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CnC_Renegade/Code/wwphys/decophys.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 : WWPhys *
* *
* $Archive:: /Commando/Code/wwphys/decophys.cpp $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 1/05/02 5:12p $*
* *
* $Revision:: 20 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "decophys.h"
#include "rendobj.h"
#include "persistfactory.h"
#include "simpledefinitionfactory.h"
#include "wwphysids.h"
#include "wwhack.h"
#include "part_emt.h"
#include "physinttest.h"
DECLARE_FORCE_LINK(decophys);
/****************************************************************************************************
**
** DecorationPhysClass Implementation
**
****************************************************************************************************/
/*
** Persist factory for DecorationPhysClass
*/
SimplePersistFactoryClass<DecorationPhysClass,PHYSICS_CHUNKID_DECORATIONPHYS> _DecoPhysFactory;
/*
** Chunk-ID's used by DecoPhys
*/
enum
{
DECOPHYS_CHUNK_PHYS = 0x005060000, // old parent class data
DECOPHYS_CHUNK_DYNAMICPHYS, // current parent class data
};
DecorationPhysClass::DecorationPhysClass(void)
{
ObjSpaceWorldBox.Center.Set(0,0,0);
ObjSpaceWorldBox.Extent.Set(1,1,1);
}
void DecorationPhysClass::Init(const DecorationPhysDefClass & def)
{
DynamicPhysClass::Init(def);
}
void DecorationPhysClass::Set_Model(RenderObjClass * model)
{
DynamicPhysClass::Set_Model(model);
// Initialize our copy of the world box
if (Model != NULL) {
RenderObjClass * box = Model->Get_Sub_Object_By_Name("WORLDBOX");
if (box) {
// Get the box when the model has an identity transform
Matrix3D old_transform = Model->Get_Transform();
Model->Set_Transform(Matrix3D(1));
ObjSpaceWorldBox = box->Get_Bounding_Box();
Model->Set_Transform(old_transform);
box->Release_Ref();
} else {
Model->Get_Obj_Space_Bounding_Box(ObjSpaceWorldBox);
}
}
}
const AABoxClass & DecorationPhysClass::Get_Bounding_Box(void) const
{
assert(Model);
return Model->Get_Bounding_Box();
}
const Matrix3D & DecorationPhysClass::Get_Transform(void) const
{
assert(Model);
return Model->Get_Transform();
}
void DecorationPhysClass::Set_Transform(const Matrix3D & m)
{
// Note: this kind of object never causes collisions so we
// can just warp it to the users desired position. However,
// we do need to tell the scene that we moved so that
// it can update us in the culling system
WWASSERT(Model);
Model->Set_Transform(m);
Update_Cull_Box();
Update_Visibility_Status();
}
void DecorationPhysClass::Get_Shadow_Blob_Box(AABoxClass * set_obj_space_box)
{
if (set_obj_space_box != NULL) {
*set_obj_space_box = ObjSpaceWorldBox;
}
}
bool DecorationPhysClass::Intersection_Test(PhysAABoxIntersectionTestClass & test)
{
WWASSERT(Model);
if (Model->Intersect_AABox(test)) {
test.Add_Intersected_Object(this);
return true;
}
return false;
}
bool DecorationPhysClass::Intersection_Test(PhysOBBoxIntersectionTestClass & test)
{
WWASSERT(Model);
if (Model->Intersect_OBBox(test)) {
test.Add_Intersected_Object(this);
return true;
}
return false;
}
bool DecorationPhysClass::Cast_Ray(PhysRayCollisionTestClass & raytest)
{
WWASSERT(Model);
if (Model->Cast_Ray(raytest)) {
raytest.CollidedPhysObj = this;
return true;
}
return false;
}
bool DecorationPhysClass::Cast_AABox(PhysAABoxCollisionTestClass & boxtest)
{
WWASSERT(Model);
if (Model->Cast_AABox(boxtest)) {
boxtest.CollidedPhysObj = this;
return true;
}
return false;
}
bool DecorationPhysClass::Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest)
{
WWASSERT(Model);
if (Model->Cast_OBBox(boxtest)) {
boxtest.CollidedPhysObj = this;
return true;
}
return false;
}
const PersistFactoryClass & DecorationPhysClass::Get_Factory (void) const
{
return _DecoPhysFactory;
}
bool DecorationPhysClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk(DECOPHYS_CHUNK_DYNAMICPHYS);
DynamicPhysClass::Save(csave);
csave.End_Chunk();
return true;
}
bool DecorationPhysClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID())
{
case DECOPHYS_CHUNK_PHYS:
PhysClass::Load(cload);
break;
case DECOPHYS_CHUNK_DYNAMICPHYS:
DynamicPhysClass::Load(cload);
break;
default:
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
SaveLoadSystemClass::Register_Post_Load_Callback(this);
return true;
}
void DecorationPhysClass::On_Post_Load(void)
{
DynamicPhysClass::On_Post_Load();
WWASSERT(Model);
if (Model) {
Set_Cull_Box(Model->Get_Bounding_Box());
if (Model->Class_ID () == RenderObjClass::CLASSID_PARTICLEEMITTER) {
Model->Set_User_Data (this);
((ParticleEmitterClass *)Model)->Start ();
}
}
}
/****************************************************************************************************
**
** DecorationPhysDefClass Implementation
**
****************************************************************************************************/
/*
** Persist factory for DecorationPhysDefClass's
*/
SimplePersistFactoryClass<DecorationPhysDefClass,PHYSICS_CHUNKID_DECOPHYSDEF> _DecorationPhysDefFactory;
/*
** Definition factory for DecorationPhysDefClass. This makes it show up in the editor
*/
DECLARE_DEFINITION_FACTORY(DecorationPhysDefClass, CLASSID_DECOPHYSDEF, "DecorationPhys") _DecorationPhysDefDefFactory;
/*
** Chunk ID's used by DecorationPhysDefClass
*/
enum
{
DECORATIONPHYSDEF_CHUNK_PHYSDEF = 0x01070003, // old parent class
DECORATIONPHYSDEF_CHUNK_DYNAMICPHYSDEF, // current parent class
};
DecorationPhysDefClass::DecorationPhysDefClass(void)
{
}
uint32 DecorationPhysDefClass::Get_Class_ID (void) const
{
return CLASSID_DECOPHYSDEF;
}
PersistClass * DecorationPhysDefClass::Create(void) const
{
DecorationPhysClass * new_obj = NEW_REF(DecorationPhysClass,());
new_obj->Init(*this);
return new_obj;
}
const char * DecorationPhysDefClass::Get_Type_Name(void)
{
return "DecorationPhysDef";
}
bool DecorationPhysDefClass::Is_Type(const char * type_name)
{
if (stricmp(type_name,DecorationPhysDefClass::Get_Type_Name()) == 0) {
return true;
} else {
return DynamicPhysDefClass::Is_Type(type_name);
}
}
const PersistFactoryClass & DecorationPhysDefClass::Get_Factory (void) const
{
return _DecorationPhysDefFactory;
}
bool DecorationPhysDefClass::Save(ChunkSaveClass &csave)
{
csave.Begin_Chunk(DECORATIONPHYSDEF_CHUNK_DYNAMICPHYSDEF);
DynamicPhysDefClass::Save(csave);
csave.End_Chunk();
return true;
}
bool DecorationPhysDefClass::Load(ChunkLoadClass &cload)
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case DECORATIONPHYSDEF_CHUNK_PHYSDEF:
PhysDefClass::Load(cload);
break;
case DECORATIONPHYSDEF_CHUNK_DYNAMICPHYSDEF:
DynamicPhysDefClass::Load(cload);
break;
default:
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
return true;
}