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CnC_Renegade/Code/wwphys/movephys.h

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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