/* ** 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/decophys.cpp $* * * * Author:: Greg Hjelstrom * * * * $Modtime:: 1/05/02 5:12p $* * * * $Revision:: 20 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "decophys.h" #include "rendobj.h" #include "persistfactory.h" #include "simpledefinitionfactory.h" #include "wwphysids.h" #include "wwhack.h" #include "part_emt.h" #include "physinttest.h" DECLARE_FORCE_LINK(decophys); /**************************************************************************************************** ** ** DecorationPhysClass Implementation ** ****************************************************************************************************/ /* ** Persist factory for DecorationPhysClass */ SimplePersistFactoryClass _DecoPhysFactory; /* ** Chunk-ID's used by DecoPhys */ enum { DECOPHYS_CHUNK_PHYS = 0x005060000, // old parent class data DECOPHYS_CHUNK_DYNAMICPHYS, // current parent class data }; DecorationPhysClass::DecorationPhysClass(void) { ObjSpaceWorldBox.Center.Set(0,0,0); ObjSpaceWorldBox.Extent.Set(1,1,1); } void DecorationPhysClass::Init(const DecorationPhysDefClass & def) { DynamicPhysClass::Init(def); } void DecorationPhysClass::Set_Model(RenderObjClass * model) { DynamicPhysClass::Set_Model(model); // Initialize our copy of the world box if (Model != NULL) { RenderObjClass * box = Model->Get_Sub_Object_By_Name("WORLDBOX"); if (box) { // Get the box when the model has an identity transform Matrix3D old_transform = Model->Get_Transform(); Model->Set_Transform(Matrix3D(1)); ObjSpaceWorldBox = box->Get_Bounding_Box(); Model->Set_Transform(old_transform); box->Release_Ref(); } else { Model->Get_Obj_Space_Bounding_Box(ObjSpaceWorldBox); } } } const AABoxClass & DecorationPhysClass::Get_Bounding_Box(void) const { assert(Model); return Model->Get_Bounding_Box(); } const Matrix3D & DecorationPhysClass::Get_Transform(void) const { assert(Model); return Model->Get_Transform(); } void DecorationPhysClass::Set_Transform(const Matrix3D & m) { // Note: this kind of object never causes collisions so we // can just warp it to the users desired position. However, // we do need to tell the scene that we moved so that // it can update us in the culling system WWASSERT(Model); Model->Set_Transform(m); Update_Cull_Box(); Update_Visibility_Status(); } void DecorationPhysClass::Get_Shadow_Blob_Box(AABoxClass * set_obj_space_box) { if (set_obj_space_box != NULL) { *set_obj_space_box = ObjSpaceWorldBox; } } bool DecorationPhysClass::Intersection_Test(PhysAABoxIntersectionTestClass & test) { WWASSERT(Model); if (Model->Intersect_AABox(test)) { test.Add_Intersected_Object(this); return true; } return false; } bool DecorationPhysClass::Intersection_Test(PhysOBBoxIntersectionTestClass & test) { WWASSERT(Model); if (Model->Intersect_OBBox(test)) { test.Add_Intersected_Object(this); return true; } return false; } bool DecorationPhysClass::Cast_Ray(PhysRayCollisionTestClass & raytest) { WWASSERT(Model); if (Model->Cast_Ray(raytest)) { raytest.CollidedPhysObj = this; return true; } return false; } bool DecorationPhysClass::Cast_AABox(PhysAABoxCollisionTestClass & boxtest) { WWASSERT(Model); if (Model->Cast_AABox(boxtest)) { boxtest.CollidedPhysObj = this; return true; } return false; } bool DecorationPhysClass::Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest) { WWASSERT(Model); if (Model->Cast_OBBox(boxtest)) { boxtest.CollidedPhysObj = this; return true; } return false; } const PersistFactoryClass & DecorationPhysClass::Get_Factory (void) const { return _DecoPhysFactory; } bool DecorationPhysClass::Save (ChunkSaveClass &csave) { csave.Begin_Chunk(DECOPHYS_CHUNK_DYNAMICPHYS); DynamicPhysClass::Save(csave); csave.End_Chunk(); return true; } bool DecorationPhysClass::Load (ChunkLoadClass &cload) { while (cload.Open_Chunk()) { switch(cload.Cur_Chunk_ID()) { case DECOPHYS_CHUNK_PHYS: PhysClass::Load(cload); break; case DECOPHYS_CHUNK_DYNAMICPHYS: DynamicPhysClass::Load(cload); break; default: WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__)); break; } cload.Close_Chunk(); } SaveLoadSystemClass::Register_Post_Load_Callback(this); return true; } void DecorationPhysClass::On_Post_Load(void) { DynamicPhysClass::On_Post_Load(); WWASSERT(Model); if (Model) { Set_Cull_Box(Model->Get_Bounding_Box()); if (Model->Class_ID () == RenderObjClass::CLASSID_PARTICLEEMITTER) { Model->Set_User_Data (this); ((ParticleEmitterClass *)Model)->Start (); } } } /**************************************************************************************************** ** ** DecorationPhysDefClass Implementation ** ****************************************************************************************************/ /* ** Persist factory for DecorationPhysDefClass's */ SimplePersistFactoryClass _DecorationPhysDefFactory; /* ** Definition factory for DecorationPhysDefClass. This makes it show up in the editor */ DECLARE_DEFINITION_FACTORY(DecorationPhysDefClass, CLASSID_DECOPHYSDEF, "DecorationPhys") _DecorationPhysDefDefFactory; /* ** Chunk ID's used by DecorationPhysDefClass */ enum { DECORATIONPHYSDEF_CHUNK_PHYSDEF = 0x01070003, // old parent class DECORATIONPHYSDEF_CHUNK_DYNAMICPHYSDEF, // current parent class }; DecorationPhysDefClass::DecorationPhysDefClass(void) { } uint32 DecorationPhysDefClass::Get_Class_ID (void) const { return CLASSID_DECOPHYSDEF; } PersistClass * DecorationPhysDefClass::Create(void) const { DecorationPhysClass * new_obj = NEW_REF(DecorationPhysClass,()); new_obj->Init(*this); return new_obj; } const char * DecorationPhysDefClass::Get_Type_Name(void) { return "DecorationPhysDef"; } bool DecorationPhysDefClass::Is_Type(const char * type_name) { if (stricmp(type_name,DecorationPhysDefClass::Get_Type_Name()) == 0) { return true; } else { return DynamicPhysDefClass::Is_Type(type_name); } } const PersistFactoryClass & DecorationPhysDefClass::Get_Factory (void) const { return _DecorationPhysDefFactory; } bool DecorationPhysDefClass::Save(ChunkSaveClass &csave) { csave.Begin_Chunk(DECORATIONPHYSDEF_CHUNK_DYNAMICPHYSDEF); DynamicPhysDefClass::Save(csave); csave.End_Chunk(); return true; } bool DecorationPhysDefClass::Load(ChunkLoadClass &cload) { while (cload.Open_Chunk()) { switch(cload.Cur_Chunk_ID()) { case DECORATIONPHYSDEF_CHUNK_PHYSDEF: PhysDefClass::Load(cload); break; case DECORATIONPHYSDEF_CHUNK_DYNAMICPHYSDEF: DynamicPhysDefClass::Load(cload); break; default: WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__)); break; } cload.Close_Chunk(); } return true; }