261 lines
9.5 KiB
C++
261 lines
9.5 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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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/boxrobj.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 10/11/01 2:24p $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef BOXROBJ_H
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#define BOXROBJ_H
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#include "always.h"
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#include "rendobj.h"
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#include "w3d_file.h"
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#include "shader.h"
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#include "proto.h"
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#include "obbox.h"
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class VertexMaterialClass;
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/**
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** BoxRenderObjClass: base class for AABox and OBBox collision boxes
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**
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** NOTE: these render objects were designed from the start to be used for
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** collision boxes. They are designed to normally never render unless you
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** set the display mask and then, all boxes of that type will render.
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** The display mask is 'AND'ed with the collision bits in the base render
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** object class to determine if the box should be rendered. WW3D provides
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** an interface for setting this mask in your app.
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**
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** NOTE2: AABoxRenderObjClass is an axis-aligned box which will be positioned
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** at a world-space offset (its local center) from the origin of the transform.
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** This is done because AABoxes are used for rotationally invariant collision
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** detection so we don't want the boxes to move around as the object rotates.
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** For this reason, any AABoxes you use in a hierarchical model should be attached
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** to the root and be constructed symmetrically...
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**
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** NOTE3: OBBoxRenderObjClass is an oriented box which is aligned with its transform
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** but can have a center point that is offest from the transform's origin.
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**
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*/
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class BoxRenderObjClass : public RenderObjClass
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{
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public:
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BoxRenderObjClass(void);
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BoxRenderObjClass(const W3dBoxStruct & def);
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BoxRenderObjClass(const BoxRenderObjClass & src);
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BoxRenderObjClass & operator = (const BoxRenderObjClass &);
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virtual int Get_Num_Polys(void) const;
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virtual const char * Get_Name(void) const;
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virtual void Set_Name(const char * name);
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void Set_Color(const Vector3 & color);
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void Set_Opacity(float opacity) { Opacity = opacity; }
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static void Init(void);
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static void Shutdown(void);
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static void Set_Box_Display_Mask(int mask);
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static int Get_Box_Display_Mask(void);
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void Set_Local_Center_Extent(const Vector3 & center,const Vector3 & extent);
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void Set_Local_Min_Max(const Vector3 & min,const Vector3 & max);
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const Vector3 & Get_Local_Center(void) { return ObjSpaceCenter; }
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const Vector3 & Get_Local_Extent(void) { return ObjSpaceExtent; }
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protected:
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virtual void update_cached_box(void) = 0;
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void render_box(RenderInfoClass & rinfo,const Vector3 & center,const Vector3 & extent);
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void vis_render_box(SpecialRenderInfoClass & rinfo,const Vector3 & center,const Vector3 & extent);
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char Name[2*W3D_NAME_LEN];
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Vector3 Color;
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Vector3 ObjSpaceCenter;
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Vector3 ObjSpaceExtent;
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float Opacity;
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static bool IsInitted;
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static int DisplayMask;
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};
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inline void BoxRenderObjClass::Set_Local_Center_Extent(const Vector3 & center,const Vector3 & extent)
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{
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ObjSpaceCenter = center;
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ObjSpaceExtent = extent;
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update_cached_box();
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}
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inline void BoxRenderObjClass::Set_Local_Min_Max(const Vector3 & min,const Vector3 & max)
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{
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ObjSpaceCenter = (max + min) / 2.0f;
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ObjSpaceExtent = (max - min) / 2.0f;
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update_cached_box();
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}
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/*
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** AABoxRenderObjClass -- RenderObject for axis-aligned collision boxes.
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*/
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class AABoxRenderObjClass : public BoxRenderObjClass
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{
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public:
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AABoxRenderObjClass(void);
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AABoxRenderObjClass(const W3dBoxStruct & def);
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AABoxRenderObjClass(const AABoxRenderObjClass & src);
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AABoxRenderObjClass(const AABoxClass & box);
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AABoxRenderObjClass & operator = (const AABoxRenderObjClass &);
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface
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/////////////////////////////////////////////////////////////////////////////
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virtual RenderObjClass * Clone(void) const;
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virtual int Class_ID(void) const;
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virtual void Render(RenderInfoClass & rinfo);
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virtual void Special_Render(SpecialRenderInfoClass & rinfo);
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virtual void Set_Transform(const Matrix3D &m);
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virtual void Set_Position(const Vector3 &v);
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virtual bool Cast_Ray(RayCollisionTestClass & raytest);
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virtual bool Cast_AABox(AABoxCollisionTestClass & boxtest);
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virtual bool Cast_OBBox(OBBoxCollisionTestClass & boxtest);
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virtual bool Intersect_AABox(AABoxIntersectionTestClass & boxtest);
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virtual bool Intersect_OBBox(OBBoxIntersectionTestClass & boxtest);
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virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
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virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const;
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/////////////////////////////////////////////////////////////////////////////
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// AABoxRenderObjClass Interface
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/////////////////////////////////////////////////////////////////////////////
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const AABoxClass & Get_Box(void);
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protected:
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virtual void update_cached_box(void);
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AABoxClass CachedBox;
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};
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inline const AABoxClass & AABoxRenderObjClass::Get_Box(void)
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{
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Validate_Transform();
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update_cached_box();
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return CachedBox;
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}
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/*
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** OBBoxRenderObjClass - render object for oriented collision boxes
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*/
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class OBBoxRenderObjClass : public BoxRenderObjClass
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{
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public:
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OBBoxRenderObjClass(void);
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OBBoxRenderObjClass(const W3dBoxStruct & def);
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OBBoxRenderObjClass(const OBBoxRenderObjClass & src);
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OBBoxRenderObjClass(const OBBoxClass & box);
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OBBoxRenderObjClass & operator = (const OBBoxRenderObjClass &);
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface
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/////////////////////////////////////////////////////////////////////////////
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virtual RenderObjClass * Clone(void) const;
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virtual int Class_ID(void) const;
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virtual void Render(RenderInfoClass & rinfo);
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virtual void Special_Render(SpecialRenderInfoClass & rinfo);
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virtual void Set_Transform(const Matrix3D &m);
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virtual void Set_Position(const Vector3 &v);
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virtual bool Cast_Ray(RayCollisionTestClass & raytest);
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virtual bool Cast_AABox(AABoxCollisionTestClass & boxtest);
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virtual bool Cast_OBBox(OBBoxCollisionTestClass & boxtest);
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virtual bool Intersect_AABox(AABoxIntersectionTestClass & boxtest);
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virtual bool Intersect_OBBox(OBBoxIntersectionTestClass & boxtest);
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virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
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virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const;
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/////////////////////////////////////////////////////////////////////////////
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// OBBoxRenderObjClass Interface
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/////////////////////////////////////////////////////////////////////////////
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OBBoxClass & Get_Box(void);
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protected:
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virtual void update_cached_box(void);
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OBBoxClass CachedBox;
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};
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/*
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** Loader for boxes
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*/
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class BoxLoaderClass : public PrototypeLoaderClass
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{
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public:
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virtual int Chunk_Type (void) { return W3D_CHUNK_BOX; }
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virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload);
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};
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/*
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** Prototype for Box objects
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*/
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class BoxPrototypeClass : public PrototypeClass
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{
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public:
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BoxPrototypeClass(W3dBoxStruct box);
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virtual const char * Get_Name(void) const;
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virtual int Get_Class_ID(void) const;
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virtual RenderObjClass * Create(void);
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private:
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W3dBoxStruct Definition;
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};
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/*
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** Instance of the loader which the asset manager installs
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*/
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extern BoxLoaderClass _BoxLoader;
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#endif
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