1165 lines
67 KiB
C++
1165 lines
67 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/distlod.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 2/06/01 3:21p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* DistLODDefClass -- default constructor for DistLODDefClass *
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* DistLODDefClass::DistLODDefClass -- manual constructor for DistLODDefClass *
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* DistLODDefClass::~DistLODDefClass -- destructor for DistLODDefClass *
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* DistLODDefClass::Free -- releases all memory in use by this object *
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* DistLODDefClass::Load -- initialize this object from a W3D file *
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* DistLODDefClass::read_header -- read the header from a W3D file *
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* DistLODDefClass::read_node -- read a model node description from a W3D file *
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* DistLODClass::DistLODClass -- constructor *
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* DistLODClass::DistLODClass -- copy constructor *
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* DistLODClass::~DistLODClass -- destructor *
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* DistLODClass::Free -- releases memory in use *
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* DistLODClass::Get_Name -- returns the name of this LOD object *
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* DistLODClass::Get_Num_Polys -- returns the number of polys in this model *
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* DistLODClass::Render -- Render this LOD. *
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* DistLODClass::Special_Render -- custom render function *
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* DistLODCLass::Get_Num_Sub_Objects -- returns the number of subobjects (levels of detail) *
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* DistLODClass::Get_Sub_Object -- returns pointer to the specified sub-object (LOD) *
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* DistLODCLass::Set_Transform -- sets the transform for this model *
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* DistLODClass::Set_Position -- set the position of this object *
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* DistLODClass::Set_Animation -- set the animation state of this model *
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* DistLODClass::Set_Animation -- set the animation state of this model *
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* DistLODClass::Set_Animation -- set the animation state to a blend of two anims *
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* DistLODClass::Set_Animation -- set the animation state to a combination of anims *
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* DistLODClass::Get_Num_Bones -- returns the number of bones *
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* DistLODClass::Get_Bone_Name -- returns the name of the specified bone *
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* DistLODClass::Get_Bone_Index -- returns the index of the given bone (if found) *
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* DistLODClass::Get_Bone_Transform -- returns the transform of the given bone *
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* DistLODClass::Get_Bone_Transform -- returns the transform of the given bone *
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* DistLODClass::Capture_Bone -- take control of a bone *
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* DistLODClass::Release_Bone -- release control of a bone *
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* DistLODClass::Is_Bone_Captured -- check whether the given bone is captured *
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* DistLODClass::Control_Bone -- set the transform for a captured bone *
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* DistLODClass::Cast_Ray -- cast a ray against this model *
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* DistLODClass::Cast_AABox -- perform an AABox cast against this model *
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* DistLODClass::Cast_OBBox -- perform an OBBox cast against this model *
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* DistLODCLass::Get_Num_Snap_Points -- returns number of snap points in this model *
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* DistLODClass::Get_Snap_Point -- returns the i'th snap point *
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* DistLODCLass::Scale -- scale this model; passes on to each LOD *
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* DistLODClass::Scale -- scale this model; passes on to each LOD *
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* DistLODClass::Update_LOD -- adjusts the current LOD based on the distance *
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* DistLODClass::Increment_Lod -- moves to a higher detail LOD *
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* DistLODClass::Decrement_Lod -- moves to a lower detail LOD *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "distlod.h"
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#include "nstrdup.h"
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#include "ww3d.h"
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#include "assetmgr.h"
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#include "camera.h"
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#include "w3derr.h"
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#include "wwdebug.h"
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#include "chunkio.h"
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#include "hlod.h"
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#include "rinfo.h"
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#include "coltest.h"
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#include "inttest.h"
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/*
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** Loader Instance
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*/
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DistLODLoaderClass _DistLODLoader;
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RenderObjClass * DistLODPrototypeClass::Create(void)
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{
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DistLODClass * dist = NEW_REF( DistLODClass , ( *Definition ) );
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// Have to pull each LOD out of the DistLOD, create a copy of the name
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// and destroy the DistLOD so that the models are "containerless". Also
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// invert the order of the models in the DistLOD
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char * name = nstrdup(dist->Get_Name());
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WWASSERT(name != NULL);
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int count = dist->Get_Num_Sub_Objects();
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RenderObjClass ** robj = new RenderObjClass * [count];
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for (int i=0; i<count; i++) {
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robj[count - 1 - i] = dist->Get_Sub_Object(i);
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WWASSERT(robj[count - 1 - i] != NULL);
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}
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dist->Release_Ref();
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WWDEBUG_SAY(("OBSOLETE Dist-LOD model found! Please re-export %s!\r\n",name));
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HLodClass * hlod = NEW_REF(HLodClass , (name,robj,count));
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// Now, release the temporary refs and memory for the name
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for (i=0; i<count; i++) {
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robj[i]->Release_Ref();
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}
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free(name);
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return hlod;
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}
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/*
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** The Prototype Loader
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*/
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PrototypeClass *DistLODLoaderClass::Load_W3D( ChunkLoadClass &cload )
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{
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DistLODDefClass * pCDistLODClass = new DistLODDefClass;
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if (pCDistLODClass == NULL)
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{
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return NULL;
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}
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if (pCDistLODClass->Load_W3D(cload) != WW3D_ERROR_OK)
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{
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// load failed, delete the model and return an error
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delete pCDistLODClass;
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return NULL;
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} else {
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// ok, accept this model!
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DistLODPrototypeClass *pCLODProto = new DistLODPrototypeClass (pCDistLODClass);
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return pCLODProto;
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}
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}
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/***********************************************************************************************
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* DistLODDefClass -- default constructor for DistLODDefClass *
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* *
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* DistLODDefClass is a "blueprint" for constructing a DistLODClass *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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*=============================================================================================*/
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DistLODDefClass::DistLODDefClass(void) :
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Name(NULL),
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LodCount(0),
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Lods(NULL)
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{
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}
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/***********************************************************************************************
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* DistLODDefClass::DistLODDefClass -- manual constructor for DistLODDefClass *
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* *
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* This constructor allows you to create a DistLODDef Manually (and then use it to create *
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* the desired DistLODClass). The array of DistLODModelDefStructs which you pass in will *
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* only be read from so you are responsible for the memory used by them. *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 7/15/98 GTH : Created. *
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*=============================================================================================*/
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DistLODDefClass::DistLODDefClass(const char * name,int lodcount,DistLODNodeDefStruct * modeldefs) :
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Name(NULL),
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LodCount(0),
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Lods(NULL)
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{
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assert(name != NULL);
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Name = nstrdup(name);
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LodCount = lodcount;
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Lods = new DistLODNodeDefStruct[LodCount];
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for (int i=0; i<LodCount; i++) {
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Lods[i].Name = nstrdup(modeldefs[i].Name);
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Lods[i].ResDownDist = modeldefs[i].ResDownDist;
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Lods[i].ResUpDist = modeldefs[i].ResUpDist;
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}
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}
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/***********************************************************************************************
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* DistLODDefClass::~DistLODDefClass -- destructor for DistLODDefClass *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 7/15/98 GTH : Created. *
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*=============================================================================================*/
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DistLODDefClass::~DistLODDefClass(void)
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{
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Free();
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}
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/***********************************************************************************************
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* DistLODDefClass::Free -- releases all memory in use by this object *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 7/15/98 GTH : Created. *
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*=============================================================================================*/
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void DistLODDefClass::Free(void)
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{
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if (Name != NULL) {
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delete[] Name;
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Name = NULL;
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}
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if (Lods != NULL) {
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for (int i=0; i<LodCount; i++) {
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if (Lods[i].Name != NULL) {
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delete[] Lods[i].Name;
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}
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}
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delete[] Lods;
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Lods = NULL;
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}
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LodCount = 0;
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}
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/***********************************************************************************************
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* DistLODDefClass::Load -- initialize this object from a W3D file *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 7/15/98 GTH : Created. *
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*=============================================================================================*/
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WW3DErrorType DistLODDefClass::Load_W3D(ChunkLoadClass & cload)
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{
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/*
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** First make sure we release any memory in use
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*/
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Free();
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if (read_header(cload) == false) {
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return WW3D_ERROR_LOAD_FAILED;
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}
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/*
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** Loop through all the LODs and read the info from its chunk
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*/
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for (int iLOD = 0; iLOD < LodCount; iLOD ++) {
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/*
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** Open the next chunk, it should be a LOD struct
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*/
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if (!cload.Open_Chunk()) return WW3D_ERROR_LOAD_FAILED;
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if (cload.Cur_Chunk_ID() != W3D_CHUNK_LOD) {
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// ERROR: Expected LOD struct!
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return WW3D_ERROR_LOAD_FAILED;
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}
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/*
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** Read the data from the chunk into the LOD struct
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*/
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W3dLODStruct lodStruct;
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if (cload.Read(&lodStruct,sizeof(W3dLODStruct)) != sizeof(W3dLODStruct)) {
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return WW3D_ERROR_LOAD_FAILED;
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}
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// Add the information from the chunk into the LOD array
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Lods[iLOD].Name = nstrdup (lodStruct.RenderObjName);
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Lods[iLOD].ResUpDist = lodStruct.LODMin;
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Lods[iLOD].ResDownDist = lodStruct.LODMax;
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// Close-out the chunk
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cload.Close_Chunk();
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}
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return WW3D_ERROR_OK;
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}
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/***********************************************************************************************
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* DistLODDefClass::read_header -- read the header from a W3D file *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 7/15/98 GTH : Created. *
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*=============================================================================================*/
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bool DistLODDefClass::read_header(ChunkLoadClass & cload)
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{
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/*
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** Open the first chunk, it should be the LOD header
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*/
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if (!cload.Open_Chunk()) return false;
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if (cload.Cur_Chunk_ID() != W3D_CHUNK_LODMODEL_HEADER) {
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// ERROR: Expected LOD Header!
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return false;
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}
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W3dLODModelHeaderStruct lodHeader;
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if (cload.Read(&lodHeader,sizeof(W3dLODModelHeaderStruct)) != sizeof(W3dLODModelHeaderStruct)) {
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return false;
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}
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cload.Close_Chunk();
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// Copy the name into our internal variable
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Name = ::nstrdup (lodHeader.Name);
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LodCount = lodHeader.NumLODs;
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Lods = new DistLODNodeDefStruct[LodCount];
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return true;
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}
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/***********************************************************************************************
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* DistLODDefClass::read_node -- read a model node description from a W3D file *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 7/15/98 GTH : Created. *
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*=============================================================================================*/
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bool DistLODDefClass::read_node(ChunkLoadClass & cload,DistLODNodeDefStruct * node)
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{
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return true;
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}
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/***********************************************************************************************
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* DistLODClass::DistLODClass -- constructor *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 3/3/99 GTH : Created. *
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*=============================================================================================*/
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DistLODClass::DistLODClass(const DistLODDefClass & def)
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{
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Set_Name(def.Get_Name());
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LodCount = def.LodCount;
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CurLod = 0;
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Lods = new LODNodeClass[LodCount];
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for (int i=0; i<LodCount; i++) {
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// create a render object
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Lods[i].Model = WW3DAssetManager::Get_Instance()->Create_Render_Obj(def.Lods[i].Name);
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assert(Lods[i].Model != NULL);
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Lods[i].Model->Set_Container(this);
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// copy the distances
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Lods[i].ResUpDist = def.Lods[i].ResUpDist;
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Lods[i].ResDownDist = def.Lods[i].ResDownDist;
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}
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Update_Sub_Object_Bits();
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Update_Obj_Space_Bounding_Volumes();
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}
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/***********************************************************************************************
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* DistLODClass::DistLODClass -- copy constructor *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 3/3/99 GTH : Created. *
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*=============================================================================================*/
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DistLODClass::DistLODClass(const DistLODClass & that) :
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CompositeRenderObjClass( that )
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{
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LodCount = that.LodCount;
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CurLod = VpPushLod = that.CurLod;
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Lods = new LODNodeClass[LodCount];
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for (int i=0; i<LodCount; i++) {
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// create a render object
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Lods[i].Model = that.Lods[i].Model->Clone();
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assert(Lods[i].Model != NULL);
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Lods[i].Model->Set_Container(this);
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// copy the distances
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Lods[i].ResUpDist = that.Lods[i].ResUpDist;
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Lods[i].ResDownDist = that.Lods[i].ResDownDist;
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}
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Update_Obj_Space_Bounding_Volumes();
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}
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/***********************************************************************************************
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* DistLODClass::~DistLODClass -- destructor *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 3/3/99 GTH : Created. *
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*=============================================================================================*/
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DistLODClass::~DistLODClass(void)
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{
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Free();
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}
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/***********************************************************************************************
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* DistLODClass::Free -- releases memory in use *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 3/3/99 GTH : Created. *
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*=============================================================================================*/
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void DistLODClass::Free(void)
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{
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if (Lods != NULL) {
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for (int i=0; i<LodCount; i++) {
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if (Lods[i].Model != NULL) {
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Lods[i].Model->Set_Container(NULL);
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Lods[i].Model->Release_Ref();
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Lods[i].Model = NULL;
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}
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}
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delete[] Lods;
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Lods = NULL;
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}
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CurLod = 0;
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LodCount = 0;
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}
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/***********************************************************************************************
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* DistLODClass::Get_Num_Polys -- returns the number of polys in this model *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* returns the number of polys in the *current* lod. *
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* *
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* HISTORY: *
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* 3/3/99 GTH : Created. *
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*=============================================================================================*/
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int DistLODClass::Get_Num_Polys(void) const
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{
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return Lods[CurLod].Model->Get_Num_Polys();
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}
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/***********************************************************************************************
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* DistLODClass::Render -- Render this LOD. *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Render(RenderInfoClass & rinfo)
|
|
{
|
|
if (Is_Not_Hidden_At_All() == false) {
|
|
return;
|
|
}
|
|
|
|
Update_Lod(rinfo.Camera);
|
|
Lods[CurLod].Model->Render(rinfo);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Special_Render -- custom render function *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Special_Render(SpecialRenderInfoClass & rinfo)
|
|
{
|
|
Update_Lod(rinfo.Camera);
|
|
Lods[CurLod].Model->Special_Render(rinfo);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODCLass::Get_Num_Sub_Objects -- returns the number of subobjects (levels of detail) *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/1/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
int DistLODClass::Get_Num_Sub_Objects(void) const
|
|
{
|
|
return LodCount;
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Get_Sub_Object -- returns pointer to the specified sub-object (LOD) *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/1/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
RenderObjClass * DistLODClass::Get_Sub_Object(int index) const
|
|
{
|
|
assert(index >= 0);
|
|
assert(index < LodCount);
|
|
|
|
if (Lods[index].Model == NULL) {
|
|
return NULL;
|
|
} else {
|
|
Lods[index].Model->Add_Ref();
|
|
return Lods[index].Model;
|
|
}
|
|
}
|
|
|
|
int DistLODClass::Add_Sub_Object_To_Bone(RenderObjClass * subobj,int bone_index)
|
|
{
|
|
// NOTE: this is broken code, a render object cannot have two containers...
|
|
if (subobj->Class_ID() == CLASSID_DISTLOD) {
|
|
// Add each lod of the sub object to a cooresponding model of mine
|
|
DistLODClass * sub_lod_obj = (DistLODClass *)subobj;
|
|
for (int i=0; i< LodCount; i++) {
|
|
Lods[i].Model->Add_Sub_Object_To_Bone( sub_lod_obj->Lods[ MIN( i, sub_lod_obj->LodCount-1 ) ].Model, bone_index);
|
|
}
|
|
} else {
|
|
Lods[0].Model->Add_Sub_Object_To_Bone( subobj, bone_index);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODCLass::Set_Transform -- sets the transform for this model *
|
|
* *
|
|
* sets the transform in all LODs. *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Set_Transform(const Matrix3D &m)
|
|
{
|
|
RenderObjClass::Set_Transform(m);
|
|
for (int i=0; i<LodCount; i++) {
|
|
assert(Lods[i].Model != NULL);
|
|
Lods[i].Model->Set_Transform(m);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Set_Position -- set the position of this object *
|
|
* *
|
|
* sets the position of all lods *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Set_Position(const Vector3 &v)
|
|
{
|
|
RenderObjClass::Set_Position(v);
|
|
for (int i=0; i<LodCount; i++) {
|
|
assert(Lods[i].Model != NULL);
|
|
Lods[i].Model->Set_Position(v);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Set_Animation -- set the animation state of this model *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Set_Animation( void )
|
|
{
|
|
for (int i=0; i<LodCount; i++) {
|
|
assert(Lods[i].Model != NULL);
|
|
Lods[i].Model->Set_Animation();
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Set_Animation -- set the animation state of this model *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Set_Animation( HAnimClass * motion,float frame,int mode)
|
|
{
|
|
for (int i=0; i<LodCount; i++) {
|
|
assert(Lods[i].Model != NULL);
|
|
Lods[i].Model->Set_Animation(motion,frame,mode);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Set_Animation -- set the animation state to a blend of two anims *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Set_Animation( HAnimClass * motion0,float frame0,HAnimClass * motion1,float frame1,float percentage)
|
|
{
|
|
for (int i=0; i<LodCount; i++) {
|
|
assert(Lods[i].Model != NULL);
|
|
Lods[i].Model->Set_Animation(motion0,frame0,motion1,frame1,percentage);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Set_Animation -- set the animation state to a combination of anims *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Set_Animation( HAnimComboClass * anim_combo)
|
|
{
|
|
for (int i=0; i<LodCount; i++) {
|
|
assert(Lods[i].Model != NULL);
|
|
Lods[i].Model->Set_Animation( anim_combo);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Peek_Animation *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 12/8/98 GTH : Created. *
|
|
*=============================================================================================*/
|
|
HAnimClass * DistLODClass::Peek_Animation( void )
|
|
{
|
|
return Lods[0].Model->Peek_Animation();
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Get_Num_Bones -- returns the number of bones *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
int DistLODClass::Get_Num_Bones(void)
|
|
{
|
|
return Lods[0].Model->Get_Num_Bones();
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Get_Bone_Name -- returns the name of the specified bone *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
const char * DistLODClass::Get_Bone_Name(int bone_index)
|
|
{
|
|
return Lods[0].Model->Get_Bone_Name(bone_index);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Get_Bone_Index -- returns the index of the given bone (if found) *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
int DistLODClass::Get_Bone_Index(const char * bonename)
|
|
{
|
|
// Highest LOD is used since lowest may be a Null3DObjClass.
|
|
return Lods[0].Model->Get_Bone_Index(bonename);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Get_Bone_Transform -- returns the transform of the given bone *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
const Matrix3D & DistLODClass::Get_Bone_Transform(const char * bonename)
|
|
{
|
|
// Highest LOD is used since lowest may be a Null3DObjClass.
|
|
return Lods[0].Model->Get_Bone_Transform(bonename);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Get_Bone_Transform -- returns the transform of the given bone *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
const Matrix3D & DistLODClass::Get_Bone_Transform(int boneindex)
|
|
{
|
|
// Highest LOD is used since lowest may be a Null3DObjClass.
|
|
return Lods[0].Model->Get_Bone_Transform(boneindex);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Capture_Bone -- take control of a bone *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Capture_Bone(int bindex)
|
|
{
|
|
for (int i=0; i<LodCount; i++) {
|
|
assert(Lods[i].Model != NULL);
|
|
Lods[i].Model->Capture_Bone(bindex);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Release_Bone -- release control of a bone *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Release_Bone(int bindex)
|
|
{
|
|
for (int i=0; i<LodCount; i++) {
|
|
assert(Lods[i].Model != NULL);
|
|
Lods[i].Model->Release_Bone(bindex);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Is_Bone_Captured -- check whether the given bone is captured *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
bool DistLODClass::Is_Bone_Captured(int bindex) const
|
|
{
|
|
// Highest LOD is used since lowest may be a Null3DObjClass.
|
|
return Lods[0].Model->Is_Bone_Captured(bindex);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Control_Bone -- set the transform for a captured bone *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Control_Bone(int bindex,const Matrix3D & tm,bool world_space_translation)
|
|
{
|
|
for (int i=0; i<LodCount; i++) {
|
|
assert(Lods[i].Model != NULL);
|
|
Lods[i].Model->Control_Bone(bindex,tm,world_space_translation);
|
|
}
|
|
}
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Cast_Ray -- cast a ray against this model *
|
|
* *
|
|
* casts the ray against the top-level LOD *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
bool DistLODClass::Cast_Ray(RayCollisionTestClass & raytest)
|
|
{
|
|
if (raytest.CollisionType & Get_Collision_Type()) {
|
|
return Lods[HIGHEST_LOD].Model->Cast_Ray(raytest);
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Cast_AABox -- perform an AABox cast against this model *
|
|
* *
|
|
* tests against the top-level LOD *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/3/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
bool DistLODClass::Cast_AABox(AABoxCollisionTestClass & boxtest)
|
|
{
|
|
if (boxtest.CollisionType & Get_Collision_Type()) {
|
|
return Lods[HIGHEST_LOD].Model->Cast_AABox(boxtest);
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Cast_OBBox -- perform an OBBox cast against this model *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/1/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
bool DistLODClass::Cast_OBBox(OBBoxCollisionTestClass & boxtest)
|
|
{
|
|
if (boxtest.CollisionType & Get_Collision_Type()) {
|
|
return Lods[HIGHEST_LOD].Model->Cast_OBBox(boxtest);
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODCLass::Get_Num_Snap_Points -- returns number of snap points in this model *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/1/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
int DistLODClass::Get_Num_Snap_Points(void)
|
|
{
|
|
return Lods[0].Model->Get_Num_Snap_Points();
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Get_Snap_Point -- returns the i'th snap point *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/1/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Get_Snap_Point(int index,Vector3 * set)
|
|
{
|
|
Lods[0].Model->Get_Snap_Point(index,set);
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODCLass::Scale -- scale this model; passes on to each LOD *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/1/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Scale(float scale)
|
|
{
|
|
for (int i=0; i<LodCount; i++) {
|
|
assert(Lods[CurLod].Model != NULL);
|
|
Lods[CurLod].Model->Scale(scale);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Scale -- scale this model; passes on to each LOD *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/1/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Scale(float scalex, float scaley, float scalez)
|
|
{
|
|
for (int i=0; i<LodCount; i++) {
|
|
assert(Lods[i].Model != NULL);
|
|
Lods[i].Model->Scale(scalex,scaley,scalez);
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Update_LOD -- adjusts the current LOD based on the distance *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/1/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Update_Lod(const CameraClass & camera)
|
|
{
|
|
// evaluate the distance from the camera and select an LOD based on it.
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|
float dist = (
|
|
camera.Get_Position() -
|
|
Lods[CurLod].Model->Get_Bounding_Sphere().Center
|
|
).Quick_Length();
|
|
|
|
if (dist < Lods[CurLod].ResUpDist) {
|
|
Increment_Lod();
|
|
} else if (dist > Lods[CurLod].ResDownDist) {
|
|
Decrement_Lod();
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Increment_Lod -- moves to a higher detail LOD *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/1/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Increment_Lod(void)
|
|
{
|
|
// TODO: change the order in which models are stored
|
|
if (CurLod > 0) {
|
|
if (Is_In_Scene()) {
|
|
Lods[CurLod].Model->Notify_Removed(Scene);
|
|
}
|
|
CurLod--;
|
|
if (Is_In_Scene()) {
|
|
Lods[CurLod].Model->Notify_Added(Scene);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* DistLODClass::Decrement_Lod -- moves to a lower detail LOD *
|
|
* *
|
|
* INPUT: *
|
|
* *
|
|
* OUTPUT: *
|
|
* *
|
|
* WARNINGS: *
|
|
* *
|
|
* HISTORY: *
|
|
* 3/1/99 GTH : Created. *
|
|
*=============================================================================================*/
|
|
void DistLODClass::Decrement_Lod(void)
|
|
{
|
|
if (CurLod < LodCount - 1) {
|
|
if (Is_In_Scene()) {
|
|
Lods[CurLod].Model->Notify_Removed(Scene);
|
|
}
|
|
CurLod++;
|
|
if (Is_In_Scene()) {
|
|
Lods[CurLod].Model->Notify_Added(Scene);
|
|
}
|
|
}
|
|
}
|
|
|
|
|