/* ** 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/staticanimphys.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 12/05/01 6:18p $* * * * $Revision:: 27 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef STATICANIMPHYS_H #define STATICANIMPHYS_H #include "always.h" #include "staticphys.h" #include "wwstring.h" #include "projectormanager.h" #include "animcollisionmanager.h" class StaticAnimPhysDefClass; class MeshClass; /** ** StaticAnimPhysClass ** This class is a static object which needs to perform additional processing ** each frame. Here are some of the features planned for this class: ** - animation which causes collisions in the world (like doors, elevators and more) ** - animation which updates a texture projector for effects like spot-lights, animated shadows ** - It can cause collisions due to its model animating (e.g. doors, lifts) ** and it can manage a texture projector. ** - Possibly support multiple models and switch between the models for damage */ class StaticAnimPhysClass : public StaticPhysClass { public: StaticAnimPhysClass(void); ~StaticAnimPhysClass(void); virtual StaticAnimPhysClass * As_StaticAnimPhysClass(void) { return this; } void Init(const StaticAnimPhysDefClass & def); virtual void Set_Model(RenderObjClass * model); virtual void Vis_Render(SpecialRenderInfoClass & rinfo); /* ** Static properties */ StaticAnimPhysDefClass * Get_StaticAnimPhysDef(void) { return (StaticAnimPhysDefClass *)Definition; } /* ** Processing */ virtual bool Needs_Timestep(void); virtual void Timestep(float dt); /* ** State Import/Export and Save/Load */ virtual bool Has_Dynamic_State(void) { return true; } virtual void Save_State(ChunkSaveClass & csave); virtual void Load_State(ChunkLoadClass & cload); /* ** Riders */ virtual bool Internal_Link_Rider(PhysClass * rider); virtual bool Internal_Unlink_Rider(PhysClass * rider); /* ** Animation and animated collision control */ AnimCollisionManagerClass & Get_Animation_Manager(void) { return AnimManager; } /* ** Shadow control. These are static texture projectors which affect ** dynamic objects. Examples are tree shadows and stained glass windows */ void Set_Shadow(TexProjectClass * shadow); virtual bool Is_Casting_Shadow(void) { return (ShadowProjector != NULL); } void Debug_Display_Shadow(const Vector2 & v0,const Vector2 & v1); /* ** Save-Load Support */ virtual const PersistFactoryClass & Get_Factory(void) const; virtual bool Save(ChunkSaveClass &csave); virtual bool Load(ChunkLoadClass &cload); virtual void On_Post_Load(void); protected: void Update_Cached_Model_Parameters(void); virtual void Update_Sun_Status(void); protected: /* ** Attached Projector Management */ ProjectorManagerClass ProjectorManager; /* ** Animation, animated collision, and rider management */ AnimCollisionManagerClass AnimManager; /* ** Static shadow management */ TexProjectClass * ShadowProjector; private: StaticAnimPhysClass(const StaticPhysClass &); StaticAnimPhysClass & operator = (const StaticPhysClass &); }; /** ** StaticAnimPhysDefClass ** Initialization data structure for StaticAnimPhysClass */ class StaticAnimPhysDefClass : public StaticPhysDefClass { public: StaticAnimPhysDefClass(void); // From DefinitionClass virtual uint32 Get_Class_ID (void) const; virtual PersistClass * Create(void) const; // From PhysDefClass virtual const char * Get_Type_Name(void) { return "StaticAnimPhysDef"; } 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(StaticAnimPhysDefClass,StaticPhysDefClass); // Accessors bool Shadow_Dynamic_Objs(void) { return ShadowDynamicObjs; } bool Shadow_Is_Additive(void) { return ShadowIsAdditive; } bool Shadow_Ignores_Z_Rotation(void) { return ShadowIgnoresZRotation; } float Shadow_NearZ(void) { return ShadowNearZ; } float Shadow_FarZ(void) { return ShadowFarZ; } float Shadow_Intensity(void) { return ShadowIntensity; } bool Does_Collide_In_Pathfind(void) { return DoesCollideInPathfind; } protected: bool IsCosmetic; // Animation and animated collision support AnimCollisionManagerDefClass AnimManagerDef; // Animated projector support ProjectorManagerDefClass ProjectorManagerDef; // Static shadow support bool ShadowDynamicObjs; bool ShadowIsAdditive; bool ShadowIgnoresZRotation; float ShadowNearZ; float ShadowFarZ; float ShadowIntensity; // Pathfind support bool DoesCollideInPathfind; friend class StaticAnimPhysClass; }; #endif //STATICANIMPHYS_H