165 lines
5.8 KiB
C++
165 lines
5.8 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 : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/dynamicanimphys.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 11/01/01 2:23p $*
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* *
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* $Revision:: 8 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef DYANMICANIMPHYS_H
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#define DYNAMICANIMPHYS_H
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#include "always.h"
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#include "decophys.h"
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#include "animcollisionmanager.h"
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#include "dynamicshadowmanager.h"
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class ChunkLoadClass;
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class ChunkSaveClass;
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class DynamicAnimPhysDefClass;
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/**
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** DynamicAnimPhysClass
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** This class manages dynamic animations. These are similar to static anims but they can
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** be dynamically created and destroyed and their bounding boxes can be animated (since they
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** are placed into the dynamic culling system. However, since they are dynamic objects,
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** they do not VIS or cull as accurately. An example of a dynamic animation would be an
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** animated plane that flys across the level while an example of a static animation would
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** be an animating elevator.
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*/
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class DynamicAnimPhysClass : public DecorationPhysClass
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{
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public:
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DynamicAnimPhysClass(void);
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virtual ~DynamicAnimPhysClass(void);
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virtual DynamicAnimPhysClass * As_DynamicAnimPhysClass(void) { return this; }
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const DynamicAnimPhysDefClass * Get_DynamicAnimPhysDef(void);
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void Init(const DynamicAnimPhysDefClass & def);
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virtual void Set_Model(RenderObjClass * model);
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virtual bool Needs_Timestep(void) { return true; }
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virtual void Timestep(float dt);
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virtual void Post_Timestep_Process(void);
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/*
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** State Import/Export and Save/Load
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*/
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virtual bool Has_Dynamic_State(void) { return true; }
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/*
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** save-load system
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*/
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virtual const PersistFactoryClass & Get_Factory (void) const;
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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virtual void On_Post_Load(void);
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/*
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** Animation and animated collision control
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*/
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AnimCollisionManagerClass & Get_Animation_Manager(void) { return AnimManager; }
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protected:
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void Update_Cached_Model_Parameters(void);
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void Reset_Mappers(RenderObjClass * model);
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AnimCollisionManagerClass AnimManager;
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DynamicShadowManagerClass ShadowManager;
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private:
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// Not implemented...
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DynamicAnimPhysClass(const DynamicAnimPhysClass &);
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DynamicAnimPhysClass & operator = (const DynamicAnimPhysClass &);
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};
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/**
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** DynamicAnimPhysDefClass
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** Definition data structure for DynamicAnimPhysClass
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*/
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class DynamicAnimPhysDefClass : public DecorationPhysDefClass
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{
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public:
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DynamicAnimPhysDefClass(void);
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// From DefinitionClass
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virtual uint32 Get_Class_ID (void) const;
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virtual PersistClass * Create(void) const;
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// From PhysDefClass
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virtual const char * Get_Type_Name(void);
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virtual bool Is_Type(const char *);
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// From PersistClass
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virtual const PersistFactoryClass & Get_Factory (void) const;
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virtual bool Save(ChunkSaveClass &csave);
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virtual bool Load(ChunkLoadClass &cload);
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// Editable interface requirements
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DECLARE_EDITABLE(DynamicAnimPhysDefClass,DecorationPhysDefClass);
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protected:
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// Animation and animated collision support
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AnimCollisionManagerDefClass AnimManagerDef;
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bool CastsShadows;
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float ShadowNearZ;
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float ShadowFarZ;
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friend class DynamicAnimPhysClass;
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};
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/*
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** Inlines
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*/
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inline const DynamicAnimPhysDefClass * DynamicAnimPhysClass::Get_DynamicAnimPhysDef(void)
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{
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return (DynamicAnimPhysDefClass *)Definition;
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}
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#endif //DYNAMICANIMPHYS_H
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