/* ** 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/animcollisionmanager.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 9/09/01 2:44p $* * * * $Revision:: 13 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef ANIMCOLLISIONMANAGER_H #define ANIMCOLLISIONMANAGER_H #include "always.h" #include "ridermanager.h" #include "matrix3d.h" #include "vector.h" #include "rendobj.h" #include "wwstring.h" class AnimCollisionManagerDefClass; class HAnimClass; class ChunkSaveClass; class ChunkLoadClass; class BitStreamClass; class PushRecordClass; /** ** AnimCollisionManagerClass ** The job of this class is to handle collisions which are caused by animations. Some examples ** of this are: elevators, doors, and "cinematic events". StaticAnimPhysClass and DynamicAnimPhysClass ** both use this code to handle collisions with the dynamic objects in the scene. */ class AnimCollisionManagerClass { public: AnimCollisionManagerClass(PhysClass & parent); ~AnimCollisionManagerClass(void); /* ** Initialization */ void Init(const AnimCollisionManagerDefClass & def); void Update_Cached_Model_Parameters(void); /* ** Simulation, moves the animation forward, checks for animated collisions, updates riders ** Returns true if the object's animation pose changed. */ bool Timestep(float dt); /* ** Animation Controls */ enum AnimModeType { ANIMATE_LOOP = 0, ANIMATE_TARGET, ANIMATE_MANUAL, }; void Set_Animation_Mode(AnimModeType mode); AnimModeType Get_Animation_Mode(void); void Set_Animation(const char * anim_name); HAnimClass * Peek_Animation(void); void Set_Target_Frame(float frame); void Set_Target_Frame_End(void); float Get_Target_Frame(void); bool Is_At_Target(void); void Set_Current_Frame(float frame); float Get_Current_Frame(void); void Set_Loop_Start(float frame0); void Set_Loop_End(float frame1); float Get_Loop_Start(void); float Get_Loop_End(void); /* ** Collision Control */ enum CollisionModeType { COLLIDE_NONE = 0, COLLIDE_STOP, COLLIDE_PUSH, COLLIDE_KILL, }; void Set_Collision_Mode(CollisionModeType mode); CollisionModeType Get_Collision_Mode(void); /* ** Rider Support */ bool Link_Rider(PhysClass * rider) { RiderManager.Link_Rider(rider); return true; } bool Unlink_Rider(PhysClass * rider) { RiderManager.Unlink_Rider(rider); return true; } /* ** Save/Load Support */ bool Save(ChunkSaveClass &csave); bool Load(ChunkLoadClass &cload); protected: /* ** Multi-mesh collision detection support */ class CollideableObjClass { public: CollideableObjClass(void); CollideableObjClass(RenderObjClass * collisionmesh); CollideableObjClass(const CollideableObjClass & that); ~CollideableObjClass(void); CollideableObjClass & operator = (const CollideableObjClass & that); bool operator == (const CollideableObjClass & that) const { return false; } bool operator != (const CollideableObjClass & that) const { return true; } void Set_Collision_Object(RenderObjClass * mesh); RenderObjClass * Peek_Collision_Object(void) { return CollisionMesh; } void Cache_Start_Transform(void) { StartTransform = CollisionMesh->Get_Transform(); } void Cache_End_Transform(void) { EndTransform = CollisionMesh->Get_Transform(); } Matrix3D & Get_Start_Transform(void) { return StartTransform; } Matrix3D & Get_End_Transform(void) { return EndTransform; } void Install_Start_Transform(void) { CollisionMesh->Set_Transform(StartTransform); } void Install_End_Transform(void) { CollisionMesh->Set_Transform(EndTransform); } void Intersect_Scene(int colgroup,NonRefPhysListClass * list); int Clear_Collision_Bits(void); void Restore_Collision_Bits(int oldbits); protected: RenderObjClass * CollisionMesh; Matrix3D StartTransform; Matrix3D EndTransform; }; /* ** Internal functions */ bool Is_Collision_Model(RenderObjClass * model); int Recursive_Count_Collision_Models(RenderObjClass * model); void Recursive_Collect_Collision_Models(RenderObjClass * model); void Revert_Animation_State(void); bool Check_Collision(CollideableObjClass & collisionobj); bool Is_Intersecting(void); bool Push_Collided_Object(PhysClass * obj,const Matrix3D & delta_transform); void Internal_Set_Animation(const char * anim_name); /* ** Parent reference */ PhysClass & Parent; /* ** Animation support */ AnimModeType AnimationMode; // current animation mode and parameters. float TargetFrame; float LoopStart; float LoopEnd; HAnimClass * CurAnimation; // current animation state. float CurFrame; HAnimClass * PrevAnimation; // temporary variable used in timestep float PrevFrame; // temporary variable used in timestep /* ** Attached riders support */ RiderManagerClass RiderManager; /* ** Animated collision support */ CollisionModeType CollisionMode; DynamicVectorClass CollisionMeshes; /* ** Revert list, In the case that we have to revert our animation state, ** we have to undo all changes to external objects. */ PushRecordClass * PushList; }; /** ** AnimCollisionManagerDefClass ** This class is meant to be a component of a definition class for a physics object ** which has an AnimCollisionManager. The member variables of this class are public since ** various physics def classes make them directly editable. */ class AnimCollisionManagerDefClass { public: AnimCollisionManagerDefClass(void); ~AnimCollisionManagerDefClass(void); void Validate_Parameters(void); bool Save(ChunkSaveClass &csave); bool Load(ChunkLoadClass &cload); public: int CollisionMode; int AnimationMode; StringClass AnimationName; }; /* ** Use this macro to make all of the member variables in an AnimCollisionManagerDefClass editable. ** The first parameter to the macro is the type-name of your class (e.g. StaticAnimPhysDefClass) and ** the second parameter is the name of the member variable which is the animation manager (e.g. AnimManager). */ #ifdef PARAM_EDITING_ON #define ANIMCOLLISIONMANAGERDEF_EDITABLE_PARAMS( class_name, member_name ) \ PARAM_SEPARATOR( class_name, "Animation Settings"); \ EnumParameterClass *collision_param = new EnumParameterClass(& member_name ## .CollisionMode); \ collision_param->Set_Name ("CollisionMode"); \ collision_param->Add_Value("NONE",AnimCollisionManagerClass::COLLIDE_NONE); \ collision_param->Add_Value("STOP",AnimCollisionManagerClass::COLLIDE_STOP); \ collision_param->Add_Value("PUSH",AnimCollisionManagerClass::COLLIDE_PUSH); \ collision_param->Add_Value("KILL",AnimCollisionManagerClass::COLLIDE_KILL); \ GENERIC_EDITABLE_PARAM( class_name , collision_param); \ \ EnumParameterClass *anim_param = new EnumParameterClass(& member_name ## .AnimationMode); \ anim_param->Set_Name ("AnimationMode"); \ anim_param->Add_Value("LOOP",AnimCollisionManagerClass::ANIMATE_LOOP); \ anim_param->Add_Value("TARGET",AnimCollisionManagerClass::ANIMATE_TARGET); \ anim_param->Add_Value("MANUAL",AnimCollisionManagerClass::ANIMATE_MANUAL); \ GENERIC_EDITABLE_PARAM( class_name , anim_param); \ \ NAMED_EDITABLE_PARAM( class_name, ParameterClass::TYPE_STRING, member_name ## .AnimationName,"AnimationName"); \ #else #define ANIMCOLLISIONMANAGERDEF_EDITABLE_PARAMS( class_name, member_name ) #endif #endif //ANIMCOLLISIONMANAGER_H