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https://github.com/halpz/re3.git
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ff057838ec
* miami: Fix backface culling of cutscene objects more renames anim velocity union rename m_vehEnterType -> m_vehDoor Port cmake improvements to miami some loose ends move TODO to Readme Fix build without FIX_BUGS, divide to 0 fixes
186 lines
4.4 KiB
C++
186 lines
4.4 KiB
C++
#include "common.h"
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#include "main.h"
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#include "RwHelper.h"
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#include "Lights.h"
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#include "PointLights.h"
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#include "RpAnimBlend.h"
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#include "AnimBlendClumpData.h"
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#include "Bones.h"
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#include "Renderer.h"
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#include "ModelIndices.h"
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#include "Shadows.h"
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#include "Timecycle.h"
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#include "CutsceneShadow.h"
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#include "CutsceneObject.h"
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#include "ModelIndices.h"
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#include "RpAnimBlend.h"
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CCutsceneObject::CCutsceneObject(void)
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{
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SetStatus(STATUS_SIMPLE);
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bUsesCollision = false;
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bStreamingDontDelete = true;
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ObjectCreatedBy = CUTSCENE_OBJECT;
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m_fMass = 1.0f;
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m_fTurnMass = 1.0f;
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m_pAttachTo = nil;
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m_pAttachmentObject = nil;
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m_pShadow = nil;
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}
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CCutsceneObject::~CCutsceneObject(void)
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{
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if ( m_pShadow )
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{
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delete m_pShadow;
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m_pShadow = nil;
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}
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}
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void
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CCutsceneObject::SetModelIndex(uint32 id)
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{
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CEntity::SetModelIndex(id);
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assert(RwObjectGetType(m_rwObject) == rpCLUMP);
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RpAnimBlendClumpInit((RpClump*)m_rwObject);
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(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity3d = &m_vecMoveSpeed;
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(*RPANIMBLENDCLUMPDATA(m_rwObject))->frames[0].flag |= AnimBlendFrameData::VELOCITY_EXTRACTION_3D;
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}
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void
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CCutsceneObject::CreateShadow(void)
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{
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// empty in LCS
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/*
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if ( IsPedModel(GetModelIndex()) )
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{
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m_pShadow = new CCutsceneShadow();
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if (!m_pShadow->IsInitialized())
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m_pShadow->Create(m_rwObject, 6, true, 4, true);
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}
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*/
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}
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void
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CCutsceneObject::ProcessControl(void)
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{
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CPhysical::ProcessControl();
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if ( m_pAttachTo )
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{
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if ( m_pAttachmentObject )
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GetMatrix() = CMatrix((RwMatrix*)m_pAttachTo);
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else
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GetMatrix() = CMatrix(RwFrameGetLTM((RwFrame*)m_pAttachTo));
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}
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else
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{
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if(CTimer::GetTimeStep() < 1/100.0f)
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m_vecMoveSpeed *= 100.0f;
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else
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m_vecMoveSpeed *= 1.0f/CTimer::GetTimeStep();
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ApplyMoveSpeed();
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}
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}
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static RpMaterial*
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MaterialSetAlpha(RpMaterial *material, void *data)
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{
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((RwRGBA*)RpMaterialGetColor(material))->alpha = (uint8)(uintptr)data;
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return material;
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}
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void
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CCutsceneObject::PreRender(void)
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{
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if ( m_pAttachTo )
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{
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if ( m_pAttachmentObject )
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{
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m_pAttachmentObject->UpdateRpHAnim();
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GetMatrix() = CMatrix((RwMatrix*)m_pAttachTo);
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}
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else
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GetMatrix() = CMatrix(RwFrameGetLTM((RwFrame*)m_pAttachTo));
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if ( RwObjectGetType(m_rwObject) == rpCLUMP && IsClumpSkinned(GetClump()) )
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{
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RpAtomic *atomic = GetFirstAtomic(GetClump());
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atomic->boundingSphere.center = (*RPANIMBLENDCLUMPDATA(GetClump()))->frames[0].hanimFrame->t;
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}
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}
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if ( RwObjectGetType(m_rwObject) == rpCLUMP )
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UpdateRpHAnim();
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if(IsPedModel(GetModelIndex()))
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{
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if ( m_pShadow == nil )
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{
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CShadows::StoreShadowForPedObject(this,
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CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
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}
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else
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{
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if ( m_pShadow->IsInitialized() )
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m_pShadow->UpdateForCutscene();
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CShadows::StoreShadowForCutscenePedObject(this,
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CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
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}
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// For some reason xbox/android limbs are transparent here...
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RpGeometry *geometry = RpAtomicGetGeometry(GetFirstAtomic(GetClump()));
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RpGeometrySetFlags(geometry, RpGeometryGetFlags(geometry) | rpGEOMETRYMODULATEMATERIALCOLOR);
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RpGeometryForAllMaterials(geometry, MaterialSetAlpha, (void*)255);
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}
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}
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void
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CCutsceneObject::Render(void)
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{
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SetCullMode(rwCULLMODECULLNONE);
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CObject::Render();
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SetCullMode(rwCULLMODECULLBACK);
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}
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bool
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CCutsceneObject::SetupLighting(void)
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{
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ActivateDirectional();
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SetAmbientColoursForPedsCarsAndObjects();
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if(bRenderScorched){
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WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f);
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}else{
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CVector coors = GetPosition();
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float lighting = CPointLights::GenerateLightsAffectingObject(&coors);
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if(lighting != 1.0f){
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SetAmbientAndDirectionalColours(lighting);
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return true;
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}
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}
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return false;
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}
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void
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CCutsceneObject::RemoveLighting(bool reset)
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{
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CRenderer::RemoveVehiclePedLights(this, reset);
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}
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