405 lines
9.1 KiB
C++
405 lines
9.1 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// PhysTestDoc.cpp : implementation of the CPhysTestDoc class
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//
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#include "stdafx.h"
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#include "PhysTest.h"
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#include "PhysTestDoc.h"
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#include "MainFrm.h"
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#include "DataView.h"
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#include "ww3d.h"
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#include "ffactory.h"
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#include "pscene.h"
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#include "light.h"
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#include "rcfile.h"
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#include "assetmgr.h"
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#include "rendobj.h"
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#include "chunkio.h"
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#include "lev_file.h"
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#include "physlist.h"
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#include "saveload.h"
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#include "chunkio.h"
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#include "rawfile.h"
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#include "physstaticsavesystem.h"
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#include "physdynamicsavesystem.h"
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#include "PhysTestSaveSystem.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// Chunk ID's used by PhysTestDoc
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enum
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{
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PHYSTESTDOC_CHUNK_MAINFRAME = 0x03321990,
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PHYSTESTDOC_CHUNK_SYSTEMS,
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};
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/////////////////////////////////////////////////////////////////////////////
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// CPhysTestDoc
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IMPLEMENT_DYNCREATE(CPhysTestDoc, CDocument)
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BEGIN_MESSAGE_MAP(CPhysTestDoc, CDocument)
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//{{AFX_MSG_MAP(CPhysTestDoc)
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// NOTE - the ClassWizard will add and remove mapping macros here.
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// DO NOT EDIT what you see in these blocks of generated code!
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CPhysTestDoc construction/destruction
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CPhysTestDoc::CPhysTestDoc() :
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Scene(NULL),
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Light(NULL),
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Origin(NULL)
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{
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}
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CPhysTestDoc::~CPhysTestDoc()
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{
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if (Scene) {
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Scene->Remove_All();
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}
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REF_PTR_RELEASE(Scene);
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REF_PTR_RELEASE(Light);
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REF_PTR_RELEASE(Origin);
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}
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void CPhysTestDoc::Init_Scene(void)
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{
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if (Scene == NULL)
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{
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// Instantiate a new scene
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Scene = NEW_REF(PhysicsSceneClass,());
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Scene->Enable_Dynamic_Projectors(true);
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// Were we successful in instantiating the scene object?
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ASSERT(Scene);
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if (Scene != NULL) {
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// Set up some collision groups.
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Scene->Enable_All_Collision_Detections(0);
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// Set some default ambient lighting
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Scene->Set_Ambient_Light(Vector3 (0.5F, 0.5F, 0.5F));
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// Create a new scene light
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if (Light == NULL) {
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Light = NEW_REF(LightClass,(LightClass::DIRECTIONAL));
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ASSERT(Light);
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if (Light) {
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// Create some default light settings
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Matrix3D transform(1);
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transform.Look_At(Vector3(0,0,0),Vector3(10,10,10),0.0f);
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Light->Set_Transform(transform);
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Light->Set_Attenuation_Model(LightClass::ATTENUATION_NONE);
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Light->Set_Flag (LightClass::NEAR_ATTENUATION, false);
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Light->Set_Flag (LightClass::FAR_ATTENUATION, false);
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Light->Set_Far_Attenuation_Range (1000000, 1000000);
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Light->Set_Intensity(1.0F);
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Light->Set_Force_Visible(true);
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Light->Set_Ambient(Vector3(0,0,0));
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Light->Set_Diffuse(Vector3(1, 1, 1));
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Light->Set_Specular(Vector3(1, 1, 1));
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// Add this light to the scene
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Light->Add(Scene);
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}
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}
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// Create an object at the Origin
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if (Origin == NULL) {
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ResourceFileClass mesh_file(NULL, "Axes.w3d");
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WW3DAssetManager::Get_Instance()->Load_3D_Assets(mesh_file);
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Origin = WW3DAssetManager::Get_Instance()->Create_Render_Obj("Axes");
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Origin->Set_Transform(Matrix3D(1));
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Scene->Add_Render_Object(Origin);
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}
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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// CPhysTestDoc serialization
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void CPhysTestDoc::Serialize(CArchive& ar)
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{
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assert(0);
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}
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/////////////////////////////////////////////////////////////////////////////
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// CPhysTestDoc diagnostics
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#ifdef _DEBUG
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void CPhysTestDoc::AssertValid() const
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{
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CDocument::AssertValid();
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}
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void CPhysTestDoc::Dump(CDumpContext& dc) const
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{
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CDocument::Dump(dc);
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}
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#endif //_DEBUG
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/////////////////////////////////////////////////////////////////////////////
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// CPhysTestDoc commands
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BOOL CPhysTestDoc::OnNewDocument()
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{
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if (!CDocument::OnNewDocument())
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return FALSE;
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if (Scene) {
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Scene->Remove_All();
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WWASSERT(Light);
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if (Light) {
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Scene->Add_Render_Object(Light);
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}
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WWASSERT(Origin);
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if (Origin) {
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Scene->Add_Render_Object(Origin);
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}
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// rebuild the list view
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Get_Data_View()->Rebuild_Tree();
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}
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return TRUE;
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}
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BOOL CPhysTestDoc::OnOpenDocument(LPCTSTR lpszPathName)
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{
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Load_PHY_File(lpszPathName);
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Get_Data_View()->Rebuild_Tree();
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return TRUE;
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}
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BOOL CPhysTestDoc::OnSaveDocument(LPCTSTR lpszPathName)
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{
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Save_PHY_File(lpszPathName);
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return TRUE;
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}
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///////////////////////////////////////////////////////////////
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//
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// Load_LEV_File
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//
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void CPhysTestDoc::Load_LEV_File(LPCTSTR lpszPathName)
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{
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#if 0
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WWASSERT(Scene);
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//
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// HACK HACK -- Force the current directory to be the directory
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// the file is located in.
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//
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if (::strrchr (lpszPathName, '\\')) {
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CString stringTemp = lpszPathName;
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stringTemp = stringTemp.Left ((long)::strrchr (lpszPathName, '\\') - (long)lpszPathName);
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::SetCurrentDirectory (stringTemp);
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WW3D::Add_Search_Path (stringTemp);
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}
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LPCTSTR extension = ::strrchr (lpszPathName, '.');
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ASSERT(::lstrcmpi(extension,".lev") == 0);
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// load the LEV
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FileClass *file = DefaultFileFactory.Get_File (lpszPathName);
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file->Open();
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ChunkLoadClass cload(file);
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// should see a LEV_CHUNK_LEVEL
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cload.Open_Chunk();
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WWASSERT(cload.Cur_Chunk_ID() == LEV_CHUNK_LEVEL);
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// for now only look for a LEV_CHUNK_MAP
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cload.Open_Chunk();
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WWASSERT(cload.Cur_Chunk_ID() == LEV_CHUNK_MAP);
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// Physics Scene handles the tile map loading
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Scene->LEV_Load(cload);
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// close the LEV_CHUNK_MAP
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cload.Close_Chunk();
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// close the LEV_CHUNK_LEVEL
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cload.Close_Chunk();
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// done with the file!
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file->Close();
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DefaultFileFactory.Return_File(file);
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// Replace our default objects
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WWASSERT(Light);
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if (Light) {
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Scene->Add_Render_Object(Light);
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}
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WWASSERT(Origin);
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if (Origin) {
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Scene->Add_Render_Object(Origin);
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}
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#endif
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}
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///////////////////////////////////////////////////////////////
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//
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// Load_W3D_File
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//
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void CPhysTestDoc::Load_W3D_File(LPCTSTR lpszPathName)
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{
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WW3DAssetManager::Get_Instance()->Load_3D_Assets(lpszPathName);
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// rebuild the list view
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Get_Data_View()->Rebuild_Tree();
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}
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///////////////////////////////////////////////////////////////
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//
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// Load_PHY_File
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//
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void CPhysTestDoc::Load_PHY_File(LPCTSTR lpszPathName)
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{
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RawFileClass file(lpszPathName);
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WWASSERT(file);
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file.Open(FileClass::READ);
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ChunkLoadClass cload(&file);
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case PHYSTESTDOC_CHUNK_SYSTEMS:
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SaveLoadSystemClass::Load( cload );
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break;
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};
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cload.Close_Chunk();
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}
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file.Close();
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}
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///////////////////////////////////////////////////////////////
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//
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// Save_PHY_File
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//
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void CPhysTestDoc::Save_PHY_File(LPCTSTR lpszPathName)
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{
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RawFileClass file(lpszPathName);
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WWASSERT(file);
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file.Open(FileClass::WRITE);
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ChunkSaveClass csave(&file);
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csave.Begin_Chunk(PHYSTESTDOC_CHUNK_SYSTEMS);
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SaveLoadSystemClass::Save( csave, _PhysTestSaveSystem );
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SaveLoadSystemClass::Save( csave, _PhysStaticDataSaveSystem );
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SaveLoadSystemClass::Save( csave, _PhysStaticObjectsSaveSystem );
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SaveLoadSystemClass::Save( csave, _PhysDynamicSaveSystem );
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csave.End_Chunk();
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file.Close();
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}
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///////////////////////////////////////////////////////////////
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//
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// Get_Data_View
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//
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CDataView * CPhysTestDoc::Get_Data_View(void)
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{
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CDataView * view = NULL;
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// Get a pointer to the main window
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CMainFrame * mainwnd = (CMainFrame *)::AfxGetMainWnd();
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if (mainwnd) {
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// Get the pane from the main window
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view = (CDataView *)mainwnd->Get_Pane(0,0);
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}
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// Return a pointer to the tree view
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return view;
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}
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///////////////////////////////////////////////////////////////
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//
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// Get_Graphic_View
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//
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CGraphicView * CPhysTestDoc::Get_Graphic_View(void)
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{
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CGraphicView * view = NULL;
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// Get a pointer to the main window
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CMainFrame * mainwnd = (CMainFrame *)::AfxGetMainWnd();
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if (mainwnd) {
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// Get the pane from the main window
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view = (CGraphicView *)mainwnd->Get_Pane(0,1);
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}
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// Return a pointer to the graphic view
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return view;
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}
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///////////////////////////////////////////////////////////////
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//
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// Add_Physics_Object - add a new object to be simulated
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//
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void CPhysTestDoc::Add_Physics_Object(PhysClass * obj)
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{
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if (obj == NULL) return;
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if (Scene == NULL) return;
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Scene->Add_Dynamic_Object(obj);
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// rebuild the list view
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Get_Data_View()->Rebuild_Tree();
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}
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int CPhysTestDoc::Get_Physics_Object_Count(void)
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{
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PhysListIterator it = Scene->Get_Dynamic_Object_Iterator();
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int count = 0;
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for (it.First(); !it.Is_Done(); it.Next()) {
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count++;
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}
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return count;
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}
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