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/*===========================================================================
geometryvehicle.h
created Dec 7, 2001
by Greg Mayer
Copyright (c) 2001 Radical Entertainment, Inc.
All rights reserved.
===========================================================================*/
#ifndef _GEOMETRYVEHICLE_HPP
#define _GEOMETRYVEHICLE_HPP
class tPose;
class tGeometry;
class tTexture;
class tShader;
class tPoseAnimationController;
class tParticleSystem;
class tAnimation;
class Vehicle;
class TrafficBodyDrawable;
class tBillboardQuadGroup;
class tFrameController;
class SkidmarkGenerator;
class tMultiController;
class StatePropCollectible;
#include <p3d/anim/compositedrawable.hpp>
#include <render/particles/vehicleparticleemitter.h>
#include <worldsim/SkidMarks/SkidMarkGenerator.h>
#include <constants/particleenum.h>
#include <vector>
#include <memory/stlallocators.h>
#define MAX_REFRACTION_SHADERS 16
struct BlobShadowParams;
struct HeadLightParams
{
HeadLightParams( const rmt::Vector& Pos, const rmt::Vector& Normal, const rmt::Vector& Forward, const rmt::Vector& Up ) :
GroundPos( Pos ), GroundNormal( Normal ), VehicleHeading( Forward ), VehicleUp( Up ) {};
const rmt::Vector& GroundPos;
const rmt::Vector& GroundNormal;
const rmt::Vector& VehicleHeading;
const rmt::Vector& VehicleUp;
float LightReach; // A value of 1 is the light right at the car (i.e. car on the ground), a zero is light max reach from the car (i.e. car high in the air)
};
enum FCTrigger
{
eNone,
eBackfire
};
class GeometryVehicle
{
public:
GeometryVehicle();
~GeometryVehicle();
bool Init( const char* name, Vehicle* owner, int i);
void Display();
//void DisplaySkids();
void UpdateSkids();
void SetSkidValues(int wheel, float intensity, rmt::Vector& normal, eTerrainType terrainType );
void Update(float dt);
tPose* GetP3DPose();
int CastsShadow();
void DisplayShadow( BlobShadowParams* BlobParams = 0 );
// The additive lights. Headlights, etc.
void DisplayLights( const HeadLightParams& LightParams );
void ShowBrakeLights();
void HideBrakeLights();
void ShowReverseLights();
void HideReverseLights();
void SetTrafficBodyColour( pddiColour colour );
void SetShadowAdjustments( float Adjustments[ 4 ][ 2 ] );
void SetShininess( unsigned char EnvRef ) { m_EnvRef = EnvRef; }
void SetFadeAlpha( int fade );
bool IsTrafficModel();
void FadeRoof( bool fade );
void EnableLights( bool enable );
void SetLightsOffDueToDamage(bool lightsOffDueToDamage) {mLightsOffDueToDamage = lightsOffDueToDamage;}
// Get the vehicle body colour, currently only valid for traffic vehicles
tColour GetVehicleColour()const;
bool HasVehicleColour()const { return (mTrafficBodyDrawable != NULL); }
// Structure that holds data on how to manipulate frame controllers
// that are tied to vehicle specific things like gas and velocity
// The animation frame of such an object is determined by
// frame = clamp( gasBias * currGas * brakeBias * brake + speedBias * currSpeed )
// controller->SetFrame( frame );
// note that brake values act as reverse gas and are in the range [0,1] like gas is
struct VehicleFrameController
{
const char* name;
tFrameController* frameController;
bool frameSetter;
FCTrigger trigger;
float gasBias;
float brakeBias;
float speedBias;
float timeBias;
};
float GetHeadlightScale();
void SetHeadlightScale( float scale );
// Attach a tDrawable collectible to the vehicle
// returns true if attached or false if not ( false happens
// when a collectible is already attached to the vehicle)
bool AttachCollectible( StatePropCollectible* );
StatePropCollectible* GetAttachedCollectible();
void DetachCollectible( const rmt::Vector& velocity, bool explode = true );
private:
// TODO - keep like this?
friend class Vehicle;
Vehicle* mVehicleOwner;
bool GetArt( const char* name); // a bit obscure, but use return value to say true for localized damage textures and shaders present
void FindAndTurnOffWheels();
void FindAndTurnOffFrontWheelsOnly(); // for rocket car
void FindBrakeLightBillboardJoints();
void FindHeadLightBillboardJoints();
void FindGhostGlowBillboards( const char* model );
void FindRoofGeometry( const char* model );
void FindNukeGlowBillboards( const char* model );
void SetCollectibleHardpointPosition( const rmt::Vector& position );
void SetCollectibleHardpointTransform( float rotx ,float roty ,float rotz, const rmt::Vector& position );
tCompositeDrawable* mCompositeDrawable;
// some debug shit to make the car change colour when you bottom out
tGeometry* mChassisGeometry;
tShader* mRefractionShader[ MAX_REFRACTION_SHADERS ];
//-------------------------------------------------------
// damage texture stuff
//
// get specific test working then make a general solution
//
//-------------------------------------------------------
// need pointers to the tShaders so we can swap the texture they use
// need pointers to the textures to swap in
// need pointers to the textures to swap back?
// we should find these for type 1 and 2 damage
tShader* mHoodShader;
tShader* mTrunkShader;
tShader* mDoorPShader;
tShader* mDoorDShader;
tTexture* mHoodTextureDam;
tTexture* mTrunkTextureDam;
tTexture* mDoorPTextureDam;
tTexture* mDoorDTextureDam;
tTexture* mHoodTextureNorm;
tTexture* mTrunkTextureNorm;
tTexture* mDoorPTextureNorm;
tTexture* mDoorDTextureNorm;
bool FindDamageShadersAndTextures( const char* name); // only returns true if localized damage textures and shaders are present
//void TriggerDamage();
void DamageTextureDoorD(bool on);
void DamageTextureDoorP(bool on);
void DamageTextureHood(bool on);
void DamageTextureTrunk(bool on);
void HideFlappingPiece(int jointindex, bool doit);
void InitParticles();
void SetEngineSmoke(ParticleEnum::ParticleID pid);
void SetWheelSmoke( int wheel, ParticleEnum::ParticleID pid, float bias);
tShader* mChassisShader;
tTexture* mChassisTextureNorm;
tTexture* mChassisTextureDam;
void DamageTextureChassis(bool on);
VehicleParticleEmitter* mParticleEmitter;
ParticleAttributes mEngineParticleAttr; // eNull
ParticleAttributes mLeftWheelParticleAttr;
ParticleAttributes mRightWheelParticleAttr;
ParticleAttributes mTailPipeParticleAttr; // eNull
//eEngineSmokeLight,
//eEngineSmokeHeavy,
// Particle system with variable emission rate depending on speed
tParticleSystem* mVariableEmissionParticleSystem;
SkidMarkGenerator* mSkidMarkGenerator;
void InitSkidMarks();
// ?
// tPoseAnimationController* mAnimController;
//tPoseAnimation* mAnim;
//tPoseAnimationController* mAnimController;
tAnimation* mAnim;
float mAnimRevPerSecondBase;
float mRevMult;
// Special particle effects (only present on a few vehicles, like Frink or
// the zombie car)
ParticleEnum::ParticleID mSpecialEffect;
// Cache the last position of the vehicle for
// spherical environment map rotation based on distance travelled
//
rmt::Vector mLastPosition;
float mCurEnvMapRotation;
int mBrakeLightJoints[4];
int mReverseLightJoints[4];
TrafficBodyDrawable* mTrafficBodyDrawable;
TrafficBodyDrawable* mTrafficDoorDrawable;
float mShadowPointAdjustments[ 4 ][ 2 ]; // Nudge around the shadow points. See notes in the shadow display.
int mFadeAlpha;
enum {
NUM_BRAKELIGHT_BBQS = 4,
#ifdef RAD_WIN32
NUM_FRINKARC_BBQS = 3,
#endif
NUM_GHOSTGLOW_BBQGS = 6,
NUM_GHOSTGLOW_BBQS = 6,
NUM_NUKEGLOW_BBQGS = 1,
NUM_NUKEGLOW_BBQS = 3
};
#ifdef RAD_WIN32
tBillboardQuadGroup* mFrinkArc;
tColour mOriginalFrinkArcColour[ NUM_FRINKARC_BBQS ];
#endif
tBillboardQuadGroup* mBrakeLights[NUM_BRAKELIGHT_BBQS];
// This relies on each quadgroup containing only one quad
// & will store color of that quad
tColour mOriginalBrakeLightColours[NUM_BRAKELIGHT_BBQS];
bool mUsingTrafficModel;
bool mHasGhostGlow;
tBillboardQuadGroup* mGhostGlows[NUM_GHOSTGLOW_BBQGS];
tColour mOriginalGhostGlowColours[NUM_GHOSTGLOW_BBQS];
bool mHasNukeGlow;
tBillboardQuadGroup* mNukeGlows[NUM_NUKEGLOW_BBQGS];
tColour mOriginalNukeGlowColours[NUM_NUKEGLOW_BBQS];
bool mBrakeLightsOn;
float mBrakeLightScale;
float mHeadLightScale;
bool mEnableLights;
bool mLightsOffDueToDamage;
tCompositeDrawable::DrawablePropElement* mRoofOpacShape;
tCompositeDrawable::DrawablePropElement* mRoofAlphaShape;
tShader* mRoofShader;
int mRoofAlpha;
int mRoofTargetAlpha;
std::vector< VehicleFrameController, s2alloc< VehicleFrameController > > mFrameControllers;
void FindAnimationControllers( const char* multicontrollername );
bool GetSpecialController( tUID name, VehicleFrameController* outSpecialController );
void AdvanceAnimationControllers( float deltaTime );
// A collectible that can be attached to the car
// Used for l7m5 mission
StatePropCollectible* m_Collectible;
rmt::Matrix m_CollectibleTransform;
unsigned char m_EnvRef;
};
#endif // _GEOMETRYVEHICLE_HPP
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