/* ** 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 . */ /*********************************************************************************************** *** 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 : WW3D * * * * $Archive:: /Commando/Code/ww3d2/ringobj.h $* * * * Author:: Jason Andersen * * * * $Modtime:: 3/23/01 7:02p $* * * * $Revision:: 5 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef RINGOBJ_H #define RINGOBJ_H #include "always.h" #include "rendobj.h" #include "w3d_file.h" #include "shader.h" #include "proto.h" #include "obbox.h" #include "quat.h" #include "vector3.h" #include "vector2.h" #include "prim_anim.h" class VertexMaterialClass; typedef LERPAnimationChannelClass RingColorChannelClass; typedef LERPAnimationChannelClass RingAlphaChannelClass; typedef LERPAnimationChannelClass RingScaleChannelClass; /** ** W3dRingStruct ** This structure is used to define a ring object in the W3D file format. */ struct W3dRingStruct { uint32 Version; // file format version uint32 Attributes; // box attributes (above #define's) char Name[2*W3D_NAME_LEN]; // name is in the form . W3dVectorStruct Center; // center of the box W3dVectorStruct Extent; // extent of the box float AnimDuration; // Animation time (in seconds) W3dVectorStruct DefaultColor; float DefaultAlpha; Vector2 DefaultInnerScale; Vector2 DefaultOuterScale; Vector2 InnerExtent; Vector2 OuterExtent; char TextureName[2*W3D_NAME_LEN]; W3dShaderStruct Shader; int TextureTileCount; // // Note this structure is followed by a series of // W3dRingKeyArrayStruct structures which define the // variable set of keyframes for each channel }; /* ** RingRenderObjClass: Procedurally generated render rings ** */ class RingRenderObjClass : public RenderObjClass { public: // These are bit masks, so they should enum 1,2,4,8,10,20,40 etc... enum RingFlags { USE_CAMERA_ALIGN = 0x00000001, USE_ANIMATION_LOOP= 0x00000002, }; RingRenderObjClass(void); RingRenderObjClass(const W3dRingStruct & def); RingRenderObjClass(const RingRenderObjClass & src); RingRenderObjClass & operator = (const RingRenderObjClass &); ~RingRenderObjClass(void); ///////////////////////////////////////////////////////////////////////////// // Render Object Interface ///////////////////////////////////////////////////////////////////////////// virtual RenderObjClass * Clone(void) const; virtual int Class_ID(void) const; virtual void Render(RenderInfoClass & rinfo); virtual void Special_Render(SpecialRenderInfoClass & rinfo); virtual void Set_Transform(const Matrix3D &m); virtual void Set_Position(const Vector3 &v); virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const; virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const; virtual void Set_Hidden(int onoff) { RenderObjClass::Set_Hidden (onoff); Update_On_Visibilty (); } virtual void Set_Visible(int onoff) { RenderObjClass::Set_Visible (onoff); Update_On_Visibilty (); } virtual void Set_Animation_Hidden(int onoff) { RenderObjClass::Set_Animation_Hidden (onoff); Update_On_Visibilty (); } virtual void Set_Force_Visible(int onoff) { RenderObjClass::Set_Force_Visible (onoff); Update_On_Visibilty (); } const AABoxClass & Get_Box(void); virtual int Get_Num_Polys(void) const; virtual const char *Get_Name(void) const; virtual void Set_Name(const char * name); unsigned int Get_Flags(void) {return Flags;} void Set_Flags(unsigned int flags) { Flags = flags; } void Set_Flag(unsigned int flag, bool onoff) { Flags &= (~flag); if (onoff) Flags |= flag; } // Animation access bool Is_Animating (void) { return IsAnimating; } void Start_Animating (void) { IsAnimating = true; anim_time = 0; } void Stop_Animating (void) { IsAnimating = false; anim_time = 0; } // Texture tiling access int Get_Texture_Tiling (void) const { return TextureTileCount; } void Set_Texture_Tiling (int count) { TextureTileCount = count; } // Current state access void Set_Color(const Vector3 & color) { Color = color; } void Set_Alpha(float alpha) { Alpha = alpha; } void Set_Inner_Scale(const Vector2 & scale) { InnerScale = scale; } void Set_Outer_Scale(const Vector2 & scale) { OuterScale = scale; } const Vector3 & Get_Color(void) const { return Color; } float Get_Alpha(void) const { return Alpha; } const Vector2 & Get_Inner_Scale(void) const { return InnerScale; } const Vector2 & Get_Outer_Scale(void) const { return OuterScale; } Vector3 Get_Default_Color(void) const; float Get_Default_Alpha(void) const; Vector2 Get_Default_Inner_Scale(void) const; Vector2 Get_Default_Outer_Scale(void) const; // Size/position methods const Vector2 & Get_Inner_Extent (void) const { return InnerExtent; } const Vector2 & Get_Outer_Extent (void) const { return OuterExtent; } void Set_Inner_Extent (const Vector2 &extent); void Set_Outer_Extent (const Vector2 &extent); void Set_Local_Center_Extent(const Vector3 & center,const Vector3 & extent); void Set_Local_Min_Max(const Vector3 & min,const Vector3 & max); // Texture access void Set_Texture(TextureClass *tf); TextureClass * Peek_Texture(void) { return RingTexture; } ShaderClass & Get_Shader(void) { return RingShader; } void Set_Shader(ShaderClass &shader) { RingShader = shader; } // Animation Control float Get_Animation_Duration(void) const { return AnimDuration; } void Set_Animation_Duration(float time) { AnimDuration = time; Restart_Animation(); } void Restart_Animation (void) { anim_time = 0; } // Animatable channel access RingColorChannelClass & Get_Color_Channel (void) { return ColorChannel; } const RingColorChannelClass & Peek_Color_Channel (void) { return ColorChannel; } RingAlphaChannelClass & Get_Alpha_Channel (void) { return AlphaChannel; } const RingAlphaChannelClass & Peek_Alpha_Channel (void) { return AlphaChannel; } RingScaleChannelClass & Get_Inner_Scale_Channel (void) { return InnerScaleChannel; } const RingScaleChannelClass & Peek_Inner_Scale_Channel (void) { return InnerScaleChannel; } RingScaleChannelClass & Get_Outer_Scale_Channel (void) { return OuterScaleChannel; } const RingScaleChannelClass & Peek_Outer_Scale_Channel (void) { return OuterScaleChannel; } void Set_Color_Channel (const RingColorChannelClass &data) { ColorChannel = data; } void Set_Alpha_Channel (const RingAlphaChannelClass &data) { AlphaChannel = data; } void Set_Inner_Scale_Channel (const RingScaleChannelClass &data) { InnerScaleChannel = data; } void Set_Outer_Scale_Channel (const RingScaleChannelClass &data) { OuterScaleChannel = data; } protected: virtual void update_cached_box(void); void Update_On_Visibilty(void); // Initialization stuff void Init_Material (void); static void Generate_Shared_Mesh_Arrays (void); // Animation Stuff void animate(void); // animation update function float anim_time; // what time in seconds are we in the animation float AnimDuration; bool IsAnimating; RingColorChannelClass ColorChannel; RingAlphaChannelClass AlphaChannel; RingScaleChannelClass InnerScaleChannel; RingScaleChannelClass OuterScaleChannel; void update_mesh_data(const Vector3 & center,const Vector3 & extent); void render_ring(RenderInfoClass & rinfo,const Vector3 & center,const Vector3 & extent); void vis_render_ring(SpecialRenderInfoClass & rinfo,const Vector3 & center,const Vector3 & extent); char Name[2*W3D_NAME_LEN]; Vector3 ObjSpaceCenter; Vector3 ObjSpaceExtent; Vector2 InnerExtent; Vector2 OuterExtent; int CurrentLOD; int TextureTileCount; // Current State Vector3 Color; float Alpha; Vector2 InnerScale; Vector2 OuterScale; // Flags unsigned int Flags; VertexMaterialClass *RingMaterial; ShaderClass RingShader; TextureClass *RingTexture; AABoxClass CachedBox; // Friend classes friend class RingPrototypeClass; }; inline void RingRenderObjClass::Set_Inner_Extent (const Vector2 &extent) { InnerExtent = extent; } inline void RingRenderObjClass::Set_Outer_Extent (const Vector2 &extent) { OuterExtent = extent; ObjSpaceExtent.X = extent.X; ObjSpaceExtent.Y = extent.Y; ObjSpaceExtent.Z = 0; update_cached_box(); } inline void RingRenderObjClass::Set_Local_Center_Extent(const Vector3 & center,const Vector3 & extent) { ObjSpaceCenter = center; ObjSpaceExtent = extent; update_cached_box(); } inline void RingRenderObjClass::Set_Local_Min_Max(const Vector3 & min,const Vector3 & max) { ObjSpaceCenter = (max + min) / 2.0f; ObjSpaceExtent = (max - min) / 2.0f; update_cached_box(); } inline const AABoxClass & RingRenderObjClass::Get_Box(void) { Validate_Transform(); update_cached_box(); return CachedBox; } /* ** Loader for rings */ class RingLoaderClass : public PrototypeLoaderClass { public: virtual int Chunk_Type (void) { return W3D_CHUNK_RING; } virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload); }; /* ** Prototype for Ring objects */ class RingPrototypeClass : public PrototypeClass { public: RingPrototypeClass (void); RingPrototypeClass (RingRenderObjClass *ring); ~RingPrototypeClass (void); virtual const char * Get_Name(void) const; virtual int Get_Class_ID(void) const; virtual RenderObjClass * Create(void); bool Load (ChunkLoadClass &cload); bool Save (ChunkSaveClass &csave); private: W3dRingStruct Definition; RingColorChannelClass ColorChannel; RingAlphaChannelClass AlphaChannel; RingScaleChannelClass InnerScaleChannel; RingScaleChannelClass OuterScaleChannel; }; /* ** Instance of the loader which the asset manager installs */ extern RingLoaderClass _RingLoader; #endif // RINGOBJ_H // EOF - ringobj,h