/*
** 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/vissample.cpp $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 7/16/00 1:19p $*
* *
* $Revision:: 9 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "vissample.h"
#include "wwdebug.h"
#include "chunkio.h"
#include
//////////////////////////////////////////////////////////////////////////////
//
// Constants
//
//////////////////////////////////////////////////////////////////////////////
typedef struct
{
Matrix3D transform;
float backface_fraction[6];
VisStatusType status[6];
int direction_bits;
VisDirType current_direction;
unsigned long reserved[4];
} PERSISTENT_VIS_SAMPLE_INFO;
VisSampleClass::VisSampleClass(void)
: DirectionBits (0),
ViewTransform (1),
CurDirection (VIS_FORWARD),
BitsChanged(0)
{
for (int i=0; i 0.5f) {
return true;
}
}
return false;
#endif
}
bool VisSampleClass::Direction_Enabled(VisDirType direction_index) const
{
WWASSERT(direction_index >= 0);
WWASSERT(direction_index < VIS_DIRECTIONS);
int mask = (1 << direction_index);
return ((DirectionBits & mask) == mask);
}
Matrix3D VisSampleClass::Get_Camera_Transform(VisDirType direction_index) const
{
WWASSERT(direction_index >= 0);
WWASSERT(direction_index < VIS_DIRECTIONS);
Matrix3D view = ViewTransform; // vis forward
switch(direction_index) {
case VIS_FORWARD:
break;
case VIS_LEFT:
view.Rotate_Y(DEG_TO_RADF(90.0f));
break;
case VIS_BACKWARDS:
view.Rotate_Y(DEG_TO_RADF(180.0f));
break;
case VIS_RIGHT:
view.Rotate_Y(DEG_TO_RADF(-90.0f));
break;
case VIS_UP:
view.Rotate_X(DEG_TO_RADF(90.0f));
break;
case VIS_DOWN:
view.Rotate_X(DEG_TO_RADF(-90.0f));
break;
}
if (!(DirectionBits & VIS_DONT_RECENTER)) {
view.Translate(Vector3(0,0,VIS_NEAR_CLIP));
}
return view;
}
int VisSampleClass::Sample_Status(VisDirType direction_index) const
{
WWASSERT(direction_index >= 0);
WWASSERT(direction_index < VIS_DIRECTIONS);
return Status[direction_index];
}
float VisSampleClass::Backface_Fraction(VisDirType direction_index) const
{
WWASSERT(direction_index >= 0);
WWASSERT(direction_index < VIS_DIRECTIONS);
return BackfaceFraction[direction_index];
}
void VisSampleClass::Set_Cur_Direction(VisDirType direction_index)
{
WWASSERT(direction_index >= 0);
WWASSERT(direction_index < VIS_DIRECTIONS);
CurDirection = direction_index;
}
void VisSampleClass::Set_Results(VisStatusType status,float fraction)
{
WWASSERT(CurDirection >= 0);
WWASSERT(CurDirection < VIS_DIRECTIONS);
Status[CurDirection] = status;
BackfaceFraction[CurDirection] = fraction;
}
const char * VisSampleClass::Get_Cur_Direction_Name(void) const
{
WWASSERT(CurDirection >= 0);
WWASSERT(CurDirection < VIS_DIRECTIONS);
static char * _direction_names[] =
{
"F","L","B","R","U","D"
};
return _direction_names[CurDirection];
}
float VisSampleClass::Get_Biggest_Fraction(void) const
{
float biggest_fraction = BackfaceFraction[0];
for (int direction = 1; direction < VIS_DIRECTIONS; direction ++) {
biggest_fraction = max (biggest_fraction, BackfaceFraction[direction]);
}
return biggest_fraction;
}
int VisSampleClass::Get_Biggest_Fraction_Index(void) const
{
int index = 0;
float biggest_fraction = BackfaceFraction[0];
for (int direction = 1; direction < VIS_DIRECTIONS; direction ++) {
if (BackfaceFraction[direction] > biggest_fraction) {
index = direction;
biggest_fraction = BackfaceFraction[direction];
}
}
return index;
}
int VisSampleClass::Get_Cur_Direction(void) const
{
return CurDirection;
}
bool VisSampleClass::Save(ChunkSaveClass &chunk_save) const
{
bool retval = false;
PERSISTENT_VIS_SAMPLE_INFO info;
::memset (&info, 0, sizeof (info));
//
// Copy the sample information into the object
//
info.transform = ViewTransform;
info.direction_bits = DirectionBits;
info.current_direction = CurDirection;
for (int index = 0; index < VIS_DIRECTIONS; index ++) {
info.status[index] = Status[index];
info.backface_fraction[index] = BackfaceFraction[index];
}
//
// Write the sample information to the chunk
//
retval = (chunk_save.Write (&info, sizeof (info)) == sizeof (info));
return retval;
}
bool VisSampleClass::Load(ChunkLoadClass &chunk_load)
{
bool retval = false;
//
// Read the sample information from the chunk
//
PERSISTENT_VIS_SAMPLE_INFO info;
retval = (chunk_load.Read (&info, sizeof (info)) == sizeof (info));
if (retval) {
//
// Copy the sample information into the object
//
ViewTransform = info.transform;
DirectionBits = info.direction_bits;
CurDirection = info.current_direction;
for (int index = 0; index < VIS_DIRECTIONS; index ++) {
Status[index] = info.status[index];
BackfaceFraction[index] = info.backface_fraction[index];
}
}
return retval;
}