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CnC_Renegade/Code/ww3d2/ringobj.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/ringobj.h $*
* *
* Author:: Jason Andersen *
* *
* $Modtime:: 3/23/01 7:02p $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef RINGOBJ_H
#define RINGOBJ_H
#include "always.h"
#include "rendobj.h"
#include "w3d_file.h"
#include "shader.h"
#include "proto.h"
#include "obbox.h"
#include "quat.h"
#include "vector3.h"
#include "vector2.h"
#include "prim_anim.h"
class VertexMaterialClass;
typedef LERPAnimationChannelClass<Vector3> RingColorChannelClass;
typedef LERPAnimationChannelClass<float> RingAlphaChannelClass;
typedef LERPAnimationChannelClass<Vector2> RingScaleChannelClass;
/**
** W3dRingStruct
** This structure is used to define a ring object in the W3D file format.
*/
struct W3dRingStruct
{
uint32 Version; // file format version
uint32 Attributes; // box attributes (above #define's)
char Name[2*W3D_NAME_LEN]; // name is in the form <containername>.<boxname>
W3dVectorStruct Center; // center of the box
W3dVectorStruct Extent; // extent of the box
float AnimDuration; // Animation time (in seconds)
W3dVectorStruct DefaultColor;
float DefaultAlpha;
Vector2 DefaultInnerScale;
Vector2 DefaultOuterScale;
Vector2 InnerExtent;
Vector2 OuterExtent;
char TextureName[2*W3D_NAME_LEN];
W3dShaderStruct Shader;
int TextureTileCount;
//
// Note this structure is followed by a series of
// W3dRingKeyArrayStruct structures which define the
// variable set of keyframes for each channel
};
/*
** RingRenderObjClass: Procedurally generated render rings
**
*/
class RingRenderObjClass : public RenderObjClass
{
public:
// These are bit masks, so they should enum 1,2,4,8,10,20,40 etc...
enum RingFlags {
USE_CAMERA_ALIGN = 0x00000001,
USE_ANIMATION_LOOP= 0x00000002,
};
RingRenderObjClass(void);
RingRenderObjClass(const W3dRingStruct & def);
RingRenderObjClass(const RingRenderObjClass & src);
RingRenderObjClass & operator = (const RingRenderObjClass &);
~RingRenderObjClass(void);
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface
/////////////////////////////////////////////////////////////////////////////
virtual RenderObjClass * Clone(void) const;
virtual int Class_ID(void) const;
virtual void Render(RenderInfoClass & rinfo);
virtual void Special_Render(SpecialRenderInfoClass & rinfo);
virtual void Set_Transform(const Matrix3D &m);
virtual void Set_Position(const Vector3 &v);
virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const;
virtual void Set_Hidden(int onoff) { RenderObjClass::Set_Hidden (onoff); Update_On_Visibilty (); }
virtual void Set_Visible(int onoff) { RenderObjClass::Set_Visible (onoff); Update_On_Visibilty (); }
virtual void Set_Animation_Hidden(int onoff) { RenderObjClass::Set_Animation_Hidden (onoff); Update_On_Visibilty (); }
virtual void Set_Force_Visible(int onoff) { RenderObjClass::Set_Force_Visible (onoff); Update_On_Visibilty (); }
const AABoxClass & Get_Box(void);
virtual int Get_Num_Polys(void) const;
virtual const char *Get_Name(void) const;
virtual void Set_Name(const char * name);
unsigned int Get_Flags(void) {return Flags;}
void Set_Flags(unsigned int flags) { Flags = flags; }
void Set_Flag(unsigned int flag, bool onoff) { Flags &= (~flag); if (onoff) Flags |= flag; }
// Animation access
bool Is_Animating (void) { return IsAnimating; }
void Start_Animating (void) { IsAnimating = true; anim_time = 0; }
void Stop_Animating (void) { IsAnimating = false; anim_time = 0; }
// Texture tiling access
int Get_Texture_Tiling (void) const { return TextureTileCount; }
void Set_Texture_Tiling (int count) { TextureTileCount = count; }
// Current state access
void Set_Color(const Vector3 & color) { Color = color; }
void Set_Alpha(float alpha) { Alpha = alpha; }
void Set_Inner_Scale(const Vector2 & scale) { InnerScale = scale; }
void Set_Outer_Scale(const Vector2 & scale) { OuterScale = scale; }
const Vector3 & Get_Color(void) const { return Color; }
float Get_Alpha(void) const { return Alpha; }
const Vector2 & Get_Inner_Scale(void) const { return InnerScale; }
const Vector2 & Get_Outer_Scale(void) const { return OuterScale; }
Vector3 Get_Default_Color(void) const;
float Get_Default_Alpha(void) const;
Vector2 Get_Default_Inner_Scale(void) const;
Vector2 Get_Default_Outer_Scale(void) const;
// Size/position methods
const Vector2 & Get_Inner_Extent (void) const { return InnerExtent; }
const Vector2 & Get_Outer_Extent (void) const { return OuterExtent; }
void Set_Inner_Extent (const Vector2 &extent);
void Set_Outer_Extent (const Vector2 &extent);
void Set_Local_Center_Extent(const Vector3 & center,const Vector3 & extent);
void Set_Local_Min_Max(const Vector3 & min,const Vector3 & max);
// Texture access
void Set_Texture(TextureClass *tf);
TextureClass * Peek_Texture(void) { return RingTexture; }
ShaderClass & Get_Shader(void) { return RingShader; }
void Set_Shader(ShaderClass &shader) { RingShader = shader; }
// Animation Control
float Get_Animation_Duration(void) const { return AnimDuration; }
void Set_Animation_Duration(float time) { AnimDuration = time; Restart_Animation(); }
void Restart_Animation (void) { anim_time = 0; }
// Animatable channel access
RingColorChannelClass & Get_Color_Channel (void) { return ColorChannel; }
const RingColorChannelClass & Peek_Color_Channel (void) { return ColorChannel; }
RingAlphaChannelClass & Get_Alpha_Channel (void) { return AlphaChannel; }
const RingAlphaChannelClass & Peek_Alpha_Channel (void) { return AlphaChannel; }
RingScaleChannelClass & Get_Inner_Scale_Channel (void) { return InnerScaleChannel; }
const RingScaleChannelClass & Peek_Inner_Scale_Channel (void) { return InnerScaleChannel; }
RingScaleChannelClass & Get_Outer_Scale_Channel (void) { return OuterScaleChannel; }
const RingScaleChannelClass & Peek_Outer_Scale_Channel (void) { return OuterScaleChannel; }
void Set_Color_Channel (const RingColorChannelClass &data) { ColorChannel = data; }
void Set_Alpha_Channel (const RingAlphaChannelClass &data) { AlphaChannel = data; }
void Set_Inner_Scale_Channel (const RingScaleChannelClass &data) { InnerScaleChannel = data; }
void Set_Outer_Scale_Channel (const RingScaleChannelClass &data) { OuterScaleChannel = data; }
protected:
virtual void update_cached_box(void);
void Update_On_Visibilty(void);
// Initialization stuff
void Init_Material (void);
static void Generate_Shared_Mesh_Arrays (void);
// Animation Stuff
void animate(void); // animation update function
float anim_time; // what time in seconds are we in the animation
float AnimDuration;
bool IsAnimating;
RingColorChannelClass ColorChannel;
RingAlphaChannelClass AlphaChannel;
RingScaleChannelClass InnerScaleChannel;
RingScaleChannelClass OuterScaleChannel;
void update_mesh_data(const Vector3 & center,const Vector3 & extent);
void render_ring(RenderInfoClass & rinfo,const Vector3 & center,const Vector3 & extent);
void vis_render_ring(SpecialRenderInfoClass & rinfo,const Vector3 & center,const Vector3 & extent);
char Name[2*W3D_NAME_LEN];
Vector3 ObjSpaceCenter;
Vector3 ObjSpaceExtent;
Vector2 InnerExtent;
Vector2 OuterExtent;
int CurrentLOD;
int TextureTileCount;
// Current State
Vector3 Color;
float Alpha;
Vector2 InnerScale;
Vector2 OuterScale;
// Flags
unsigned int Flags;
VertexMaterialClass *RingMaterial;
ShaderClass RingShader;
TextureClass *RingTexture;
AABoxClass CachedBox;
// Friend classes
friend class RingPrototypeClass;
};
inline void RingRenderObjClass::Set_Inner_Extent (const Vector2 &extent)
{
InnerExtent = extent;
}
inline void RingRenderObjClass::Set_Outer_Extent (const Vector2 &extent)
{
OuterExtent = extent;
ObjSpaceExtent.X = extent.X;
ObjSpaceExtent.Y = extent.Y;
ObjSpaceExtent.Z = 0;
update_cached_box();
}
inline void RingRenderObjClass::Set_Local_Center_Extent(const Vector3 & center,const Vector3 & extent)
{
ObjSpaceCenter = center;
ObjSpaceExtent = extent;
update_cached_box();
}
inline void RingRenderObjClass::Set_Local_Min_Max(const Vector3 & min,const Vector3 & max)
{
ObjSpaceCenter = (max + min) / 2.0f;
ObjSpaceExtent = (max - min) / 2.0f;
update_cached_box();
}
inline const AABoxClass & RingRenderObjClass::Get_Box(void)
{
Validate_Transform();
update_cached_box();
return CachedBox;
}
/*
** Loader for rings
*/
class RingLoaderClass : public PrototypeLoaderClass
{
public:
virtual int Chunk_Type (void) { return W3D_CHUNK_RING; }
virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload);
};
/*
** Prototype for Ring objects
*/
class RingPrototypeClass : public PrototypeClass
{
public:
RingPrototypeClass (void);
RingPrototypeClass (RingRenderObjClass *ring);
~RingPrototypeClass (void);
virtual const char * Get_Name(void) const;
virtual int Get_Class_ID(void) const;
virtual RenderObjClass * Create(void);
bool Load (ChunkLoadClass &cload);
bool Save (ChunkSaveClass &csave);
private:
W3dRingStruct Definition;
RingColorChannelClass ColorChannel;
RingAlphaChannelClass AlphaChannel;
RingScaleChannelClass InnerScaleChannel;
RingScaleChannelClass OuterScaleChannel;
};
/*
** Instance of the loader which the asset manager installs
*/
extern RingLoaderClass _RingLoader;
#endif // RINGOBJ_H
// EOF - ringobj,h