diff options
Diffstat (limited to '')
-rw-r--r-- | src/entities/Entity.cpp | 130 | ||||
-rw-r--r-- | src/entities/Entity.h | 21 | ||||
-rw-r--r-- | src/entities/Physical.cpp | 8 |
3 files changed, 124 insertions, 35 deletions
diff --git a/src/entities/Entity.cpp b/src/entities/Entity.cpp index 988649ef..d106898d 100644 --- a/src/entities/Entity.cpp +++ b/src/entities/Entity.cpp @@ -26,6 +26,12 @@ #include "Ped.h" #include "Dummy.h" #include "WindModifiers.h" +#include "SpecialFX.h" +#include "VisibilityPlugins.h" +#include "RpAnimBlend.h" +#include "CutsceneMgr.h" + +//--LCS: file done except TODO for distance alpha int gBuildings; @@ -71,13 +77,18 @@ CEntity::CEntity(void) bDistanceFade = false; m_flagE1 = false; - m_flagE2 = false; + bDontCastShadowsOn = false; bOffscreen = false; bIsStaticWaitingForCollision = false; bDontStream = false; bUnderwater = false; bHasPreRenderEffects = false; + bIsTreeModel = false; + m_flagG2 = false; + m_flagG4 = false; + m_flagG8 = false; + m_scanCode = 0; m_modelIndex = -1; m_rwObject = nil; @@ -96,6 +107,8 @@ void CEntity::SetModelIndex(uint32 id) { m_modelIndex = id; + bIsTreeModel = IsTreeModel(m_modelIndex); + bDrawLast |= bIsTreeModel; bHasPreRenderEffects = HasPreRenderEffects(); CreateRwObject(); } @@ -104,6 +117,8 @@ void CEntity::SetModelIndexNoCreate(uint32 id) { m_modelIndex = id; + bIsTreeModel = IsTreeModel(m_modelIndex); + bDrawLast |= bIsTreeModel; bHasPreRenderEffects = HasPreRenderEffects(); } @@ -126,6 +141,7 @@ CEntity::CreateRwObject(void) else if(RwObjectGetType(m_rwObject) == rpCLUMP) GetMatrix().AttachRW(RwFrameGetMatrix(RpClumpGetFrame((RpClump *)m_rwObject)), false); + // useless IsTextureLoaded(); mi->AddRef(); } } @@ -182,9 +198,11 @@ CEntity::DeleteRwObject(void) if(m_rwObject){ if(RwObjectGetType(m_rwObject) == rpATOMIC){ f = RpAtomicGetFrame((RpAtomic*)m_rwObject); + CStreaming::UnregisterInstance((RpAtomic*)m_rwObject, nil); RpAtomicDestroy((RpAtomic*)m_rwObject); RwFrameDestroy(f); }else if(RwObjectGetType(m_rwObject) == rpCLUMP){ + CStreaming::UnregisterInstance((RpClump*)m_rwObject); if(IsClumpSkinned((RpClump*)m_rwObject)) RpClumpForAllAtomics((RpClump*)m_rwObject, AtomicRemoveAnimFromSkinCB, nil); RpClumpDestroy((RpClump*)m_rwObject); @@ -201,7 +219,7 @@ CEntity::GetBoundRect(void) { CRect rect; CVector v; - CColModel *col = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); + CColModel *col = CModelInfo::GetColModel(m_modelIndex); rect.ContainPoint(GetMatrix() * col->boundingBox.min); rect.ContainPoint(GetMatrix() * col->boundingBox.max); @@ -220,21 +238,27 @@ CEntity::GetBoundRect(void) CVector CEntity::GetBoundCentre(void) { - CVector v; - GetBoundCentre(v); - return v; + return GetMatrix() * CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center; } +#ifdef GTA_PS2 +void +CEntity::GetBoundCentre(CVuVector &out) +{ + TransformPoint(out, GetMatrix(), CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center); +} +#else void CEntity::GetBoundCentre(CVector &out) { - out = GetMatrix() * CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.center; + out = GetMatrix() * CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center; } +#endif float CEntity::GetBoundRadius(void) { - return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.radius; + return CModelInfo::GetColModel(m_modelIndex)->boundingSphere.radius; } void @@ -244,9 +268,18 @@ CEntity::UpdateRwFrame(void) RwFrameUpdateObjects((RwFrame*)rwObjectGetParent(m_rwObject)); } +bool +PauseEntityAnims(void) +{ + return CSpecialFX::bSnapShotActive; +} + void CEntity::UpdateRpHAnim(void) { + if(PauseEntityAnims()) + return; + if(IsClumpSkinned(GetClump())){ RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); RpHAnimHierarchyUpdateMatrices(hier); @@ -308,9 +341,10 @@ CEntity::PreRender(void) if(!bHasPreRenderEffects) return; + // separate function in LCS but we don't know the name switch(m_type){ case ENTITY_TYPE_BUILDING: - if(IsTreeModel(GetModelIndex())){ + if(bIsTreeModel){ float dist = (TheCamera.GetPosition() - GetPosition()).Magnitude2D(); CObject::fDistToNearestTree = Min(CObject::fDistToNearestTree, dist); ModifyMatrixForTreeInWind(); @@ -373,7 +407,7 @@ CEntity::PreRender(void) CVector pos = GetPosition(); CShadows::StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &pos, - 0.4f, 0.0f, 0.0f, -0.4f, + 0.4f, 0.0f, 0.0f, 0.4f, CTimeCycle::GetShadowStrength(), CTimeCycle::GetShadowStrength(), CTimeCycle::GetShadowStrength(), @@ -409,19 +443,65 @@ void CEntity::Render(void) { if(m_rwObject){ - bImBeingRendered = true; - if(RwObjectGetType(m_rwObject) == rpATOMIC) - RpAtomicRender((RpAtomic*)m_rwObject); - else - RpClumpRender((RpClump*)m_rwObject); - bImBeingRendered = false; + if(CVisibilityPlugins::GetObjectDistanceAlpha(m_rwObject) != 0){ + // NB: LCS does not use bImBeingRendered here, + // but that may be due to the streamed world. better keep it for safety + bImBeingRendered = true; + if(RwObjectGetType(m_rwObject) == rpATOMIC) + RpAtomicRender((RpAtomic*)m_rwObject); + else + RpClumpRender((RpClump*)m_rwObject); + bImBeingRendered = false; + } } } +void +CEntity::UpdateDistanceFade(void) +{ +// TODO(LCS): +// increasing and decreasing alpha depending on bDistanceFade doesn't make any sense +// so disable this whole thing until it does. +return; + int alpha = CVisibilityPlugins::GetObjectDistanceAlpha(m_rwObject); + if(CCutsceneMgr::IsRunning() || TheCamera.WorldViewerBeingUsed) + alpha = 255; + else if(bDistanceFade) + alpha = Max(alpha-16, 0); + else if(alpha < 255) + alpha = Min(alpha+32, 255); + CVisibilityPlugins::SetObjectDistanceAlpha(m_rwObject, alpha); +} + +void +CEntity::UpdateAnim(void) +{ + if(PauseEntityAnims()) + return; + + if(m_rwObject && RwObjectGetType(m_rwObject) == rpCLUMP && RpAnimBlendClumpGetFirstAssociation(GetClump())) { + if (IsObject()) + RpAnimBlendClumpUpdateAnimations(GetClump(), CTimer::GetTimeStepNonClippedInSeconds()); + else { + if (!bOffscreen) + bOffscreen = !GetIsOnScreen(); + RpAnimBlendClumpUpdateAnimations(GetClump(), CTimer::GetTimeStepInSeconds(), !bOffscreen); + } + } +} + +bool +CEntity::GetIsTouching(CVUVECTOR const ¢er, float radius) +{ + CVUVECTOR boundCenter; + GetBoundCentre(boundCenter); + return sq(GetBoundRadius()+radius) > (boundCenter-center).MagnitudeSqr(); +} + bool -CEntity::GetIsTouching(CVector const ¢er, float radius) +CEntity::GetIsTouching(CEntity *other) { - return sq(GetBoundRadius()+radius) > (GetBoundCentre()-center).MagnitudeSqr(); + return sq(GetBoundRadius()+other->GetBoundRadius()) > (GetBoundCentre()-other->GetBoundCentre()).MagnitudeSqr(); } bool @@ -439,8 +519,7 @@ CEntity::IsVisibleComplex(void) bool CEntity::GetIsOnScreen(void) { - return TheCamera.IsSphereVisible(GetBoundCentre(), GetBoundRadius(), - &TheCamera.GetCameraMatrix()); + return TheCamera.IsSphereVisible(GetBoundCentre(), GetBoundRadius()); } bool @@ -456,7 +535,7 @@ CEntity::GetIsOnScreenComplex(void) return true; CRect rect = GetBoundRect(); - CColModel *colmodel = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); + CColModel *colmodel = CModelInfo::GetColModel(m_modelIndex); float z = GetPosition().z; float minz = z + colmodel->boundingBox.min.z; float maxz = z + colmodel->boundingBox.max.z; @@ -611,7 +690,7 @@ CEntity::Remove(void) float CEntity::GetDistanceFromCentreOfMassToBaseOfModel(void) { - return -CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingBox.min.z; + return -CModelInfo::GetColModel(m_modelIndex)->boundingBox.min.z; } void @@ -737,11 +816,6 @@ CEntity::PreRenderForGlassWindow(void) bIsVisible = false; } -/* -0x487A10 - SetAtomicAlphaCB -0x4879E0 - SetClumpAlphaCB -*/ - RpMaterial* SetAtomicAlphaCB(RpMaterial *material, void *data) { @@ -840,7 +914,7 @@ CEntity::SaveEntityFlags(uint8*& buf) if (bDistanceFade) tmp |= BIT(7); if (m_flagE1) tmp |= BIT(8); - if (m_flagE2) tmp |= BIT(9); + if (bDontCastShadowsOn) tmp |= BIT(9); if (bOffscreen) tmp |= BIT(10); if (bIsStaticWaitingForCollision) tmp |= BIT(11); if (bDontStream) tmp |= BIT(12); @@ -896,7 +970,7 @@ CEntity::LoadEntityFlags(uint8*& buf) bDistanceFade = !!(tmp & BIT(7)); m_flagE1 = !!(tmp & BIT(8)); - m_flagE2 = !!(tmp & BIT(9)); + bDontCastShadowsOn = !!(tmp & BIT(9)); bOffscreen = !!(tmp & BIT(10)); bIsStaticWaitingForCollision = !!(tmp & BIT(11)); bDontStream = !!(tmp & BIT(12)); diff --git a/src/entities/Entity.h b/src/entities/Entity.h index c7a6f881..4db58eef 100644 --- a/src/entities/Entity.h +++ b/src/entities/Entity.h @@ -43,6 +43,7 @@ private: uint32 m_status : 5; public: // flagsA + // LCS flagsB 02 uint32 bUsesCollision : 1; // does entity use collision uint32 bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function uint32 bIsStatic : 1; // is entity static @@ -50,6 +51,7 @@ public: uint32 bPedPhysics : 1; uint32 bIsStuck : 1; // is entity stuck uint32 bIsInSafePosition : 1; // is entity in a collision free safe position + // LCS flagsC uint32 bUseCollisionRecords : 1; // flagsB @@ -60,6 +62,7 @@ public: uint32 bRenderScorched : 1; uint32 bHasBlip : 1; uint32 bIsBIGBuilding : 1; // Set if this entity is a big building + // LCS flagsD uint32 bStreamBIGBuilding : 1; // set when draw dist <= 2000 // flagsC @@ -70,6 +73,7 @@ public: uint32 bMeleeProof : 1; uint32 bOnlyDamagedByPlayer : 1; uint32 bStreamingDontDelete : 1; // Dont let the streaming remove this + // LCS flagsE uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed // flagsD @@ -80,17 +84,24 @@ public: uint32 bDrawLast : 1; // draw object last uint32 bNoBrightHeadLights : 1; uint32 bDoNotRender : 1; //-- only applies to CObjects apparently + // LCS flagsF uint32 bDistanceFade : 1; // Fade entity because it is far away // flagsE uint32 m_flagE1 : 1; - uint32 m_flagE2 : 1; + uint32 bDontCastShadowsOn : 1; // Dont cast shadows on this object uint32 bOffscreen : 1; // offscreen flag. This can only be trusted when it is set to true uint32 bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them uint32 bDontStream : 1; // tell the streaming not to stream me uint32 bUnderwater : 1; // this object is underwater change drawing order uint32 bHasPreRenderEffects : 1; // Object has a prerender effects attached to it + // LCS flagsG + uint32 bIsTreeModel : 1; + uint32 m_flagG2 : 1; + uint32 m_flagG4 : 1; + uint32 m_flagG8 : 1; + uint16 m_scanCode; uint16 m_randomSeed; int16 m_modelIndex; @@ -118,6 +129,7 @@ public: virtual void Add(void); virtual void Remove(void); + virtual bool UpdatesInCutscene(void) { return false; } virtual void SetModelIndex(uint32 id); virtual void SetModelIndexNoCreate(uint32 id); virtual void CreateRwObject(void); @@ -129,6 +141,7 @@ public: virtual void Teleport(CVector v) {} virtual void PreRender(void); virtual void Render(void); + virtual void UpdateAnim(void); virtual bool SetupLighting(void); virtual void RemoveLighting(bool); virtual void FlagToDestroyWhenNextProcessed(void) {} @@ -148,11 +161,13 @@ public: return (RpClump*)m_rwObject; } - void GetBoundCentre(CVector &out); + void UpdateDistanceFade(void); + void GetBoundCentre(CVUVECTOR &out); CVector GetBoundCentre(void); float GetBoundRadius(void); float GetDistanceFromCentreOfMassToBaseOfModel(void); - bool GetIsTouching(CVector const ¢er, float r); + bool GetIsTouching(CVUVECTOR const ¢er, float r); + bool GetIsTouching(CEntity *other); bool GetIsOnScreen(void); bool GetIsOnScreenComplex(void); bool IsVisible(void); diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp index 08516b75..2c554c8e 100644 --- a/src/entities/Physical.cpp +++ b/src/entities/Physical.cpp @@ -224,7 +224,7 @@ CPhysical::RemoveAndAdd(void) CRect CPhysical::GetBoundRect(void) { - CVector center; + CVUVECTOR center; float radius; GetBoundCentre(center); radius = GetBoundRadius(); @@ -1282,7 +1282,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists) CPhysical *A, *B; CObject *Bobj; bool canshift; - CVector center; + CVUVECTOR center; float radius; int numCollisions; @@ -1441,7 +1441,7 @@ CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists) { static CColPoint aColPoints[MAX_COLLISION_POINTS]; float radius; - CVector center; + CVUVECTOR center; int listtype; CPhysical *A, *B; int numCollisions; @@ -1608,7 +1608,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) { static CColPoint aColPoints[MAX_COLLISION_POINTS]; float radius; - CVector center; + CVUVECTOR center; CPtrList *list; CPhysical *A, *B; CObject *Aobj, *Bobj; |