205 lines
5.8 KiB
C++
205 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/renderobjphys.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 9/27/00 1:54p $*
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* *
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* $Revision:: 9 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "renderobjphys.h"
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#include "rendobj.h"
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#include "persistfactory.h"
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#include "wwphysids.h"
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/*
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** Declare a PersistFactory for RenderObjPhysClasses
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*/
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SimplePersistFactoryClass<RenderObjPhysClass,PHYSICS_CHUNKID_RENDEROBJPHYS> _RenderObjPhysFactory;
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/*
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** Chunk ID's used by RenderObjPhysClass
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*/
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enum
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{
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RENDEROBJPHYS_CHUNK_PHYS = 0x00099900, // obsolete, old parent class
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RENDEROBJPHYS_CHUNK_DYNAMICPHYS
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};
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/**
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** RenderObjPhysClass
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** NOTE: remember that this class is mainly intended just as a simple wrapper around render
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** objects that are added directly to the physics scene. Normally, only the physics scene
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** itself will be creating and using these. If you find yourself creating these objects,
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** consider using DecorationPhysClass instead...
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*/
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RenderObjPhysClass::RenderObjPhysClass(void)
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{
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Enable_Is_Pre_Lit(true);
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if (Model) {
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Model->Set_User_Data(this);
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}
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}
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RenderObjPhysClass::~RenderObjPhysClass(void)
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{
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if (Model) {
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Model->Set_User_Data(0);
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}
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}
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void RenderObjPhysClass::Set_Model(RenderObjClass * model)
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{
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if (Model) {
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Model->Set_User_Data(0);
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}
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// Let the base class have the model
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DynamicPhysClass::Set_Model(model);
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if (Model) {
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Model->Set_User_Data(this);
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if (Model->Class_ID() == RenderObjClass::CLASSID_HLOD) {
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Enable_Is_Pre_Lit(false);
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} else {
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Enable_Is_Pre_Lit(true);
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}
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}
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}
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const AABoxClass & RenderObjPhysClass::Get_Bounding_Box(void) const
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{
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assert(Model);
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return Model->Get_Bounding_Box();
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}
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const Matrix3D & RenderObjPhysClass::Get_Transform(void) const
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{
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assert(Model);
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return Model->Get_Transform();
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}
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void RenderObjPhysClass::Set_Transform(const Matrix3D & m)
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{
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// Note: this kind of object never causes collisions so we
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// can just warp it to the users desired position. However,
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// we do need to tell the scene that we moved so that
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// it can update us in the culling system
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assert(Model);
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Model->Set_Transform(m);
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Update_Cull_Box();
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}
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bool RenderObjPhysClass::Cast_Ray(PhysRayCollisionTestClass & raytest)
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{
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assert(Model);
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if (Model->Cast_Ray(raytest)) {
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raytest.CollidedPhysObj = this;
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return true;
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}
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return false;
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}
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bool RenderObjPhysClass::Cast_AABox(PhysAABoxCollisionTestClass & boxtest)
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{
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assert(Model);
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if (Model->Cast_AABox(boxtest)) {
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boxtest.CollidedPhysObj = this;
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return true;
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}
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return false;
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}
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bool RenderObjPhysClass::Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest)
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{
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assert(Model);
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if (Model->Cast_OBBox(boxtest)) {
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boxtest.CollidedPhysObj = this;
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return true;
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}
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return false;
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}
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/*
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** Save-Load System
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*/
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const PersistFactoryClass & RenderObjPhysClass::Get_Factory (void) const
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{
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return _RenderObjPhysFactory;
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}
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bool RenderObjPhysClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk(RENDEROBJPHYS_CHUNK_DYNAMICPHYS);
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DynamicPhysClass::Save(csave);
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csave.End_Chunk();
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return true;
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}
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bool RenderObjPhysClass::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID())
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{
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case RENDEROBJPHYS_CHUNK_PHYS:
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PhysClass::Load(cload); // note, legacy loading here... file must be old.
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break;
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case RENDEROBJPHYS_CHUNK_DYNAMICPHYS:
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DynamicPhysClass::Load(cload);
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break;
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default:
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WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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SaveLoadSystemClass::Register_Post_Load_Callback(this);
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return true;
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}
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void RenderObjPhysClass::On_Post_Load (void)
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{
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DynamicPhysClass::On_Post_Load();
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if (Model) {
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Model->Set_User_Data((void*)this);
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}
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}
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