629 lines
29 KiB
C++
629 lines
29 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/movephys.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 11/24/01 5:40p $*
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* *
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* $Revision:: 47 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* MoveablePhysClass::MoveablePhysClass -- Constructor *
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* MoveablePhysClass::~MoveablePhysClass -- Destructor *
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* MoveablePhysClass::Post_Timestep_Process -- perform post-timestep processing *
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* MoveablePhysClass::Update_Shadow -- Update the shadow for this object *
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* MoveablePhysClass::Allocate_Shadow -- ensure that a shadow object is allocated *
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* MoveablePhysClass::Release_Shadow -- release the shadow object *
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* MoveablePhysClass::Get_Shadow_Blob_Box -- Return the object space AABox for the shadow *
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* MoveablePhysClass::Link_To_Carrier -- Link this object to a carrier object *
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* MoveablePhysClass::Peek_Carrier_Sub_Object -- returns the carrier sub object pointer *
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* MoveablePhysClass::Save -- persistant object save support *
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* MoveablePhysClass::Load -- persistant object load support *
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* MoveablePhysClass::On_Post_Load -- Post-Load callback for MoveablePhysClass *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#include "movephys.h"
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#include "colmathaabox.h"
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#include "pscene.h"
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#include "dyntexproject.h"
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#include "chunkio.h"
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#include "saveload.h"
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#include "wwhack.h"
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#include "assetmgr.h"
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#include "physcoltest.h"
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#include "light.h"
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DECLARE_FORCE_LINK(movephys);
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#define SINGLE_SHADOW_CODE 1
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#define TRUE_PERSPECTIVE_SHADOWS 0
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/***********************************************************************************************
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**
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** MoveablePhysClass Implementation
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**
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***********************************************************************************************/
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/*
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** Chunk ID's used by MoveablePhysClass
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*/
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enum
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{
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MOVEABLE_CHUNK_PHYS = 0x00803000, // obsolete parent class
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MOVEABLE_CHUNK_VARIABLES,
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MOVEABLE_CHUNK_DYNAMICPHYS, // current parent class
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MOVEABLE_VARIABLE_MASS = 0x00,
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MOVEABLE_VARIABLE_GRAVSCALE,
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MOVEABLE_VARIABLE_ELASTICITY,
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MOVEABLE_VARIABLE_CONTROLLER,
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MOVEABLE_VARIABLE_CARRIER,
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};
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/***********************************************************************************************
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* MoveablePhysClass::MoveablePhysClass -- Constructor *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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*=============================================================================================*/
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MoveablePhysClass::MoveablePhysClass(void) :
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Mass(1.0f),
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MassInv(1.0f),
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GravScale(1.0f),
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Elasticity(0.5f),
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Controller(NULL),
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Carrier(NULL),
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CarrierSubObject(NULL),
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ShadowManager(*this)
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{
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}
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/***********************************************************************************************
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* MoveablePhysClass::~MoveablePhysClass -- Destructor *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 12/21/99 gth : Created. *
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*=============================================================================================*/
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MoveablePhysClass::~MoveablePhysClass(void)
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{
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Link_To_Carrier(NULL);
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}
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/***********************************************************************************************
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* MoveablePhysClass::Init -- inits from a MoveablePhysDefClass *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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*=============================================================================================*/
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void MoveablePhysClass::Init(const MoveablePhysDefClass & def)
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{
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Mass = def.Mass;
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MassInv = 1.0f / Mass;
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GravScale = def.GravScale;
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Elasticity = def.Elasticity;
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DynamicPhysClass::Init(def);
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}
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/***********************************************************************************************
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* MoveablePhysClass::Definition_Changed -- recopy an cached constants from our def *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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*=============================================================================================*/
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void MoveablePhysClass::Definition_Changed(void)
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{
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DynamicPhysClass::Definition_Changed();
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MoveablePhysDefClass * def = (MoveablePhysDefClass *)Definition;
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Mass = def->Mass;
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MassInv = 1.0f / Mass;
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GravScale = def->GravScale;
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Elasticity = def->Elasticity;
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}
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/***********************************************************************************************
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* MoveablePhysClass::Post_Timestep_Process -- perform post-timestep processing *
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* *
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* MoveablePhysClass's update their shadow objects in post-timestep if needed. *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 1/4/00 gth : Created. *
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*=============================================================================================*/
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void MoveablePhysClass::Post_Timestep_Process(void)
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{
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ShadowManager.Update_Shadow();
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}
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/***********************************************************************************************
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* MoveablePhysClass::Get_Shadow_Blob_Box -- Return the object space AABox for the shadow *
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* *
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* This is only the default implementation which doesn't really do anything useful. Derived *
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* classes should over-ride this!!! *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 1/4/00 gth : Created. *
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*=============================================================================================*/
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void MoveablePhysClass::Get_Shadow_Blob_Box(AABoxClass * set_obj_space_box)
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{
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// NOTE: derived classes should really override this!!!
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WWASSERT(set_obj_space_box != NULL);
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set_obj_space_box->Center.Set(0,0,0);
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set_obj_space_box->Extent.Set(1,1,1);
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}
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/***********************************************************************************************
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* MoveablePhysClass::Link_To_Carrier -- Link this object to a carrier object *
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* *
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* This function will make this object move with the specified carrier object. You can *
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* pass in NULL to clear out the linkage as well. *
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* *
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* INPUT: *
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* carrier - physics object that this object is "standing" on. *
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* carrier_sub_obj - possible render object within the physics object. This makes a *
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* if groundobj is an animated static object for example. *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* This is the only function that should ever call Internal_Link_Rider or Internal_Unlink...*
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* *
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* HISTORY: *
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* 2/11/2000 gth : Created. *
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*=============================================================================================*/
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void MoveablePhysClass::Link_To_Carrier(PhysClass * carrier,RenderObjClass * carrier_sub_obj)
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{
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// If this is the same carrier we already have, just return
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if ((Carrier == carrier) && (CarrierSubObject == carrier_sub_obj)) return;
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// If we had a different carrier, unlink from it
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if (Carrier != NULL) {
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Carrier->Internal_Unlink_Rider(this);
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Carrier = NULL;
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CarrierSubObject = NULL;
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}
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if (carrier) {
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if (carrier->Internal_Link_Rider(this) == true) {
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// only track carriers who are tracking us!
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Carrier = carrier;
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CarrierSubObject = carrier_sub_obj;
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}
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}
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}
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/***********************************************************************************************
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* MoveablePhysClass::Peek_Carrier_Object -- returns the carrier object pointer *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 8/15/2001 tss : Created. *
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*=============================================================================================*/
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PhysClass * MoveablePhysClass::Peek_Carrier_Object(void)
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{
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return Carrier;
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}
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/***********************************************************************************************
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* MoveablePhysClass::Peek_Carrier_Sub_Object -- returns the carrier sub object pointer *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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||
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 7/24/2000 gth : Created. *
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*=============================================================================================*/
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RenderObjClass * MoveablePhysClass::Peek_Carrier_Sub_Object(void)
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{
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return CarrierSubObject;
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}
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/***********************************************************************************************
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* MoveablePhysClass::Cinematic_Move_To -- attempts to teleport to the desired transform *
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* *
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* This function attempts to teleport the object to the desired transform and "pushes" all *
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* dynamic objects out of the way if possible. *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 7/24/2000 gth : Created. *
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*=============================================================================================*/
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bool MoveablePhysClass::Cinematic_Move_To(const Matrix3D &new_tm)
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{
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int cinematic_move_mode = MoveablePhysDefClass::CINEMATIC_COLLISION_PUSH;
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if (Get_MoveablePhysDef() != NULL) {
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cinematic_move_mode = Get_MoveablePhysDef()->CinematicCollisionMode;
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}
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//
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// Check if we can teleport to the desired location.
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//
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NonRefPhysListClass intersection_list;
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bool ok = false;
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if (cinematic_move_mode == MoveablePhysDefClass::CINEMATIC_COLLISION_NONE) {
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ok = true;
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} else {
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ok = Can_Teleport(new_tm, true, &intersection_list);
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}
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//
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// Handle the intersection if needed
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//
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if (!ok) {
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if (cinematic_move_mode == MoveablePhysDefClass::CINEMATIC_COLLISION_PUSH) {
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//
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// Try to shove everyone out of our way!
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// NOTE: this won't work for objects where orientation matters and the object
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// is rotating as part of the teleportation. May have to implement this
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// separately for RBody...
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//
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Vector3 position;
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Get_Position(&position);
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Vector3 move = new_tm.Get_Translation() - position;
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NonRefPhysListIterator it(&intersection_list);
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while (!it.Is_Done()) {
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it.Peek_Obj()->Push(move);
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it.Next();
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}
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} else if (cinematic_move_mode == MoveablePhysDefClass::CINEMATIC_COLLISION_KILL ) {
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//
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// Try to kill all objects intersecting us at the destination point
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||
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//
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NonRefPhysListIterator it(&intersection_list);
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while (!it.Is_Done()) {
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||
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|
||
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//
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// (gth) rbody objects are currently including static objects in
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// the list of intersected objects. Don't kill them please.
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||
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//
|
||
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if (it.Peek_Obj()->As_DynamicPhysClass() != NULL) {
|
||
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it.Peek_Obj()->Expire();
|
||
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}
|
||
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it.Next();
|
||
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}
|
||
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}
|
||
|
|
||
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//
|
||
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// check one more time unless we are in "stop" mode
|
||
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//
|
||
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if (cinematic_move_mode != MoveablePhysDefClass::CINEMATIC_COLLISION_STOP) {
|
||
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ok = Can_Teleport(new_tm, true);
|
||
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}
|
||
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}
|
||
|
|
||
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//
|
||
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// If the position is clear, teleport there
|
||
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//
|
||
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if (ok) {
|
||
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Set_Transform(new_tm);
|
||
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}
|
||
|
|
||
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return ok;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* MoveablePhysClass::Save -- persistant object save support *
|
||
|
* *
|
||
|
* INPUT: *
|
||
|
* *
|
||
|
* OUTPUT: *
|
||
|
* *
|
||
|
* WARNINGS: *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 1/4/00 gth : Created. *
|
||
|
*=============================================================================================*/
|
||
|
bool MoveablePhysClass::Save(ChunkSaveClass &csave)
|
||
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{
|
||
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csave.Begin_Chunk(MOVEABLE_CHUNK_DYNAMICPHYS);
|
||
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DynamicPhysClass::Save(csave);
|
||
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csave.End_Chunk();
|
||
|
|
||
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csave.Begin_Chunk(MOVEABLE_CHUNK_VARIABLES);
|
||
|
WRITE_MICRO_CHUNK(csave,MOVEABLE_VARIABLE_MASS,Mass);
|
||
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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);
|
||
|
}
|
||
|
}
|
||
|
|