284 lines
9.1 KiB
C++
284 lines
9.1 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/staticphys.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 2/18/02 2:13p $*
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* *
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* $Revision:: 34 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef STATICPHYS_H
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#define STATICPHYS_H
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#include "phys.h"
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#include "pscene.h"
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#include "wwdebug.h"
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#include "physcoltest.h"
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#include "physinttest.h"
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#include "vector.h"
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class StaticPhysDefClass;
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/**
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** StaticPhysClass
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** This class implements an object meant to be placed in the static object
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** culling system. Static objects are used to make up the bulk of the geometry for the
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** static environment.
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**
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*/
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class StaticPhysClass : public PhysClass
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{
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public:
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StaticPhysClass(void);
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~StaticPhysClass(void);
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virtual StaticPhysClass * As_StaticPhysClass(void) { return this; }
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StaticPhysDefClass * Get_StaticPhysDef(void) { return (StaticPhysDefClass *)Definition; }
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void Init(const StaticPhysDefClass & def);
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virtual bool Needs_Timestep(void) { return false; }
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virtual void Timestep(float dt) { };
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virtual void Set_Model(RenderObjClass * model);
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virtual void Render_Vis_Meshes(RenderInfoClass & rinfo);
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/*
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** Collision detection - all collideable objects provide the following collision detection
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** functions so that other objects do not pass through them. These functions should test
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** the given primitive against this object's geometric representation.
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*/
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virtual bool Cast_Ray(PhysRayCollisionTestClass & raytest);
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virtual bool Cast_AABox(PhysAABoxCollisionTestClass & boxtest);
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virtual bool Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest);
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virtual bool Intersection_Test(PhysAABoxIntersectionTestClass & test);
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virtual bool Intersection_Test(PhysOBBoxIntersectionTestClass & test);
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virtual bool Intersection_Test(PhysMeshIntersectionTestClass & test);
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bool Intersects(const OBBoxClass & obbox);
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virtual const AABoxClass & Get_Bounding_Box(void) const;
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virtual const Matrix3D & Get_Transform(void) const;
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virtual void Set_Transform(const Matrix3D & m);
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/*
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** Classify this object for the visibility culling system. If the rendered
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** representation of this object is translucent or if the object has multiple render
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** states (e.g. an object that is destructible or can have its model be replaced)
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** then the object cannot be treated as an occluder.
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*/
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int Is_Occluder(void);
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/*
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** Classify whether the model for this object is pre-lit. In this case, we don't
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** apply static lights or static projectors to it since their effect should be cooked
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** into the pre-processed lighting
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*/
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bool Is_Model_Pre_Lit(void);
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bool Is_Model_User_Lit(void);
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/*
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** Vis Data access. In addition to having a vis object id, static physics objects
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** can define vis-sectors.
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*/
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void Set_Vis_Sector_ID(int new_id);
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int Get_Vis_Sector_ID(void) const { return VisSectorID; }
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bool Is_Vis_Sector(RenderObjClass * model = NULL) const;
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/*
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** Simulation and rendering toggles for all static physics objects
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*/
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virtual bool Is_Simulation_Disabled(void) { return _DisableStaticPhysSimulation; }
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virtual bool Is_Rendering_Disabled(void) { return _DisableStaticPhysRendering; }
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static void Disable_All_Simulation(bool onoff) { _DisableStaticPhysSimulation = onoff; }
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static void Disable_All_Rendering(bool onoff) { _DisableStaticPhysRendering = onoff; }
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static bool Is_All_Simulation_Disabled(void) { return _DisableStaticPhysSimulation; }
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static bool Is_All_Rendering_Disabled(void) { return _DisableStaticPhysRendering; }
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/*
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** Save-Load of state. This interface is used to restore the state of any static
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** objects in the level. Static objects are not re-created when a save-game is created
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** instead, their state is restored.
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*/
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virtual bool Has_Dynamic_State(void) { return false; }
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virtual void Save_State(ChunkSaveClass & csave) { }
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virtual void Load_State(ChunkLoadClass & cload) { }
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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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float Compute_Vis_Mesh_Ram(RenderObjClass * model = NULL);
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protected:
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void Update_Cached_Model_Parameters(void);
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virtual void Update_Sun_Status(void);
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protected:
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int VisSectorID; // set if this static object contains a vis sector mesh (-1 if not)
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private:
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static bool _DisableStaticPhysSimulation;
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static bool _DisableStaticPhysRendering;
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StaticPhysClass(const StaticPhysClass &);
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StaticPhysClass & operator = (const StaticPhysClass &);
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};
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/**
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** StaticPhysDefClass
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** Definition data structure for StaticPhysClass
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*/
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class StaticPhysDefClass : public PhysDefClass
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{
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public:
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StaticPhysDefClass(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(StaticPhysDefClass,PhysDefClass);
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protected:
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bool IsNonOccluder;
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friend class StaticPhysClass;
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};
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/*
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**
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** Inline Functions
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**
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*/
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inline bool StaticPhysClass::Cast_Ray(PhysRayCollisionTestClass & raytest)
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{
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WWASSERT(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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} else {
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return false;
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}
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}
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inline bool StaticPhysClass::Cast_AABox(PhysAABoxCollisionTestClass & boxtest)
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{
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WWASSERT(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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} else {
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return false;
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}
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}
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inline bool StaticPhysClass::Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest)
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{
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WWASSERT(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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} else {
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return false;
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}
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}
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inline bool StaticPhysClass::Intersection_Test(PhysAABoxIntersectionTestClass & test)
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{
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if (Model->Intersect_AABox(test)) {
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test.Add_Intersected_Object(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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inline bool StaticPhysClass::Intersection_Test(PhysOBBoxIntersectionTestClass & test)
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{
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if (Model->Intersect_OBBox(test)) {
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test.Add_Intersected_Object(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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inline bool StaticPhysClass::Intersection_Test(PhysMeshIntersectionTestClass & test)
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{
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WWASSERT(0); // TODO: Mesh-Mesh intersection
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return false;
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}
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inline bool StaticPhysClass::Intersects(const OBBoxClass & obbox)
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{
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CastResultStruct result;
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PhysOBBoxCollisionTestClass boxtest( obbox,
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Vector3(0,0,0),
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&result,
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0x0F,
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1);
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Cast_OBBox(boxtest);
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return result.StartBad;
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}
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#endif
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