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re3/src/objects/CutsceneObject.cpp

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#include "common.h"
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#include "main.h"
#include "RwHelper.h"
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#include "Lights.h"
#include "PointLights.h"
#include "RpAnimBlend.h"
#include "AnimBlendClumpData.h"
#include "Bones.h"
#include "Renderer.h"
#include "ModelIndices.h"
#include "Shadows.h"
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#include "Timecycle.h"
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#include "CutsceneObject.h"
CCutsceneObject::CCutsceneObject(void)
{
SetStatus(STATUS_SIMPLE);
bUsesCollision = false;
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bStreamingDontDelete = true;
ObjectCreatedBy = CUTSCENE_OBJECT;
m_fMass = 1.0f;
m_fTurnMass = 1.0f;
}
void
CCutsceneObject::SetModelIndex(uint32 id)
{
CEntity::SetModelIndex(id);
assert(RwObjectGetType(m_rwObject) == rpCLUMP);
RpAnimBlendClumpInit((RpClump*)m_rwObject);
(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = &m_vecMoveSpeed;
(*RPANIMBLENDCLUMPDATA(m_rwObject))->frames[0].flag |= AnimBlendFrameData::VELOCITY_EXTRACTION_3D;
}
void
CCutsceneObject::ProcessControl(void)
{
CPhysical::ProcessControl();
if(CTimer::GetTimeStep() < 1/100.0f)
m_vecMoveSpeed *= 100.0f;
else
m_vecMoveSpeed *= 1.0f/CTimer::GetTimeStep();
ApplyMoveSpeed();
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump()))
UpdateRpHAnim();
#endif
}
static RpMaterial*
MaterialSetAlpha(RpMaterial *material, void *data)
{
((RwRGBA*)RpMaterialGetColor(material))->alpha = (uint8)(uintptr)data;
return material;
}
void
CCutsceneObject::PreRender(void)
{
if(IsPedModel(GetModelIndex())){
CShadows::StoreShadowForPedObject(this,
CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],
CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue],
CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue],
CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
// For some reason xbox/android limbs are transparent here...
RpGeometry *geometry = RpAtomicGetGeometry(GetFirstAtomic(GetClump()));
RpGeometrySetFlags(geometry, RpGeometryGetFlags(geometry) | rpGEOMETRYMODULATEMATERIALCOLOR);
RpGeometryForAllMaterials(geometry, MaterialSetAlpha, (void*)255);
}
}
void
CCutsceneObject::Render(void)
{
CObject::Render();
}
bool
CCutsceneObject::SetupLighting(void)
{
ActivateDirectional();
SetAmbientColoursForPedsCarsAndObjects();
if(bRenderScorched){
WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f);
}else{
CVector coors = GetPosition();
float lighting = CPointLights::GenerateLightsAffectingObject(&coors);
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if(!bHasBlip && lighting != 1.0f){
SetAmbientAndDirectionalColours(lighting);
return true;
}
}
return false;
}
void
CCutsceneObject::RemoveLighting(bool reset)
{
CRenderer::RemoveVehiclePedLights(this, reset);
}