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CnC_Renegade/Code/ww3d2/distlod.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/distlod.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 1/25/01 2:46p $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef DISTLOD_H
#define DISTLOD_H
#include "proto.h"
#include "rendobj.h"
#include "composite.h"
#include "w3derr.h"
class ChunkLoadClass;
struct DistLODNodeDefStruct;
class DistLODDefClass;
/*
** DistLODClass
** Distance based LOD switching. This is a simple LOD object which switches models
** based on the pre-set distances. Note that the models are stored in order of
** descending resolution; i.e. the highest res model will be in index 0.
** Most functions in this class simply pass the call on to all of the LODs.
**
** When the level of detail is changed, the LOD which was being used must be
** notified that it is being removed from the scene and the new LOD must be
** notified that it is being added. This allows us to correctly handle lights
** and particle emitters in LODs...
*/
class DistLODClass : public CompositeRenderObjClass
{
public:
DistLODClass(const DistLODDefClass & desc);
DistLODClass(const DistLODClass & that);
virtual ~DistLODClass(void);
virtual RenderObjClass * Clone(void) const { return new DistLODClass(*this); }
virtual int Class_ID(void) const { return CLASSID_DISTLOD; }
virtual int Get_Num_Polys(void) const;
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface - Rendering
/////////////////////////////////////////////////////////////////////////////
virtual void Render(RenderInfoClass & rinfo);
virtual void Special_Render(SpecialRenderInfoClass & rinfo);
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface - "Scene Graph"
// Access each LOD individually through Get_Sub_Object.
/////////////////////////////////////////////////////////////////////////////
virtual void Set_Transform(const Matrix3D &m);
virtual void Set_Position(const Vector3 &v);
virtual int Get_Num_Sub_Objects(void) const;
virtual RenderObjClass * Get_Sub_Object(int index) const;
virtual int Add_Sub_Object_To_Bone(RenderObjClass * subobj,int bone_index);
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface - Hierarchical Animation
// Here again, these functions are passed on to all LODs. Each LOD is
// assumed to use the same HTree (or have no HTree, this is so that LODs are
// animation-compatible) so the bone query functions simply pass to the top
// LOD.
/////////////////////////////////////////////////////////////////////////////
virtual void Set_Animation( void );
virtual void Set_Animation( HAnimClass * motion, float frame, int anim_mode = ANIM_MODE_MANUAL);
virtual void Set_Animation( HAnimClass * motion0,float frame0,HAnimClass * motion1,float frame1,float percentage);
virtual void Set_Animation( HAnimComboClass * anim_combo);
virtual HAnimClass * Peek_Animation( void );
virtual int Get_Num_Bones(void);
virtual const char * Get_Bone_Name(int bone_index);
virtual int Get_Bone_Index(const char * bonename);
virtual const Matrix3D & Get_Bone_Transform(const char * bonename);
virtual const Matrix3D & Get_Bone_Transform(int boneindex);
virtual void Capture_Bone(int bindex);
virtual void Release_Bone(int bindex);
virtual bool Is_Bone_Captured(int bindex) const;
virtual void Control_Bone(int bindex,const Matrix3D & tm,bool world_space_translation = false);
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface - Collision Detection, Ray Tracing
// Collision tests are performed on the top-level LOD.
/////////////////////////////////////////////////////////////////////////////
virtual bool Cast_Ray(RayCollisionTestClass & raytest);
virtual bool Cast_AABox(AABoxCollisionTestClass & boxtest);
virtual bool Cast_OBBox(OBBoxCollisionTestClass & boxtest);
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface - Attributes, Options, Properties, etc
/////////////////////////////////////////////////////////////////////////////
virtual int Get_Num_Snap_Points(void);
virtual void Get_Snap_Point(int index,Vector3 * set);
virtual void Scale(float scale);
virtual void Scale(float scalex, float scaley, float scalez);
/////////////////////////////////////////////////////////////////////////////
// DistLOD Interface
/////////////////////////////////////////////////////////////////////////////
virtual float Get_Switch_Up_Dist(int index) const { return Lods[index].ResUpDist; }
virtual float Get_Switch_Down_Dist(int index) const { return Lods[index].ResDownDist; }
virtual void Set_Switch_Up_Dist(int index, float dist) { Lods[index].ResUpDist = dist; }
virtual void Set_Switch_Down_Dist(int index, float dist) { Lods[index].ResDownDist = dist; }
private:
enum { HIGHEST_LOD = 0 };
void Free(void);
void Update_Lod(const CameraClass & camera);
void Increment_Lod(void);
void Decrement_Lod(void);
struct LODNodeClass
{
RenderObjClass * Model;
float ResUpDist;
float ResDownDist;
};
int LodCount; // how many models are in this LOD object
int CurLod; // which model is currently used for rendering
int VpPushLod; // which model was used for the vp->push (in CurLod changes before the pop)
LODNodeClass * Lods; // one LODNodeClass for each level
};
/*
** Loaders for DistLODClass
*/
class DistLODLoaderClass : public PrototypeLoaderClass
{
public:
virtual int Chunk_Type (void) { return W3D_CHUNK_LODMODEL; }
virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload);
};
/*
** DistLODModelDefStruct
** Describes a single model in a Distance-Based LOD Object
*/
struct DistLODNodeDefStruct
{
DistLODNodeDefStruct(void) : Name(NULL),ResDownDist(0.0f),ResUpDist(0.0f) {}
char * Name;
float ResDownDist;
float ResUpDist;
};
/*
** DistLODDefClass
** Description of a Distance-Based LOD Object. These are similar
** to the HModelDef's that are used by the asset manager to construct
** HModels.
*/
class DistLODDefClass
{
public:
DistLODDefClass(void);
DistLODDefClass(const char * name,int lodcount,DistLODNodeDefStruct * lods);
~DistLODDefClass(void);
WW3DErrorType Load_W3D(ChunkLoadClass & cload);
const char * Get_Name(void) const { return Name; }
private:
char * Name;
int LodCount;
DistLODNodeDefStruct * Lods;
void Free(void);
bool read_header(ChunkLoadClass & cload);
bool read_node(ChunkLoadClass & cload,DistLODNodeDefStruct * node);
friend class DistLODClass;
};
/*
** Prototype for Dist-LOD objects
*/
class DistLODPrototypeClass : public PrototypeClass
{
public:
DistLODPrototypeClass( DistLODDefClass *def ) { Definition = def; }
virtual ~DistLODPrototypeClass(void) { delete Definition; }
virtual const char * Get_Name(void) const { return Definition->Get_Name(); }
virtual int Get_Class_ID(void) const { return RenderObjClass::CLASSID_DISTLOD; }
virtual RenderObjClass * Create(void);
private:
DistLODDefClass * Definition;
};
/*
** Instance of the loaders which the asset manager install
*/
extern DistLODLoaderClass _DistLODLoader;
#endif