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CnC_Renegade/Code/wwphys/staticanimphys.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/>.
*/
/***********************************************************************************************
*** 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;
}