mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-16 07:31:40 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
628
Code/wwphys/movephys.cpp
Normal file
628
Code/wwphys/movephys.cpp
Normal file
@@ -0,0 +1,628 @@
|
||||
/*
|
||||
** 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/movephys.cpp $*
|
||||
* *
|
||||
* Author:: Greg Hjelstrom *
|
||||
* *
|
||||
* $Modtime:: 11/24/01 5:40p $*
|
||||
* *
|
||||
* $Revision:: 47 $*
|
||||
* *
|
||||
*---------------------------------------------------------------------------------------------*
|
||||
* Functions: *
|
||||
* MoveablePhysClass::MoveablePhysClass -- Constructor *
|
||||
* MoveablePhysClass::~MoveablePhysClass -- Destructor *
|
||||
* MoveablePhysClass::Post_Timestep_Process -- perform post-timestep processing *
|
||||
* MoveablePhysClass::Update_Shadow -- Update the shadow for this object *
|
||||
* MoveablePhysClass::Allocate_Shadow -- ensure that a shadow object is allocated *
|
||||
* MoveablePhysClass::Release_Shadow -- release the shadow object *
|
||||
* MoveablePhysClass::Get_Shadow_Blob_Box -- Return the object space AABox for the shadow *
|
||||
* MoveablePhysClass::Link_To_Carrier -- Link this object to a carrier object *
|
||||
* MoveablePhysClass::Peek_Carrier_Sub_Object -- returns the carrier sub object pointer *
|
||||
* MoveablePhysClass::Save -- persistant object save support *
|
||||
* MoveablePhysClass::Load -- persistant object load support *
|
||||
* MoveablePhysClass::On_Post_Load -- Post-Load callback for MoveablePhysClass *
|
||||
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||||
|
||||
|
||||
#if defined(_MSC_VER)
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "movephys.h"
|
||||
#include "colmathaabox.h"
|
||||
#include "pscene.h"
|
||||
#include "dyntexproject.h"
|
||||
#include "chunkio.h"
|
||||
#include "saveload.h"
|
||||
#include "wwhack.h"
|
||||
#include "assetmgr.h"
|
||||
#include "physcoltest.h"
|
||||
#include "light.h"
|
||||
|
||||
DECLARE_FORCE_LINK(movephys);
|
||||
|
||||
|
||||
#define SINGLE_SHADOW_CODE 1
|
||||
#define TRUE_PERSPECTIVE_SHADOWS 0
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
**
|
||||
** MoveablePhysClass Implementation
|
||||
**
|
||||
***********************************************************************************************/
|
||||
|
||||
/*
|
||||
** Chunk ID's used by MoveablePhysClass
|
||||
*/
|
||||
enum
|
||||
{
|
||||
MOVEABLE_CHUNK_PHYS = 0x00803000, // obsolete parent class
|
||||
MOVEABLE_CHUNK_VARIABLES,
|
||||
MOVEABLE_CHUNK_DYNAMICPHYS, // current parent class
|
||||
|
||||
MOVEABLE_VARIABLE_MASS = 0x00,
|
||||
MOVEABLE_VARIABLE_GRAVSCALE,
|
||||
MOVEABLE_VARIABLE_ELASTICITY,
|
||||
MOVEABLE_VARIABLE_CONTROLLER,
|
||||
MOVEABLE_VARIABLE_CARRIER,
|
||||
};
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* MoveablePhysClass::MoveablePhysClass -- Constructor *
|
||||
* *
|
||||
* INPUT: *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* *
|
||||
* HISTORY: *
|
||||
*=============================================================================================*/
|
||||
MoveablePhysClass::MoveablePhysClass(void) :
|
||||
Mass(1.0f),
|
||||
MassInv(1.0f),
|
||||
GravScale(1.0f),
|
||||
Elasticity(0.5f),
|
||||
Controller(NULL),
|
||||
Carrier(NULL),
|
||||
CarrierSubObject(NULL),
|
||||
ShadowManager(*this)
|
||||
{
|
||||
}
|
||||
|
||||
/***********************************************************************************************
|
||||
* MoveablePhysClass::~MoveablePhysClass -- Destructor *
|
||||
* *
|
||||
* INPUT: *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 12/21/99 gth : Created. *
|
||||
*=============================================================================================*/
|
||||
MoveablePhysClass::~MoveablePhysClass(void)
|
||||
{
|
||||
Link_To_Carrier(NULL);
|
||||
}
|
||||
|
||||
/***********************************************************************************************
|
||||
* MoveablePhysClass::Init -- inits from a MoveablePhysDefClass *
|
||||
* *
|
||||
* INPUT: *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* *
|
||||
* HISTORY: *
|
||||
*=============================================================================================*/
|
||||
void MoveablePhysClass::Init(const MoveablePhysDefClass & def)
|
||||
{
|
||||
Mass = def.Mass;
|
||||
MassInv = 1.0f / Mass;
|
||||
GravScale = def.GravScale;
|
||||
Elasticity = def.Elasticity;
|
||||
|
||||
DynamicPhysClass::Init(def);
|
||||
}
|
||||
|
||||
/***********************************************************************************************
|
||||
* MoveablePhysClass::Definition_Changed -- recopy an cached constants from our def *
|
||||
* *
|
||||
* INPUT: *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* *
|
||||
* HISTORY: *
|
||||
*=============================================================================================*/
|
||||
void MoveablePhysClass::Definition_Changed(void)
|
||||
{
|
||||
DynamicPhysClass::Definition_Changed();
|
||||
|
||||
MoveablePhysDefClass * def = (MoveablePhysDefClass *)Definition;
|
||||
Mass = def->Mass;
|
||||
MassInv = 1.0f / Mass;
|
||||
GravScale = def->GravScale;
|
||||
Elasticity = def->Elasticity;
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* MoveablePhysClass::Post_Timestep_Process -- perform post-timestep processing *
|
||||
* *
|
||||
* MoveablePhysClass's update their shadow objects in post-timestep if needed. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 1/4/00 gth : Created. *
|
||||
*=============================================================================================*/
|
||||
void MoveablePhysClass::Post_Timestep_Process(void)
|
||||
{
|
||||
ShadowManager.Update_Shadow();
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* MoveablePhysClass::Get_Shadow_Blob_Box -- Return the object space AABox for the shadow *
|
||||
* *
|
||||
* This is only the default implementation which doesn't really do anything useful. Derived *
|
||||
* classes should over-ride this!!! *
|
||||
* *
|
||||
* INPUT: *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 1/4/00 gth : Created. *
|
||||
*=============================================================================================*/
|
||||
void MoveablePhysClass::Get_Shadow_Blob_Box(AABoxClass * set_obj_space_box)
|
||||
{
|
||||
// NOTE: derived classes should really override this!!!
|
||||
WWASSERT(set_obj_space_box != NULL);
|
||||
set_obj_space_box->Center.Set(0,0,0);
|
||||
set_obj_space_box->Extent.Set(1,1,1);
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* MoveablePhysClass::Link_To_Carrier -- Link this object to a carrier object *
|
||||
* *
|
||||
* This function will make this object move with the specified carrier object. You can *
|
||||
* pass in NULL to clear out the linkage as well. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* carrier - physics object that this object is "standing" on. *
|
||||
* carrier_sub_obj - possible render object within the physics object. This makes a *
|
||||
* if groundobj is an animated static object for example. *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* This is the only function that should ever call Internal_Link_Rider or Internal_Unlink...*
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 2/11/2000 gth : Created. *
|
||||
*=============================================================================================*/
|
||||
void MoveablePhysClass::Link_To_Carrier(PhysClass * carrier,RenderObjClass * carrier_sub_obj)
|
||||
{
|
||||
// If this is the same carrier we already have, just return
|
||||
if ((Carrier == carrier) && (CarrierSubObject == carrier_sub_obj)) return;
|
||||
|
||||
// If we had a different carrier, unlink from it
|
||||
if (Carrier != NULL) {
|
||||
Carrier->Internal_Unlink_Rider(this);
|
||||
Carrier = NULL;
|
||||
CarrierSubObject = NULL;
|
||||
}
|
||||
|
||||
if (carrier) {
|
||||
if (carrier->Internal_Link_Rider(this) == true) {
|
||||
// only track carriers who are tracking us!
|
||||
Carrier = carrier;
|
||||
CarrierSubObject = carrier_sub_obj;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* MoveablePhysClass::Peek_Carrier_Object -- returns the carrier object pointer *
|
||||
* *
|
||||
* INPUT: *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 8/15/2001 tss : Created. *
|
||||
*=============================================================================================*/
|
||||
PhysClass * MoveablePhysClass::Peek_Carrier_Object(void)
|
||||
{
|
||||
return Carrier;
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* MoveablePhysClass::Peek_Carrier_Sub_Object -- returns the carrier sub object pointer *
|
||||
* *
|
||||
* INPUT: *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 7/24/2000 gth : Created. *
|
||||
*=============================================================================================*/
|
||||
RenderObjClass * MoveablePhysClass::Peek_Carrier_Sub_Object(void)
|
||||
{
|
||||
return CarrierSubObject;
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* MoveablePhysClass::Cinematic_Move_To -- attempts to teleport to the desired transform *
|
||||
* *
|
||||
* This function attempts to teleport the object to the desired transform and "pushes" all *
|
||||
* dynamic objects out of the way if possible. *
|
||||
* *
|
||||
* INPUT: *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 7/24/2000 gth : Created. *
|
||||
*=============================================================================================*/
|
||||
bool MoveablePhysClass::Cinematic_Move_To(const Matrix3D &new_tm)
|
||||
{
|
||||
|
||||
int cinematic_move_mode = MoveablePhysDefClass::CINEMATIC_COLLISION_PUSH;
|
||||
if (Get_MoveablePhysDef() != NULL) {
|
||||
cinematic_move_mode = Get_MoveablePhysDef()->CinematicCollisionMode;
|
||||
}
|
||||
|
||||
//
|
||||
// Check if we can teleport to the desired location.
|
||||
//
|
||||
NonRefPhysListClass intersection_list;
|
||||
bool ok = false;
|
||||
|
||||
if (cinematic_move_mode == MoveablePhysDefClass::CINEMATIC_COLLISION_NONE) {
|
||||
ok = true;
|
||||
} else {
|
||||
ok = Can_Teleport(new_tm, true, &intersection_list);
|
||||
}
|
||||
|
||||
//
|
||||
// Handle the intersection if needed
|
||||
//
|
||||
if (!ok) {
|
||||
|
||||
if (cinematic_move_mode == MoveablePhysDefClass::CINEMATIC_COLLISION_PUSH) {
|
||||
//
|
||||
// Try to shove everyone out of our way!
|
||||
// NOTE: this won't work for objects where orientation matters and the object
|
||||
// is rotating as part of the teleportation. May have to implement this
|
||||
// separately for RBody...
|
||||
//
|
||||
Vector3 position;
|
||||
Get_Position(&position);
|
||||
Vector3 move = new_tm.Get_Translation() - position;
|
||||
|
||||
NonRefPhysListIterator it(&intersection_list);
|
||||
while (!it.Is_Done()) {
|
||||
it.Peek_Obj()->Push(move);
|
||||
it.Next();
|
||||
}
|
||||
|
||||
} else if (cinematic_move_mode == MoveablePhysDefClass::CINEMATIC_COLLISION_KILL ) {
|
||||
|
||||
//
|
||||
// Try to kill all objects intersecting us at the destination point
|
||||
//
|
||||
NonRefPhysListIterator it(&intersection_list);
|
||||
while (!it.Is_Done()) {
|
||||
|
||||
//
|
||||
// (gth) rbody objects are currently including static objects in
|
||||
// the list of intersected objects. Don't kill them please.
|
||||
//
|
||||
if (it.Peek_Obj()->As_DynamicPhysClass() != NULL) {
|
||||
it.Peek_Obj()->Expire();
|
||||
}
|
||||
it.Next();
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// check one more time unless we are in "stop" mode
|
||||
//
|
||||
if (cinematic_move_mode != MoveablePhysDefClass::CINEMATIC_COLLISION_STOP) {
|
||||
ok = Can_Teleport(new_tm, true);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// If the position is clear, teleport there
|
||||
//
|
||||
if (ok) {
|
||||
Set_Transform(new_tm);
|
||||
}
|
||||
|
||||
return ok;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* MoveablePhysClass::Save -- persistant object save support *
|
||||
* *
|
||||
* INPUT: *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 1/4/00 gth : Created. *
|
||||
*=============================================================================================*/
|
||||
bool MoveablePhysClass::Save(ChunkSaveClass &csave)
|
||||
{
|
||||
csave.Begin_Chunk(MOVEABLE_CHUNK_DYNAMICPHYS);
|
||||
DynamicPhysClass::Save(csave);
|
||||
csave.End_Chunk();
|
||||
|
||||
csave.Begin_Chunk(MOVEABLE_CHUNK_VARIABLES);
|
||||
WRITE_MICRO_CHUNK(csave,MOVEABLE_VARIABLE_MASS,Mass);
|
||||
WRITE_MICRO_CHUNK(csave,MOVEABLE_VARIABLE_GRAVSCALE,GravScale);
|
||||
WRITE_MICRO_CHUNK(csave,MOVEABLE_VARIABLE_ELASTICITY,Elasticity);
|
||||
if (Controller != NULL) {
|
||||
WRITE_MICRO_CHUNK(csave,MOVEABLE_VARIABLE_CONTROLLER,Controller);
|
||||
}
|
||||
if (Carrier != NULL) {
|
||||
WRITE_MICRO_CHUNK(csave,MOVEABLE_VARIABLE_CARRIER,Carrier);
|
||||
}
|
||||
csave.End_Chunk();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* MoveablePhysClass::Load -- persistant object load support *
|
||||
* *
|
||||
* INPUT: *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 1/4/00 gth : Created. *
|
||||
*=============================================================================================*/
|
||||
bool MoveablePhysClass::Load(ChunkLoadClass &cload)
|
||||
{
|
||||
Controller = NULL;
|
||||
Carrier = NULL;
|
||||
|
||||
while (cload.Open_Chunk()) {
|
||||
|
||||
switch(cload.Cur_Chunk_ID())
|
||||
{
|
||||
case MOVEABLE_CHUNK_PHYS:
|
||||
PhysClass::Load(cload);
|
||||
break;
|
||||
|
||||
case MOVEABLE_CHUNK_DYNAMICPHYS:
|
||||
DynamicPhysClass::Load(cload);
|
||||
break;
|
||||
|
||||
case MOVEABLE_CHUNK_VARIABLES:
|
||||
while (cload.Open_Micro_Chunk()) {
|
||||
switch(cload.Cur_Micro_Chunk_ID()) {
|
||||
READ_MICRO_CHUNK(cload,MOVEABLE_VARIABLE_MASS,Mass);
|
||||
READ_MICRO_CHUNK(cload,MOVEABLE_VARIABLE_GRAVSCALE,GravScale);
|
||||
READ_MICRO_CHUNK(cload,MOVEABLE_VARIABLE_ELASTICITY,Elasticity);
|
||||
READ_MICRO_CHUNK(cload,MOVEABLE_VARIABLE_CONTROLLER,Controller);
|
||||
READ_MICRO_CHUNK(cload,MOVEABLE_VARIABLE_CARRIER,Carrier);
|
||||
}
|
||||
cload.Close_Micro_Chunk();
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
|
||||
break;
|
||||
}
|
||||
|
||||
cload.Close_Chunk();
|
||||
}
|
||||
|
||||
if (Controller != NULL) {
|
||||
REQUEST_POINTER_REMAP((void**)&Controller);
|
||||
}
|
||||
|
||||
if (Carrier != NULL) {
|
||||
REQUEST_POINTER_REMAP((void**)&Carrier);
|
||||
}
|
||||
|
||||
SaveLoadSystemClass::Register_Post_Load_Callback(this);
|
||||
|
||||
if (Mass < 0.01f) {
|
||||
Mass = 0.01f;
|
||||
}
|
||||
MassInv = 1.0f / Mass;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
* MoveablePhysClass::On_Post_Load -- Post-Load callback for MoveablePhysClass *
|
||||
* *
|
||||
* INPUT: *
|
||||
* *
|
||||
* OUTPUT: *
|
||||
* *
|
||||
* WARNINGS: *
|
||||
* *
|
||||
* HISTORY: *
|
||||
* 2/11/2000 gth : Created. *
|
||||
*=============================================================================================*/
|
||||
void MoveablePhysClass::On_Post_Load(void)
|
||||
{
|
||||
DynamicPhysClass::On_Post_Load();
|
||||
|
||||
// Force our carrier to get correctly linked up, the way I do this
|
||||
// is to just clear it out and call the Set_Carrier function again.
|
||||
PhysClass * tmp_carrier = Carrier;
|
||||
Carrier = NULL;
|
||||
Link_To_Carrier(tmp_carrier);
|
||||
}
|
||||
|
||||
|
||||
/***********************************************************************************************
|
||||
**
|
||||
** MoveablePhysDefClass Implementation
|
||||
**
|
||||
***********************************************************************************************/
|
||||
|
||||
|
||||
/*
|
||||
** Chunk ID's used by MoveablePhysDefClass
|
||||
*/
|
||||
enum
|
||||
{
|
||||
MOVEABLEPHYSDEF_CHUNK_PHYSDEF = 0x04486000, // obsolete parent class
|
||||
MOVEABLEPHYSDEF_CHUNK_VARIABLES,
|
||||
MOVEABLEPHYSDEF_CHUNK_DYNAMICPHYSDEF, // current parent class
|
||||
|
||||
MOVEABLEPHYSDEF_VARIABLE_MASS = 0x00,
|
||||
MOVEABLEPHYSDEF_VARIABLE_GRAVSCALE,
|
||||
MOVEABLEPHYSDEF_VARIABLE_ELASTICITY,
|
||||
MOVEABLEPHYSDEF_VARIABLE_CINEMATICCOLLISIONMODE,
|
||||
};
|
||||
|
||||
|
||||
MoveablePhysDefClass::MoveablePhysDefClass(void) :
|
||||
Mass(1.0f),
|
||||
GravScale(1.0f),
|
||||
Elasticity(0.1f),
|
||||
CinematicCollisionMode(CINEMATIC_COLLISION_PUSH)
|
||||
{
|
||||
// make our parameters editable!
|
||||
FLOAT_EDITABLE_PARAM(MoveablePhysDefClass, Mass, 0.01f, 100000.0f);
|
||||
FLOAT_EDITABLE_PARAM(MoveablePhysDefClass, GravScale, 0.0f, 10.0f);
|
||||
FLOAT_EDITABLE_PARAM(MoveablePhysDefClass, Elasticity, 0.0f, 1.0f);
|
||||
|
||||
#ifdef PARAM_EDITING_ON
|
||||
EnumParameterClass *cinematic_param = new EnumParameterClass(&CinematicCollisionMode);
|
||||
cinematic_param->Set_Name ("CinematicCollisionMode");
|
||||
cinematic_param->Add_Value("NONE",CINEMATIC_COLLISION_NONE);
|
||||
cinematic_param->Add_Value("STOP",CINEMATIC_COLLISION_STOP);
|
||||
cinematic_param->Add_Value("PUSH",CINEMATIC_COLLISION_PUSH);
|
||||
cinematic_param->Add_Value("KILL",CINEMATIC_COLLISION_KILL);
|
||||
GENERIC_EDITABLE_PARAM( MoveablePhysDefClass, cinematic_param);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool MoveablePhysDefClass::Save(ChunkSaveClass &csave)
|
||||
{
|
||||
csave.Begin_Chunk(MOVEABLEPHYSDEF_CHUNK_DYNAMICPHYSDEF);
|
||||
DynamicPhysDefClass::Save(csave);
|
||||
csave.End_Chunk();
|
||||
|
||||
csave.Begin_Chunk(MOVEABLEPHYSDEF_CHUNK_VARIABLES);
|
||||
WRITE_MICRO_CHUNK(csave,MOVEABLEPHYSDEF_VARIABLE_MASS,Mass);
|
||||
WRITE_MICRO_CHUNK(csave,MOVEABLEPHYSDEF_VARIABLE_GRAVSCALE,GravScale);
|
||||
WRITE_MICRO_CHUNK(csave,MOVEABLEPHYSDEF_VARIABLE_ELASTICITY,Elasticity);
|
||||
WRITE_MICRO_CHUNK(csave,MOVEABLEPHYSDEF_VARIABLE_CINEMATICCOLLISIONMODE,CinematicCollisionMode);
|
||||
csave.End_Chunk();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool MoveablePhysDefClass::Load(ChunkLoadClass &cload)
|
||||
{
|
||||
while (cload.Open_Chunk()) {
|
||||
|
||||
switch(cload.Cur_Chunk_ID()) {
|
||||
|
||||
case MOVEABLEPHYSDEF_CHUNK_PHYSDEF:
|
||||
PhysDefClass::Load(cload);
|
||||
break;
|
||||
|
||||
case MOVEABLEPHYSDEF_CHUNK_DYNAMICPHYSDEF:
|
||||
DynamicPhysDefClass::Load(cload);
|
||||
break;
|
||||
|
||||
case MOVEABLEPHYSDEF_CHUNK_VARIABLES:
|
||||
while (cload.Open_Micro_Chunk()) {
|
||||
switch(cload.Cur_Micro_Chunk_ID()) {
|
||||
READ_MICRO_CHUNK(cload,MOVEABLEPHYSDEF_VARIABLE_MASS,Mass);
|
||||
READ_MICRO_CHUNK(cload,MOVEABLEPHYSDEF_VARIABLE_GRAVSCALE,GravScale);
|
||||
READ_MICRO_CHUNK(cload,MOVEABLEPHYSDEF_VARIABLE_ELASTICITY,Elasticity);
|
||||
READ_MICRO_CHUNK(cload,MOVEABLEPHYSDEF_VARIABLE_CINEMATICCOLLISIONMODE,CinematicCollisionMode);
|
||||
}
|
||||
cload.Close_Micro_Chunk();
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
|
||||
break;
|
||||
}
|
||||
|
||||
cload.Close_Chunk();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MoveablePhysDefClass::Is_Type(const char * type_name)
|
||||
{
|
||||
if (stricmp(type_name,MoveablePhysDefClass::Get_Type_Name()) == 0) {
|
||||
return true;
|
||||
} else {
|
||||
return DynamicPhysDefClass::Is_Type(type_name);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user