582 lines
17 KiB
C++
582 lines
17 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/staticanimphys.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 8/18/01 6:17p $*
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* *
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* $Revision:: 43 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "staticanimphys.h"
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#include "colmathaabox.h"
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#include "physinttest.h"
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#include "bitstream.h"
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#include "wwphysids.h"
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#include "persistfactory.h"
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#include "simpledefinitionfactory.h"
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#include "movephys.h"
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#include "hanim.h"
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#include "mesh.h"
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#include "boxrobj.h"
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#include "wwhack.h"
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#include "wwprofile.h"
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#include "assetmgr.h"
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#include "vertmaterial.h"
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#include "dx8wrapper.h"
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DECLARE_FORCE_LINK(staticanimphys);
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/********************************************************************************************
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**
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** StaticAnimPhysClass Implementation
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**
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********************************************************************************************/
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/*
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** Declare a PersistFactory for StaticAnimPhysClass. This enables the class to save and load.
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*/
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SimplePersistFactoryClass<StaticAnimPhysClass,PHYSICS_CHUNKID_STATICANIMPHYS> _StaticAnimPhysFactory;
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/*
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** Chunk ID's used by StaticAnimPhysClass
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*/
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enum
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{
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STATICANIMPHYS_CHUNK_STATICPHYS = 0x01170010,
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STATICANIMPHYS_CHUNK_VARIABLES,
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STATICANIMPHYS_CHUNK_ANIMMANAGER,
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OBSOLETE_STATICANIMPHYS_VARIABLE_DEFID = 0x00,
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STATICANIMPHYS_VARIABLE_COLLISIONMODE,
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};
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StaticAnimPhysClass::StaticAnimPhysClass(void) :
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AnimManager(*this),
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ShadowProjector(NULL)
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{
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Set_Collision_Group(0xF); //Hardcoding this???
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}
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StaticAnimPhysClass::~StaticAnimPhysClass(void)
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{
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if (ShadowProjector != NULL) {
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PhysicsSceneClass::Get_Instance()->Remove_Static_Texture_Projector(ShadowProjector);
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ShadowProjector->Release_Ref();
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ShadowProjector = NULL;
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}
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}
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void StaticAnimPhysClass::Init(const StaticAnimPhysDefClass & def)
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{
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StaticPhysClass::Init(def);
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ProjectorManager.Init(def.ProjectorManagerDef,Model);
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AnimManager.Init(def.AnimManagerDef);
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}
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void StaticAnimPhysClass::Set_Model(RenderObjClass * model)
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{
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// call parent class
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StaticPhysClass::Set_Model(model);
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Update_Cached_Model_Parameters();
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}
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void StaticAnimPhysClass::Vis_Render(SpecialRenderInfoClass & rinfo)
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{
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if (Model != NULL) {
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// static anim objects need to render their bounding box so temporarily make it visible:
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int was_hidden = 0;
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RenderObjClass * bbox = Model->Get_Sub_Object_By_Name("BoundingBox");
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if (bbox != NULL) {
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was_hidden = bbox->Is_Hidden();
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bbox->Set_Hidden(false);
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}
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StaticPhysClass::Vis_Render(rinfo);
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if (bbox != NULL) {
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bbox->Set_Hidden(was_hidden);
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bbox->Release_Ref();
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}
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}
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}
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void StaticAnimPhysClass::Update_Cached_Model_Parameters(void)
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{
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// check if there is a collideable mesh in the model and cache a pointer to it.
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AnimManager.Update_Cached_Model_Parameters();
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}
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void StaticAnimPhysClass::Update_Sun_Status(void)
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{
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float MAX_XYSIZE2 = 15.0f * 15.0f;
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// weird... well, I cant have all static objects check for the sun but
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// "small" "animated" ones should (like doors and elevators). So, leapfrog
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// past our parent class back to the default behavior. Ug...
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AABoxClass box;
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Model->Get_Obj_Space_Bounding_Box(box);
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float xysize2 = box.Extent.X * box.Extent.X + box.Extent.Y * box.Extent.Y;
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if (xysize2 < MAX_XYSIZE2) {
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PhysClass::Update_Sun_Status();
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} else {
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Set_Flag(IS_IN_THE_SUN,true);
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}
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}
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void StaticAnimPhysClass::Set_Shadow(TexProjectClass * shadow)
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{
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if (ShadowProjector != NULL) {
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PhysicsSceneClass::Get_Instance()->Remove_Static_Texture_Projector(ShadowProjector);
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ShadowProjector->Release_Ref();
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ShadowProjector = NULL;
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}
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ShadowProjector = shadow;
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if (ShadowProjector != NULL) {
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ShadowProjector->Add_Ref();
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ShadowProjector->Enable_Affect_Static_Objects(false);
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PhysicsSceneClass::Get_Instance()->Add_Static_Texture_Projector(ShadowProjector);
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}
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}
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void StaticAnimPhysClass::Debug_Display_Shadow(const Vector2 & v0,const Vector2 & v1)
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{
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if (ShadowProjector != NULL) {
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TextureClass * tex = ShadowProjector->Peek_Texture();
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if (tex != NULL) {
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ShaderClass shader = ShaderClass::_PresetOpaqueShader;
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VertexMaterialClass * vmtl = VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_NODIFFUSE);
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DX8Wrapper::Set_Shader(shader);
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DX8Wrapper::Set_Material(vmtl);
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Matrix4 view,proj;
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Matrix4 identity(true);
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DX8Wrapper::Get_Transform(D3DTS_VIEW,view);
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DX8Wrapper::Get_Transform(D3DTS_PROJECTION,proj);
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DX8Wrapper::Set_Transform(D3DTS_WORLD,identity);
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DX8Wrapper::Set_Transform(D3DTS_VIEW,identity);
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DX8Wrapper::Set_Transform(D3DTS_PROJECTION,identity);
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DX8Wrapper::Set_Texture(0,tex);
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DynamicVBAccessClass vbaccess(BUFFER_TYPE_DYNAMIC_DX8,dynamic_fvf_type,4);
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{
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DynamicVBAccessClass::WriteLockClass lock(&vbaccess);
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VertexFormatXYZNDUV2 * verts = lock.Get_Formatted_Vertex_Array();
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verts[0].x = -1.0f;
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verts[0].y = 0.8f;
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verts[0].z = 0.0;
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verts[0].u1 = 0.0f;
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verts[0].v1 = 0.0f;
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verts[0].diffuse = 0xFFFFFFFF;
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verts[1].x = -1.0f;
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verts[1].y = 0.3f;
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verts[1].z = 0.0;
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verts[1].u1 = 0.0f;
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verts[1].v1 = 1.0f;
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verts[1].diffuse = 0xFFFFFFFF;
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verts[2].x = -0.5f;
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verts[2].y = 0.3f;
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verts[2].z = 0.0;
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verts[2].u1 = 1.0f;
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verts[2].v1 = 1.0f;
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verts[2].diffuse = 0xFFFFFFFF;
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verts[3].x = -0.5f;
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verts[3].y = 0.8f;
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verts[3].z = 0.0;
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verts[3].u1 = 1.0f;
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verts[3].v1 = 0.0f;
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verts[3].diffuse = 0xFFFFFFFF;
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}
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DynamicIBAccessClass ibaccess(BUFFER_TYPE_DYNAMIC_DX8,2*3);
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{
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DynamicIBAccessClass::WriteLockClass lock(&ibaccess);
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unsigned short * indices = lock.Get_Index_Array();
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indices[0] = 0;
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indices[1] = 1;
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indices[2] = 2;
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indices[3] = 0;
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indices[4] = 2;
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indices[5] = 3;
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}
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DX8Wrapper::Set_Vertex_Buffer(vbaccess);
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DX8Wrapper::Set_Index_Buffer(ibaccess,0);
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DX8Wrapper::Draw_Triangles(0,2,0,4);
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DX8Wrapper::Set_Transform(D3DTS_VIEW,view);
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DX8Wrapper::Set_Transform(D3DTS_PROJECTION,proj);
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REF_PTR_RELEASE(vmtl);
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}
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}
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}
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bool StaticAnimPhysClass::Needs_Timestep(void)
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{
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return true;
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}
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void StaticAnimPhysClass::Timestep(float dt)
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{
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WWPROFILE("StaticAnim::Timestep");
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/*
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** Let the animation manager handle progressing the animation, checking
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** for collisions, and managing any "riders"
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*/
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AnimManager.Timestep(dt);
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/*
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** update projectors
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*/
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ProjectorManager.Update_From_Model(Model);
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}
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bool StaticAnimPhysClass::Internal_Link_Rider(PhysClass * rider)
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{
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AnimManager.Link_Rider(rider);
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return true;
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}
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bool StaticAnimPhysClass::Internal_Unlink_Rider(PhysClass * rider)
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{
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AnimManager.Unlink_Rider(rider);
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return true;
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}
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void StaticAnimPhysClass::Save_State(ChunkSaveClass & csave)
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{
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csave.Begin_Chunk(STATICANIMPHYS_CHUNK_ANIMMANAGER);
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AnimManager.Save(csave);
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csave.End_Chunk();
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}
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void StaticAnimPhysClass::Load_State(ChunkLoadClass & cload)
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID())
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{
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case STATICANIMPHYS_CHUNK_ANIMMANAGER:
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AnimManager.Load(cload);
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break;
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default:
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WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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}
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const PersistFactoryClass & StaticAnimPhysClass::Get_Factory(void) const
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{
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return _StaticAnimPhysFactory;
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}
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bool StaticAnimPhysClass::Save(ChunkSaveClass &csave)
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{
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csave.Begin_Chunk(STATICANIMPHYS_CHUNK_STATICPHYS);
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StaticPhysClass::Save(csave);
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csave.End_Chunk();
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csave.Begin_Chunk(STATICANIMPHYS_CHUNK_ANIMMANAGER);
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AnimManager.Save(csave);
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csave.End_Chunk();
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return true;
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}
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bool StaticAnimPhysClass::Load(ChunkLoadClass &cload)
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{
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int legacy_collision_mode = -1;
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/*
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** Read in the chunks from the file
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*/
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID())
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{
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case STATICANIMPHYS_CHUNK_STATICPHYS:
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StaticPhysClass::Load(cload);
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break;
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case STATICANIMPHYS_CHUNK_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK(cload,STATICANIMPHYS_VARIABLE_COLLISIONMODE,legacy_collision_mode);
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}
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cload.Close_Micro_Chunk();
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}
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break;
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case STATICANIMPHYS_CHUNK_ANIMMANAGER:
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AnimManager.Load(cload);
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break;
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default:
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WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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break;
|
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}
|
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cload.Close_Chunk();
|
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}
|
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|
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if (legacy_collision_mode != -1) {
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AnimManager.Set_Collision_Mode((AnimCollisionManagerClass::CollisionModeType)legacy_collision_mode);
|
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}
|
||
|
|
||
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SaveLoadSystemClass::Register_Post_Load_Callback(this);
|
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return true;
|
||
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}
|
||
|
|
||
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void StaticAnimPhysClass::On_Post_Load(void)
|
||
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{
|
||
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StaticPhysClass::On_Post_Load();
|
||
|
|
||
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/*
|
||
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** Always re-initialize any variables which depend on the model
|
||
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*/
|
||
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Update_Cached_Model_Parameters();
|
||
|
|
||
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/*
|
||
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** Re-Initialize our projector.
|
||
|
*/
|
||
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StaticAnimPhysDefClass * definition = Get_StaticAnimPhysDef();
|
||
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if (definition != NULL) {
|
||
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ProjectorManager.Init(definition->ProjectorManagerDef,Model);
|
||
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}
|
||
|
|
||
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}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/********************************************************************************************
|
||
|
**
|
||
|
** 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;
|
||
|
}
|
||
|
|