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CnC_Renegade/Code/ww3d2/distlod.cpp

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C++

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