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re3/src/objects/CutsceneObject.cpp
2020-04-17 16:31:11 +03:00

91 lines
2.1 KiB
C++

#include "common.h"
#include "main.h"
#include "Lights.h"
#include "PointLights.h"
#include "RpAnimBlend.h"
#include "AnimBlendClumpData.h"
#include "Renderer.h"
#include "ModelIndices.h"
#include "Shadows.h"
#include "Timecycle.h"
#include "CutsceneObject.h"
CCutsceneObject::CCutsceneObject(void)
{
m_status = STATUS_SIMPLE;
bUsesCollision = false;
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();
}
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]);
}
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);
if(!bHasBlip && lighting != 1.0f){
SetAmbientAndDirectionalColours(lighting);
return true;
}
}
return false;
}
void
CCutsceneObject::RemoveLighting(bool reset)
{
CRenderer::RemoveVehiclePedLights(this, reset);
}