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CnC_Renegade/Code/wwphys/staticphys.h

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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/staticphys.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 2/18/02 2:13p $*
* *
* $Revision:: 34 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef STATICPHYS_H
#define STATICPHYS_H
#include "phys.h"
#include "pscene.h"
#include "wwdebug.h"
#include "physcoltest.h"
#include "physinttest.h"
#include "vector.h"
class StaticPhysDefClass;
/**
** StaticPhysClass
** This class implements an object meant to be placed in the static object
** culling system. Static objects are used to make up the bulk of the geometry for the
** static environment.
**
*/
class StaticPhysClass : public PhysClass
{
public:
StaticPhysClass(void);
~StaticPhysClass(void);
virtual StaticPhysClass * As_StaticPhysClass(void) { return this; }
StaticPhysDefClass * Get_StaticPhysDef(void) { return (StaticPhysDefClass *)Definition; }
void Init(const StaticPhysDefClass & def);
virtual bool Needs_Timestep(void) { return false; }
virtual void Timestep(float dt) { };
virtual void Set_Model(RenderObjClass * model);
virtual void Render_Vis_Meshes(RenderInfoClass & rinfo);
/*
** Collision detection - all collideable objects provide the following collision detection
** functions so that other objects do not pass through them. These functions should test
** the given primitive against this object's geometric representation.
*/
virtual bool Cast_Ray(PhysRayCollisionTestClass & raytest);
virtual bool Cast_AABox(PhysAABoxCollisionTestClass & boxtest);
virtual bool Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest);
virtual bool Intersection_Test(PhysAABoxIntersectionTestClass & test);
virtual bool Intersection_Test(PhysOBBoxIntersectionTestClass & test);
virtual bool Intersection_Test(PhysMeshIntersectionTestClass & test);
bool Intersects(const OBBoxClass & obbox);
virtual const AABoxClass & Get_Bounding_Box(void) const;
virtual const Matrix3D & Get_Transform(void) const;
virtual void Set_Transform(const Matrix3D & m);
/*
** Classify this object for the visibility culling system. If the rendered
** representation of this object is translucent or if the object has multiple render
** states (e.g. an object that is destructible or can have its model be replaced)
** then the object cannot be treated as an occluder.
*/
int Is_Occluder(void);
/*
** Classify whether the model for this object is pre-lit. In this case, we don't
** apply static lights or static projectors to it since their effect should be cooked
** into the pre-processed lighting
*/
bool Is_Model_Pre_Lit(void);
bool Is_Model_User_Lit(void);
/*
** Vis Data access. In addition to having a vis object id, static physics objects
** can define vis-sectors.
*/
void Set_Vis_Sector_ID(int new_id);
int Get_Vis_Sector_ID(void) const { return VisSectorID; }
bool Is_Vis_Sector(RenderObjClass * model = NULL) const;
/*
** Simulation and rendering toggles for all static physics objects
*/
virtual bool Is_Simulation_Disabled(void) { return _DisableStaticPhysSimulation; }
virtual bool Is_Rendering_Disabled(void) { return _DisableStaticPhysRendering; }
static void Disable_All_Simulation(bool onoff) { _DisableStaticPhysSimulation = onoff; }
static void Disable_All_Rendering(bool onoff) { _DisableStaticPhysRendering = onoff; }
static bool Is_All_Simulation_Disabled(void) { return _DisableStaticPhysSimulation; }
static bool Is_All_Rendering_Disabled(void) { return _DisableStaticPhysRendering; }
/*
** Save-Load of state. This interface is used to restore the state of any static
** objects in the level. Static objects are not re-created when a save-game is created
** instead, their state is restored.
*/
virtual bool Has_Dynamic_State(void) { return false; }
virtual void Save_State(ChunkSaveClass & csave) { }
virtual void Load_State(ChunkLoadClass & cload) { }
/*
** Save-Load System
*/
virtual const PersistFactoryClass & Get_Factory (void) const;
virtual bool Save (ChunkSaveClass &csave);
virtual bool Load (ChunkLoadClass &cload);
virtual void On_Post_Load(void);
float Compute_Vis_Mesh_Ram(RenderObjClass * model = NULL);
protected:
void Update_Cached_Model_Parameters(void);
virtual void Update_Sun_Status(void);
protected:
int VisSectorID; // set if this static object contains a vis sector mesh (-1 if not)
private:
static bool _DisableStaticPhysSimulation;
static bool _DisableStaticPhysRendering;
StaticPhysClass(const StaticPhysClass &);
StaticPhysClass & operator = (const StaticPhysClass &);
};
/**
** StaticPhysDefClass
** Definition data structure for StaticPhysClass
*/
class StaticPhysDefClass : public PhysDefClass
{
public:
StaticPhysDefClass(void);
// From DefinitionClass
virtual uint32 Get_Class_ID (void) const;
virtual PersistClass * Create(void) const;
// From PhysDefClass
virtual const char * Get_Type_Name(void);
virtual bool Is_Type(const char *);
// From PersistClass
virtual const PersistFactoryClass & Get_Factory (void) const;
virtual bool Save(ChunkSaveClass &csave);
virtual bool Load(ChunkLoadClass &cload);
// Editable interface requirements
DECLARE_EDITABLE(StaticPhysDefClass,PhysDefClass);
protected:
bool IsNonOccluder;
friend class StaticPhysClass;
};
/*
**
** Inline Functions
**
*/
inline bool StaticPhysClass::Cast_Ray(PhysRayCollisionTestClass & raytest)
{
WWASSERT(Model);
if (Model->Cast_Ray(raytest)) {
raytest.CollidedPhysObj = this;
return true;
} else {
return false;
}
}
inline bool StaticPhysClass::Cast_AABox(PhysAABoxCollisionTestClass & boxtest)
{
WWASSERT(Model);
if (Model->Cast_AABox(boxtest)) {
boxtest.CollidedPhysObj = this;
return true;
} else {
return false;
}
}
inline bool StaticPhysClass::Cast_OBBox(PhysOBBoxCollisionTestClass & boxtest)
{
WWASSERT(Model);
if (Model->Cast_OBBox(boxtest)) {
boxtest.CollidedPhysObj = this;
return true;
} else {
return false;
}
}
inline bool StaticPhysClass::Intersection_Test(PhysAABoxIntersectionTestClass & test)
{
if (Model->Intersect_AABox(test)) {
test.Add_Intersected_Object(this);
return true;
}
return false;
}
inline bool StaticPhysClass::Intersection_Test(PhysOBBoxIntersectionTestClass & test)
{
if (Model->Intersect_OBBox(test)) {
test.Add_Intersected_Object(this);
return true;
}
return false;
}
inline bool StaticPhysClass::Intersection_Test(PhysMeshIntersectionTestClass & test)
{
WWASSERT(0); // TODO: Mesh-Mesh intersection
return false;
}
inline bool StaticPhysClass::Intersects(const OBBoxClass & obbox)
{
CastResultStruct result;
PhysOBBoxCollisionTestClass boxtest( obbox,
Vector3(0,0,0),
&result,
0x0F,
1);
Cast_OBBox(boxtest);
return result.StartBad;
}
#endif