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CnC_Renegade/Code/ww3d2/boxrobj.h

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