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CnC_Renegade/Code/wwphys/renderobjphys.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/renderobjphys.cpp $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 9/27/00 1:54p $*
* *
* $Revision:: 9 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "renderobjphys.h"
#include "rendobj.h"
#include "persistfactory.h"
#include "wwphysids.h"
/*
** Declare a PersistFactory for RenderObjPhysClasses
*/
SimplePersistFactoryClass<RenderObjPhysClass,PHYSICS_CHUNKID_RENDEROBJPHYS> _RenderObjPhysFactory;
/*
** Chunk ID's used by RenderObjPhysClass
*/
enum
{
RENDEROBJPHYS_CHUNK_PHYS = 0x00099900, // obsolete, old parent class
RENDEROBJPHYS_CHUNK_DYNAMICPHYS
};
/**
** RenderObjPhysClass
** NOTE: remember that this class is mainly intended just as a simple wrapper around render
** objects that are added directly to the physics scene. Normally, only the physics scene
** itself will be creating and using these. If you find yourself creating these objects,
** consider using DecorationPhysClass instead...
*/
RenderObjPhysClass::RenderObjPhysClass(void)
{
Enable_Is_Pre_Lit(true);
if (Model) {
Model->Set_User_Data(this);
}
}
RenderObjPhysClass::~RenderObjPhysClass(void)
{
if (Model) {
Model->Set_User_Data(0);
}
}
void RenderObjPhysClass::Set_Model(RenderObjClass * model)
{
if (Model) {
Model->Set_User_Data(0);
}
// Let the base class have the model
DynamicPhysClass::Set_Model(model);
if (Model) {
Model->Set_User_Data(this);
if (Model->Class_ID() == RenderObjClass::CLASSID_HLOD) {
Enable_Is_Pre_Lit(false);
} else {
Enable_Is_Pre_Lit(true);
}
}
}
const AABoxClass & RenderObjPhysClass::Get_Bounding_Box(void) const
{
assert(Model);
return Model->Get_Bounding_Box();
}
const Matrix3D & RenderObjPhysClass::Get_Transform(void) const
{
assert(Model);
return Model->Get_Transform();
}
void RenderObjPhysClass::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
assert(Model);
Model->Set_Transform(m);
Update_Cull_Box();
}
bool RenderObjPhysClass::Cast_Ray(PhysRayCollisionTestClass & raytest)
{
assert(Model);
if (Model->Cast_Ray(raytest)) {
raytest.CollidedPhysObj = this;
return true;
}
return false;
}
bool RenderObjPhysClass::Cast_AABox(PhysAABoxCollisionTestClass & boxtest)
{
assert(Model);
if (Model->Cast_AABox(boxtest)) {
boxtest.CollidedPhysObj = this;
return true;
}
return false;
}
bool RenderObjPhysClass::Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest)
{
assert(Model);
if (Model->Cast_OBBox(boxtest)) {
boxtest.CollidedPhysObj = this;
return true;
}
return false;
}
/*
** Save-Load System
*/
const PersistFactoryClass & RenderObjPhysClass::Get_Factory (void) const
{
return _RenderObjPhysFactory;
}
bool RenderObjPhysClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk(RENDEROBJPHYS_CHUNK_DYNAMICPHYS);
DynamicPhysClass::Save(csave);
csave.End_Chunk();
return true;
}
bool RenderObjPhysClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID())
{
case RENDEROBJPHYS_CHUNK_PHYS:
PhysClass::Load(cload); // note, legacy loading here... file must be old.
break;
case RENDEROBJPHYS_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 RenderObjPhysClass::On_Post_Load (void)
{
DynamicPhysClass::On_Post_Load();
if (Model) {
Model->Set_User_Data((void*)this);
}
}