242 lines
No EOL
9.5 KiB
C++
242 lines
No EOL
9.5 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/distlod.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 1/25/01 2:46p $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef DISTLOD_H
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#define DISTLOD_H
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#include "proto.h"
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#include "rendobj.h"
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#include "composite.h"
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#include "w3derr.h"
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class ChunkLoadClass;
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struct DistLODNodeDefStruct;
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class DistLODDefClass;
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/*
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** DistLODClass
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** Distance based LOD switching. This is a simple LOD object which switches models
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** based on the pre-set distances. Note that the models are stored in order of
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** descending resolution; i.e. the highest res model will be in index 0.
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** Most functions in this class simply pass the call on to all of the LODs.
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**
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** When the level of detail is changed, the LOD which was being used must be
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** notified that it is being removed from the scene and the new LOD must be
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** notified that it is being added. This allows us to correctly handle lights
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** and particle emitters in LODs...
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*/
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class DistLODClass : public CompositeRenderObjClass
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{
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public:
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DistLODClass(const DistLODDefClass & desc);
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DistLODClass(const DistLODClass & that);
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virtual ~DistLODClass(void);
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virtual RenderObjClass * Clone(void) const { return new DistLODClass(*this); }
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virtual int Class_ID(void) const { return CLASSID_DISTLOD; }
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virtual int Get_Num_Polys(void) const;
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Rendering
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/////////////////////////////////////////////////////////////////////////////
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virtual void Render(RenderInfoClass & rinfo);
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virtual void Special_Render(SpecialRenderInfoClass & rinfo);
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - "Scene Graph"
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// Access each LOD individually through Get_Sub_Object.
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/////////////////////////////////////////////////////////////////////////////
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virtual void Set_Transform(const Matrix3D &m);
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virtual void Set_Position(const Vector3 &v);
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virtual int Get_Num_Sub_Objects(void) const;
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virtual RenderObjClass * Get_Sub_Object(int index) const;
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virtual int Add_Sub_Object_To_Bone(RenderObjClass * subobj,int bone_index);
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Hierarchical Animation
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// Here again, these functions are passed on to all LODs. Each LOD is
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// assumed to use the same HTree (or have no HTree, this is so that LODs are
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// animation-compatible) so the bone query functions simply pass to the top
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// LOD.
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/////////////////////////////////////////////////////////////////////////////
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virtual void Set_Animation( void );
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virtual void Set_Animation( HAnimClass * motion, float frame, int anim_mode = ANIM_MODE_MANUAL);
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virtual void Set_Animation( HAnimClass * motion0,float frame0,HAnimClass * motion1,float frame1,float percentage);
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virtual void Set_Animation( HAnimComboClass * anim_combo);
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virtual HAnimClass * Peek_Animation( void );
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virtual int Get_Num_Bones(void);
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virtual const char * Get_Bone_Name(int bone_index);
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virtual int Get_Bone_Index(const char * bonename);
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virtual const Matrix3D & Get_Bone_Transform(const char * bonename);
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virtual const Matrix3D & Get_Bone_Transform(int boneindex);
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virtual void Capture_Bone(int bindex);
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virtual void Release_Bone(int bindex);
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virtual bool Is_Bone_Captured(int bindex) const;
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virtual void Control_Bone(int bindex,const Matrix3D & tm,bool world_space_translation = false);
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Collision Detection, Ray Tracing
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// Collision tests are performed on the top-level LOD.
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/////////////////////////////////////////////////////////////////////////////
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virtual bool Cast_Ray(RayCollisionTestClass & raytest);
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virtual bool Cast_AABox(AABoxCollisionTestClass & boxtest);
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virtual bool Cast_OBBox(OBBoxCollisionTestClass & boxtest);
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Attributes, Options, Properties, etc
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/////////////////////////////////////////////////////////////////////////////
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virtual int Get_Num_Snap_Points(void);
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virtual void Get_Snap_Point(int index,Vector3 * set);
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virtual void Scale(float scale);
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virtual void Scale(float scalex, float scaley, float scalez);
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/////////////////////////////////////////////////////////////////////////////
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// DistLOD Interface
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/////////////////////////////////////////////////////////////////////////////
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virtual float Get_Switch_Up_Dist(int index) const { return Lods[index].ResUpDist; }
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virtual float Get_Switch_Down_Dist(int index) const { return Lods[index].ResDownDist; }
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virtual void Set_Switch_Up_Dist(int index, float dist) { Lods[index].ResUpDist = dist; }
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virtual void Set_Switch_Down_Dist(int index, float dist) { Lods[index].ResDownDist = dist; }
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private:
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enum { HIGHEST_LOD = 0 };
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void Free(void);
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void Update_Lod(const CameraClass & camera);
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void Increment_Lod(void);
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void Decrement_Lod(void);
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struct LODNodeClass
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{
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RenderObjClass * Model;
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float ResUpDist;
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float ResDownDist;
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};
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int LodCount; // how many models are in this LOD object
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int CurLod; // which model is currently used for rendering
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int VpPushLod; // which model was used for the vp->push (in CurLod changes before the pop)
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LODNodeClass * Lods; // one LODNodeClass for each level
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};
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/*
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** Loaders for DistLODClass
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*/
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class DistLODLoaderClass : public PrototypeLoaderClass
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{
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public:
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virtual int Chunk_Type (void) { return W3D_CHUNK_LODMODEL; }
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virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload);
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};
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/*
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** DistLODModelDefStruct
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** Describes a single model in a Distance-Based LOD Object
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*/
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struct DistLODNodeDefStruct
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{
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DistLODNodeDefStruct(void) : Name(NULL),ResDownDist(0.0f),ResUpDist(0.0f) {}
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char * Name;
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float ResDownDist;
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float ResUpDist;
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};
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/*
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** DistLODDefClass
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** Description of a Distance-Based LOD Object. These are similar
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** to the HModelDef's that are used by the asset manager to construct
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** HModels.
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*/
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class DistLODDefClass
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{
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public:
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DistLODDefClass(void);
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DistLODDefClass(const char * name,int lodcount,DistLODNodeDefStruct * lods);
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~DistLODDefClass(void);
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WW3DErrorType Load_W3D(ChunkLoadClass & cload);
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const char * Get_Name(void) const { return Name; }
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private:
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char * Name;
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int LodCount;
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DistLODNodeDefStruct * Lods;
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void Free(void);
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bool read_header(ChunkLoadClass & cload);
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bool read_node(ChunkLoadClass & cload,DistLODNodeDefStruct * node);
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friend class DistLODClass;
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};
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/*
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** Prototype for Dist-LOD objects
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*/
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class DistLODPrototypeClass : public PrototypeClass
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{
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public:
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DistLODPrototypeClass( DistLODDefClass *def ) { Definition = def; }
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virtual ~DistLODPrototypeClass(void) { delete Definition; }
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virtual const char * Get_Name(void) const { return Definition->Get_Name(); }
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virtual int Get_Class_ID(void) const { return RenderObjClass::CLASSID_DISTLOD; }
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virtual RenderObjClass * Create(void);
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private:
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DistLODDefClass * Definition;
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};
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/*
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** Instance of the loaders which the asset manager install
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*/
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extern DistLODLoaderClass _DistLODLoader;
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#endif |