/* ** 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 : WWPhys * * * * $Archive:: /Commando/Code/wwphys/dynamicanimphys.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 11/01/01 2:23p $* * * * $Revision:: 8 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef DYANMICANIMPHYS_H #define DYNAMICANIMPHYS_H #include "always.h" #include "decophys.h" #include "animcollisionmanager.h" #include "dynamicshadowmanager.h" class ChunkLoadClass; class ChunkSaveClass; class DynamicAnimPhysDefClass; /** ** DynamicAnimPhysClass ** This class manages dynamic animations. These are similar to static anims but they can ** be dynamically created and destroyed and their bounding boxes can be animated (since they ** are placed into the dynamic culling system. However, since they are dynamic objects, ** they do not VIS or cull as accurately. An example of a dynamic animation would be an ** animated plane that flys across the level while an example of a static animation would ** be an animating elevator. */ class DynamicAnimPhysClass : public DecorationPhysClass { public: DynamicAnimPhysClass(void); virtual ~DynamicAnimPhysClass(void); virtual DynamicAnimPhysClass * As_DynamicAnimPhysClass(void) { return this; } const DynamicAnimPhysDefClass * Get_DynamicAnimPhysDef(void); void Init(const DynamicAnimPhysDefClass & def); virtual void Set_Model(RenderObjClass * model); virtual bool Needs_Timestep(void) { return true; } virtual void Timestep(float dt); virtual void Post_Timestep_Process(void); /* ** State Import/Export and Save/Load */ virtual bool Has_Dynamic_State(void) { return true; } /* ** save-load system */ virtual const PersistFactoryClass & Get_Factory (void) const; virtual bool Save (ChunkSaveClass &csave); virtual bool Load (ChunkLoadClass &cload); virtual void On_Post_Load(void); /* ** Animation and animated collision control */ AnimCollisionManagerClass & Get_Animation_Manager(void) { return AnimManager; } protected: void Update_Cached_Model_Parameters(void); void Reset_Mappers(RenderObjClass * model); AnimCollisionManagerClass AnimManager; DynamicShadowManagerClass ShadowManager; private: // Not implemented... DynamicAnimPhysClass(const DynamicAnimPhysClass &); DynamicAnimPhysClass & operator = (const DynamicAnimPhysClass &); }; /** ** DynamicAnimPhysDefClass ** Definition data structure for DynamicAnimPhysClass */ class DynamicAnimPhysDefClass : public DecorationPhysDefClass { public: DynamicAnimPhysDefClass(void); // From DefinitionClass virtual uint32 Get_Class_ID (void) const; virtual PersistClass * Create(void) const; // From PhysDefClass virtual const char * Get_Type_Name(void); virtual bool Is_Type(const char *); // From PersistClass virtual const PersistFactoryClass & Get_Factory (void) const; virtual bool Save(ChunkSaveClass &csave); virtual bool Load(ChunkLoadClass &cload); // Editable interface requirements DECLARE_EDITABLE(DynamicAnimPhysDefClass,DecorationPhysDefClass); protected: // Animation and animated collision support AnimCollisionManagerDefClass AnimManagerDef; bool CastsShadows; float ShadowNearZ; float ShadowFarZ; friend class DynamicAnimPhysClass; }; /* ** Inlines */ inline const DynamicAnimPhysDefClass * DynamicAnimPhysClass::Get_DynamicAnimPhysDef(void) { return (DynamicAnimPhysDefClass *)Definition; } #endif //DYNAMICANIMPHYS_H