re3-wiiu/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 "CutsceneShadow.h"
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#include "CutsceneObject.h"
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#include "ModelIndices.h"
#include "RpAnimBlend.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;
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m_pAttachTo = nil;
m_pAttachmentObject = nil;
m_pShadow = nil;
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}
CCutsceneObject::~CCutsceneObject(void)
{
if ( m_pShadow )
{
delete m_pShadow;
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m_pShadow = nil;
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}
}
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;
}
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void
CCutsceneObject::CreateShadow(void)
{
if ( IsPedModel(GetModelIndex()) )
{
m_pShadow = new CCutsceneShadow();
if (!m_pShadow->IsInitialized())
m_pShadow->Create(m_rwObject, 6, true, 4, true);
}
}
void
CCutsceneObject::ProcessControl(void)
{
CPhysical::ProcessControl();
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if ( m_pAttachTo )
{
if ( m_pAttachmentObject )
GetMatrix() = CMatrix((RwMatrix*)m_pAttachTo);
else
GetMatrix() = CMatrix(RwFrameGetLTM((RwFrame*)m_pAttachTo));
}
else
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{
if(CTimer::GetTimeStep() < 1/100.0f)
m_vecMoveSpeed *= 100.0f;
else
m_vecMoveSpeed *= 1.0f/CTimer::GetTimeStep();
ApplyMoveSpeed();
}
}
static RpMaterial*
MaterialSetAlpha(RpMaterial *material, void *data)
{
((RwRGBA*)RpMaterialGetColor(material))->alpha = (uint8)(uintptr)data;
return material;
}
void
CCutsceneObject::PreRender(void)
{
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if ( m_pAttachTo )
{
if ( m_pAttachmentObject )
{
m_pAttachmentObject->UpdateRpHAnim();
GetMatrix() = CMatrix((RwMatrix*)m_pAttachTo);
}
else
GetMatrix() = CMatrix(RwFrameGetLTM((RwFrame*)m_pAttachTo));
if ( RwObjectGetType(m_rwObject) == rpCLUMP && IsClumpSkinned(GetClump()) )
{
RpAtomic *atomic = GetFirstAtomic(GetClump());
atomic->boundingSphere.center = (*RPANIMBLENDCLUMPDATA(GetClump()))->frames[0].hanimFrame->t;
}
}
if ( RwObjectGetType(m_rwObject) == rpCLUMP )
UpdateRpHAnim();
if(IsPedModel(GetModelIndex()))
{
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if ( m_pShadow == nil )
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{
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]);
}
else
{
if ( m_pShadow->IsInitialized() )
m_pShadow->UpdateForCutscene();
CShadows::StoreShadowForCutscenePedObject(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)
{
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RwRenderStateSet(rwRENDERSTATECULLMODE, (void *)rwCULLMODECULLNONE);
CObject::Render();
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RwRenderStateSet(rwRENDERSTATECULLMODE, (void *)rwCULLMODECULLBACK);
}
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(lighting != 1.0f){
SetAmbientAndDirectionalColours(lighting);
return true;
}
}
return false;
}
void
CCutsceneObject::RemoveLighting(bool reset)
{
CRenderer::RemoveVehiclePedLights(this, reset);
}