//======================================================================== // Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved. // // File: InstStatPhysLoader.cpp // // Description: Implementation for InstStatPhysLoader class. // // History: Implemented --Devin [5/27/2002] //======================================================================== //======================================== // System Includes //======================================== #include #include #include //======================================== // Project Includes //======================================== #include #include #include #include #include #include #include #include #include //************************************************************************ // // Global Data, Local Data, Local Classes // //************************************************************************ //************************************************************************ // // Public Member Functions : InstStatPhysLoader Interface // //************************************************************************ //======================================================================== // InstStatPhysLoader:: //======================================================================== // // Description: // // Parameters: None. // // Return: None. // // Constraints: None. // //======================================================================== InstStatPhysLoader::InstStatPhysLoader() : tSimpleChunkHandler(SRR2::ChunkID::INSTA_STATIC_PHYS_DSG) { mpCollObjLoader = new(GMA_PERSISTENT) sim::CollisionObjectLoader(); mpCollObjLoader->AddRef(); mpListenerCB = NULL; mUserData = -1; } //======================================================================== // InstStatPhysLoader:: //======================================================================== // // Description: // // Parameters: None. // // Return: None. // // Constraints: None. // //======================================================================== InstStatPhysLoader::~InstStatPhysLoader() { mpCollObjLoader->Release(); } /////////////////////////////////////////////////////////////////////// // tSimpleChunkHandler /////////////////////////////////////////////////////////////////////// //======================================================================== // InstStatPhysLoader:: //======================================================================== // // Description: // // Parameters: None. // // Return: None. // // Constraints: None. // //======================================================================== tEntity* InstStatPhysLoader::LoadObject(tChunkFile* f, tEntityStore* store) { IEntityDSG::msDeletionsSafe=true; char name[128]; char objName[128]; f->GetPString(objName); int version = f->GetLong(); int HasAlpha = f->GetLong(); // Lets see if theis object has a shadow associated with it const char* pShadowName = BlobbyShadowNames::FindShadowName( objName ); tDrawable* pShadow; if ( pShadowName != NULL ) { pShadow = p3d::find< tDrawable > ( pShadowName ); } else { pShadow = NULL; } sim::CollisionObject* pCollObj = NULL; tGeometry* pGeo = NULL; sim::SimState* pSimState = NULL; sim::PhysicsObject* pPhysObj = NULL; InstStatPhysDSG* pCurStatPhysDSG = static_cast(GetAllWrappers()->GetGlobalEntity(tName::MakeUID(objName))); CollisionAttributes* pCollAttr = NULL; //new InstDynaPhysDSG; bool foundInstances = false; while(f->ChunksRemaining()) { f->BeginChunk(); switch(f->GetCurrentID()) { case SRR2::ChunkID::INSTANCES: { foundInstances = true; //Instances >> Scenegraph f->BeginChunk(); //Scenegraph >> ScenegraphRoot f->BeginChunk(); //ScenegraphRoot >> ScenegraphBranch f->BeginChunk(); //ScenegraphBranch >> ScenegraphTransform f->BeginChunk(); //ScenegraphTransform >> real ScenegraphTransform //f->BeginChunk(); for(;f->ChunksRemaining();) { f->BeginChunk(); f->GetPString(name); int numChild = f->GetLong(); rmt::Matrix matrix; f->GetData(&matrix,16,tFile::DWORD); if( pCurStatPhysDSG ) { // We are dealing with a global entity. InstStatPhysDSG* clone = pCurStatPhysDSG->Clone(name, matrix); mpListenerCB->OnChunkLoaded( clone, mUserData, _id ); } else { pCurStatPhysDSG = new InstStatPhysDSG(); rAssert(pCurStatPhysDSG); pCurStatPhysDSG->SetName(name); if(HasAlpha) { pCurStatPhysDSG->mTranslucent = true; } pSimState = sim::SimState::CreateStaticSimState(pCollObj); pSimState->SetControl(sim::simAICtrl); pSimState->GetCollisionObject()->SetIsStatic(false); pSimState->GetCollisionObject()->SetManualUpdate(false); pSimState->SetTransform(matrix); pSimState->GetCollisionObject()->Update(); pSimState->GetCollisionObject()->SetIsStatic(true); pSimState->GetCollisionObject()->SetManualUpdate(true); pCurStatPhysDSG->LoadSetUp(pSimState,pCollAttr,matrix,pGeo); if ( pShadow != NULL ) { pCurStatPhysDSG->SetShadow( pShadow ); } mpListenerCB->OnChunkLoaded( pCurStatPhysDSG, mUserData, _id ); pCurStatPhysDSG = 0; } f->EndChunk(); } //ScenegraphBranch >> ScenegraphTransform f->EndChunk(); //ScenegraphRoot >> ScenegraphBranch f->EndChunk(); //Scenegraph >> ScenegraphRoot f->EndChunk(); //Instances >> Scenegraph f->EndChunk(); } break; case Pure3D::Mesh::MESH: { if(!pCurStatPhysDSG) { tRefCounted::Assign(pGeo,(tGeometry*)((GeometryWrappedLoader*)GetAllWrappers()->mpLoader(AllWrappers::msGeometry))->LoadObject(f,store)); } } break; case SRR2::ChunkID::OBJECT_ATTRIBUTES: { if(!pCurStatPhysDSG) { int classType = f->GetLong(); int physPropID = f->GetLong(); char tempsound [64]; f->GetString(tempsound); // Michael R. Volume set to zero. I only need the information // from physPropID to break particles and breakables // will Greg need this later? tRefCounted::Assign(pCollAttr,GetATCManager()->CreateCollisionAttributes(classType, physPropID, 0.0f)); pCollAttr->SetSound(tempsound); } } break; case Simulation::Collision::OBJECT: { if(!pCurStatPhysDSG) { tRefCounted::Assign(pCollObj,(sim::CollisionObject*)mpCollObjLoader->LoadObject(f, store)); // TBJ [7/9/2002] // Added this to store collision objects in the inventory. // A normal loader stores the top level chunk, in this case the StaticPhysDSG. // Since we want the Collision Object in the inventory, we have to store it here. // if ( pCollObj ) { if( store->TestCollision( pCollObj->GetUID(), pCollObj ) ) { HandleCollision( pCollObj ); // TBJ [7/9/2002] // Don't know what to do with this code? Doesn't seem right to assign to NULL if // the collObj does in fact exist. // I'll take it out for now. // //pCollObj = NULL; //return LOAD_ERROR; } else { store->Store(pCollObj); } // do this so that we can move the simstate around with ai //pCollObj->SetManualUpdate(true); } //pSimState = sim::SimState::CreateSimState(pCollObj); //pStaticPhysDSG->SetSimState(sim::SimState::CreateStaticSimState(pCollObj)); } } break; default: break; } // switch f->EndChunk(); } // while if(!foundInstances) { rmt::Matrix matrix; matrix.Identity(); // This is an instanced object without an instance chunks so we assume //it's a global asset which we will hold only one copy of. pCurStatPhysDSG = new InstStatPhysDSG(); rAssert(pCurStatPhysDSG); pCurStatPhysDSG->SetName(objName); pCurStatPhysDSG->mTranslucent = HasAlpha != 0; pSimState = sim::SimState::CreateStaticSimState(pCollObj); pCurStatPhysDSG->SetShadow(pShadow); pSimState->SetControl(sim::simAICtrl); pSimState->GetCollisionObject()->SetIsStatic(false); pSimState->GetCollisionObject()->SetManualUpdate(false); pSimState->SetTransform(matrix); pSimState->GetCollisionObject()->Update(); pSimState->GetCollisionObject()->SetIsStatic(true); pSimState->GetCollisionObject()->SetManualUpdate(true); pCurStatPhysDSG->LoadSetUp(pSimState,pCollAttr,matrix,pGeo); GetAllWrappers()->AddGlobalEntity(pCurStatPhysDSG); } // // Spin Pure3D async loading. // //p3d::loadManager->SwitchTask(); tRefCounted::Release(pGeo); tRefCounted::Release(pCollAttr); tRefCounted::Release(pCollObj); IEntityDSG::msDeletionsSafe=false; return NULL; } /////////////////////////////////////////////////////////////////////// // IWrappedLoader /////////////////////////////////////////////////////////////////////// //======================================================================== // InstStatPhysLoader::SetRegdListener //======================================================================== // // Description: Register a new listener/caretaker, notify old listener of // severed connection. // // Parameters: pListenerCB: Callback to call OnChunkLoaded // pUserData: Data to pass along for filtering, etc // // Return: None. // // Constraints: None. // //======================================================================== void InstStatPhysLoader::SetRegdListener ( ChunkListenerCallback* pListenerCB, int iUserData ) { // // Follow protocol; notify old Listener, that it has been // "disconnected". // if( mpListenerCB != NULL ) { mpListenerCB->OnChunkLoaded( NULL, iUserData, 0 ); } mpListenerCB = pListenerCB; mUserData = iUserData; } //======================================================================== // InstStatPhysLoader::ModRegdListener //======================================================================== // // Description: Just fuck with the current pUserData // // Parameters: None. // // Return: None. // // Constraints: None. // //======================================================================== void InstStatPhysLoader::ModRegdListener ( ChunkListenerCallback* pListenerCB, int iUserData ) { #if 0 char DebugBuf[255]; sprintf( DebugBuf, "GeometryWrappedLoader::ModRegdListener: pListenerCB %X vs mpListenerCB %X\n", pListenerCB, mpListenerCB ); rDebugString( DebugBuf ); #endif rAssert( pListenerCB == mpListenerCB ); mUserData = iUserData; } //************************************************************************ // // Protected Member Functions : InstStatPhysLoader // //************************************************************************ //************************************************************************ // // Private Member Functions : InstStatPhysLoader // //************************************************************************