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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
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341
Code/ww3d2/ringobj.h
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341
Code/ww3d2/ringobj.h
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/*
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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 : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/ringobj.h $*
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* *
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* Author:: Jason Andersen *
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* *
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* $Modtime:: 3/23/01 7:02p $*
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* *
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* $Revision:: 5 $*
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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 RINGOBJ_H
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#define RINGOBJ_H
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#include "always.h"
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#include "rendobj.h"
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#include "w3d_file.h"
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#include "shader.h"
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#include "proto.h"
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#include "obbox.h"
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#include "quat.h"
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#include "vector3.h"
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#include "vector2.h"
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#include "prim_anim.h"
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class VertexMaterialClass;
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typedef LERPAnimationChannelClass<Vector3> RingColorChannelClass;
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typedef LERPAnimationChannelClass<float> RingAlphaChannelClass;
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typedef LERPAnimationChannelClass<Vector2> RingScaleChannelClass;
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/**
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** W3dRingStruct
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** This structure is used to define a ring object in the W3D file format.
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*/
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struct W3dRingStruct
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{
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uint32 Version; // file format version
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uint32 Attributes; // box attributes (above #define's)
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char Name[2*W3D_NAME_LEN]; // name is in the form <containername>.<boxname>
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W3dVectorStruct Center; // center of the box
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W3dVectorStruct Extent; // extent of the box
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float AnimDuration; // Animation time (in seconds)
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W3dVectorStruct DefaultColor;
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float DefaultAlpha;
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Vector2 DefaultInnerScale;
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Vector2 DefaultOuterScale;
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Vector2 InnerExtent;
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Vector2 OuterExtent;
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char TextureName[2*W3D_NAME_LEN];
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W3dShaderStruct Shader;
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int TextureTileCount;
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//
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// Note this structure is followed by a series of
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// W3dRingKeyArrayStruct structures which define the
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// variable set of keyframes for each channel
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};
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/*
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** RingRenderObjClass: Procedurally generated render rings
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**
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*/
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class RingRenderObjClass : public RenderObjClass
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{
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public:
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// These are bit masks, so they should enum 1,2,4,8,10,20,40 etc...
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enum RingFlags {
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USE_CAMERA_ALIGN = 0x00000001,
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USE_ANIMATION_LOOP= 0x00000002,
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};
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RingRenderObjClass(void);
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RingRenderObjClass(const W3dRingStruct & def);
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RingRenderObjClass(const RingRenderObjClass & src);
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RingRenderObjClass & operator = (const RingRenderObjClass &);
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~RingRenderObjClass(void);
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface
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/////////////////////////////////////////////////////////////////////////////
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virtual RenderObjClass * Clone(void) const;
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virtual int Class_ID(void) const;
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virtual void Render(RenderInfoClass & rinfo);
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virtual void Special_Render(SpecialRenderInfoClass & rinfo);
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virtual void Set_Transform(const Matrix3D &m);
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virtual void Set_Position(const Vector3 &v);
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virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
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virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const;
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virtual void Set_Hidden(int onoff) { RenderObjClass::Set_Hidden (onoff); Update_On_Visibilty (); }
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virtual void Set_Visible(int onoff) { RenderObjClass::Set_Visible (onoff); Update_On_Visibilty (); }
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virtual void Set_Animation_Hidden(int onoff) { RenderObjClass::Set_Animation_Hidden (onoff); Update_On_Visibilty (); }
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virtual void Set_Force_Visible(int onoff) { RenderObjClass::Set_Force_Visible (onoff); Update_On_Visibilty (); }
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const AABoxClass & Get_Box(void);
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virtual int Get_Num_Polys(void) const;
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virtual const char *Get_Name(void) const;
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virtual void Set_Name(const char * name);
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unsigned int Get_Flags(void) {return Flags;}
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void Set_Flags(unsigned int flags) { Flags = flags; }
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void Set_Flag(unsigned int flag, bool onoff) { Flags &= (~flag); if (onoff) Flags |= flag; }
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// Animation access
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bool Is_Animating (void) { return IsAnimating; }
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void Start_Animating (void) { IsAnimating = true; anim_time = 0; }
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void Stop_Animating (void) { IsAnimating = false; anim_time = 0; }
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// Texture tiling access
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int Get_Texture_Tiling (void) const { return TextureTileCount; }
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void Set_Texture_Tiling (int count) { TextureTileCount = count; }
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// Current state access
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void Set_Color(const Vector3 & color) { Color = color; }
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void Set_Alpha(float alpha) { Alpha = alpha; }
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void Set_Inner_Scale(const Vector2 & scale) { InnerScale = scale; }
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void Set_Outer_Scale(const Vector2 & scale) { OuterScale = scale; }
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const Vector3 & Get_Color(void) const { return Color; }
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float Get_Alpha(void) const { return Alpha; }
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const Vector2 & Get_Inner_Scale(void) const { return InnerScale; }
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const Vector2 & Get_Outer_Scale(void) const { return OuterScale; }
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Vector3 Get_Default_Color(void) const;
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float Get_Default_Alpha(void) const;
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Vector2 Get_Default_Inner_Scale(void) const;
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Vector2 Get_Default_Outer_Scale(void) const;
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// Size/position methods
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const Vector2 & Get_Inner_Extent (void) const { return InnerExtent; }
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const Vector2 & Get_Outer_Extent (void) const { return OuterExtent; }
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void Set_Inner_Extent (const Vector2 &extent);
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void Set_Outer_Extent (const Vector2 &extent);
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void Set_Local_Center_Extent(const Vector3 & center,const Vector3 & extent);
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void Set_Local_Min_Max(const Vector3 & min,const Vector3 & max);
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// Texture access
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void Set_Texture(TextureClass *tf);
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TextureClass * Peek_Texture(void) { return RingTexture; }
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ShaderClass & Get_Shader(void) { return RingShader; }
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void Set_Shader(ShaderClass &shader) { RingShader = shader; }
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// Animation Control
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float Get_Animation_Duration(void) const { return AnimDuration; }
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void Set_Animation_Duration(float time) { AnimDuration = time; Restart_Animation(); }
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void Restart_Animation (void) { anim_time = 0; }
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// Animatable channel access
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RingColorChannelClass & Get_Color_Channel (void) { return ColorChannel; }
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const RingColorChannelClass & Peek_Color_Channel (void) { return ColorChannel; }
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RingAlphaChannelClass & Get_Alpha_Channel (void) { return AlphaChannel; }
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const RingAlphaChannelClass & Peek_Alpha_Channel (void) { return AlphaChannel; }
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RingScaleChannelClass & Get_Inner_Scale_Channel (void) { return InnerScaleChannel; }
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const RingScaleChannelClass & Peek_Inner_Scale_Channel (void) { return InnerScaleChannel; }
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RingScaleChannelClass & Get_Outer_Scale_Channel (void) { return OuterScaleChannel; }
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const RingScaleChannelClass & Peek_Outer_Scale_Channel (void) { return OuterScaleChannel; }
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void Set_Color_Channel (const RingColorChannelClass &data) { ColorChannel = data; }
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void Set_Alpha_Channel (const RingAlphaChannelClass &data) { AlphaChannel = data; }
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void Set_Inner_Scale_Channel (const RingScaleChannelClass &data) { InnerScaleChannel = data; }
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void Set_Outer_Scale_Channel (const RingScaleChannelClass &data) { OuterScaleChannel = data; }
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protected:
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virtual void update_cached_box(void);
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void Update_On_Visibilty(void);
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// Initialization stuff
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void Init_Material (void);
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static void Generate_Shared_Mesh_Arrays (void);
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// Animation Stuff
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void animate(void); // animation update function
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float anim_time; // what time in seconds are we in the animation
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float AnimDuration;
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bool IsAnimating;
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RingColorChannelClass ColorChannel;
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RingAlphaChannelClass AlphaChannel;
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RingScaleChannelClass InnerScaleChannel;
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RingScaleChannelClass OuterScaleChannel;
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void update_mesh_data(const Vector3 & center,const Vector3 & extent);
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void render_ring(RenderInfoClass & rinfo,const Vector3 & center,const Vector3 & extent);
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void vis_render_ring(SpecialRenderInfoClass & rinfo,const Vector3 & center,const Vector3 & extent);
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char Name[2*W3D_NAME_LEN];
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Vector3 ObjSpaceCenter;
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Vector3 ObjSpaceExtent;
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Vector2 InnerExtent;
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Vector2 OuterExtent;
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int CurrentLOD;
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int TextureTileCount;
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// Current State
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Vector3 Color;
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float Alpha;
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Vector2 InnerScale;
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Vector2 OuterScale;
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// Flags
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unsigned int Flags;
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VertexMaterialClass *RingMaterial;
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ShaderClass RingShader;
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TextureClass *RingTexture;
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AABoxClass CachedBox;
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// Friend classes
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friend class RingPrototypeClass;
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};
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inline void RingRenderObjClass::Set_Inner_Extent (const Vector2 &extent)
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{
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InnerExtent = extent;
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}
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inline void RingRenderObjClass::Set_Outer_Extent (const Vector2 &extent)
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{
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OuterExtent = extent;
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ObjSpaceExtent.X = extent.X;
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ObjSpaceExtent.Y = extent.Y;
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ObjSpaceExtent.Z = 0;
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update_cached_box();
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}
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inline void RingRenderObjClass::Set_Local_Center_Extent(const Vector3 & center,const Vector3 & extent)
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{
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ObjSpaceCenter = center;
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ObjSpaceExtent = extent;
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update_cached_box();
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}
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inline void RingRenderObjClass::Set_Local_Min_Max(const Vector3 & min,const Vector3 & max)
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{
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ObjSpaceCenter = (max + min) / 2.0f;
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ObjSpaceExtent = (max - min) / 2.0f;
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update_cached_box();
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}
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inline const AABoxClass & RingRenderObjClass::Get_Box(void)
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{
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Validate_Transform();
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update_cached_box();
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return CachedBox;
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}
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/*
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** Loader for rings
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*/
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class RingLoaderClass : public PrototypeLoaderClass
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{
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public:
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virtual int Chunk_Type (void) { return W3D_CHUNK_RING; }
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virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload);
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};
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/*
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** Prototype for Ring objects
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*/
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class RingPrototypeClass : public PrototypeClass
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{
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public:
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RingPrototypeClass (void);
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RingPrototypeClass (RingRenderObjClass *ring);
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~RingPrototypeClass (void);
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virtual const char * Get_Name(void) const;
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virtual int Get_Class_ID(void) const;
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virtual RenderObjClass * Create(void);
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bool Load (ChunkLoadClass &cload);
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bool Save (ChunkSaveClass &csave);
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private:
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W3dRingStruct Definition;
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RingColorChannelClass ColorChannel;
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RingAlphaChannelClass AlphaChannel;
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RingScaleChannelClass InnerScaleChannel;
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RingScaleChannelClass OuterScaleChannel;
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};
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/*
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** Instance of the loader which the asset manager installs
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*/
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extern RingLoaderClass _RingLoader;
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#endif // RINGOBJ_H
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// EOF - ringobj,h
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