();
if (mainwnd) {
// Get the pane from the main window
view = (CGraphicView *)mainwnd->Get_Pane(0,1);
}
// Return a pointer to the graphic view
return view;
}
///////////////////////////////////////////////////////////////
//
// Add_Physics_Object - add a new object to be simulated
//
void CPhysTestDoc::Add_Physics_Object(PhysClass * obj)
{
if (obj == NULL) return;
if (Scene == NULL) return;
Scene->Add_Dynamic_Object(obj);
// rebuild the list view
Get_Data_View()->Rebuild_Tree();
}
int CPhysTestDoc::Get_Physics_Object_Count(void)
{
PhysListIterator it = Scene->Get_Dynamic_Object_Iterator();
int count = 0;
for (it.First(); !it.Is_Done(); it.Next()) {
count++;
}
return count;
}