/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ 203 %{ #include "EntitiesMP/StdH/StdH.h" %} class CModelHolder : CEntity { name "ModelHolder"; thumbnail ""; features "HasName", "HasDescription"; properties: 1 CTFileName m_fnModel "Model" 'M' =CTFILENAME("Models\\Editor\\Axis.mdl"), 2 CTFileName m_fnTexture "Texture" 'T' =CTFILENAME("Models\\Editor\\Vector.tex"), 3 FLOAT m_fStretchAll "StretchAll" 'S' = 1.0f, 4 FLOAT m_fStretchX "StretchX" 'X' = 1.0f, 5 FLOAT m_fStretchY "StretchY" 'Y' = 1.0f, 6 FLOAT m_fStretchZ "StretchZ" 'Z' = 1.0f, 7 CTString m_strName "Name" 'N' ="", 12 CTString m_strDescription = "", 8 BOOL m_bColliding "Colliding" 'C' = FALSE, // set if model is not immatierial 9 ANIMATION m_iModelAnimation "Model animation" 'A' = 0, 10 ANIMATION m_iTextureAnimation "Texture animation" = 0, 11 BOOL m_bClusterShadows "Cluster shadows" = FALSE, // set if model uses cluster shadows 13 BOOL m_bBackground "Background" = FALSE, // set if model is rendered in background // parameters for custom shading of a model (overrides automatic shading calculation) 14 BOOL m_bCustomShading "Custom shading" 'H' = FALSE, 15 ANGLE3D m_aShadingDirection "Light direction" = ANGLE3D( AngleDeg(45.0f),AngleDeg(45.0f),AngleDeg(45.0f)), 16 COLOR m_colLight "Light color" = C_WHITE, 17 COLOR m_colAmbient "Ambient color" = C_BLACK, 18 CTFileName m_fnmLightAnimation "Light animation file" = CTString(""), 19 ANIMATION m_iLightAnimation "Light animation" = 0, 20 CAnimObject m_aoLightAnimation, { CTFileName m_fnOldModel; // used for remembering last selected model (not saved at all) } components: functions: /* Get anim data for given animation property - return NULL for none. */ CAnimData *GetAnimData(SLONG slPropertyOffset) { if (slPropertyOffset==_offsetof(CModelHolder, m_iModelAnimation)) { return GetModelObject()->GetData(); } else if (slPropertyOffset==_offsetof(CModelHolder, m_iTextureAnimation)) { return GetModelObject()->mo_toTexture.GetData(); } else if (slPropertyOffset==_offsetof(CModelHolder, m_iLightAnimation)) { return m_aoLightAnimation.GetData(); } else { return CEntity::GetAnimData(slPropertyOffset); } }; /* Adjust model shading parameters if needed. */ BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient) { if (m_bCustomShading) { // if there is color animation if (m_aoLightAnimation.GetData()!=NULL) { // get lerping info SLONG colFrame0, colFrame1; FLOAT fRatio; m_aoLightAnimation.GetFrame( colFrame0, colFrame1, fRatio); UBYTE ubAnimR0, ubAnimG0, ubAnimB0; UBYTE ubAnimR1, ubAnimG1, ubAnimB1; ColorToRGB( colFrame0, ubAnimR0, ubAnimG0, ubAnimB0); ColorToRGB( colFrame1, ubAnimR1, ubAnimG1, ubAnimB1); // calculate current animation color FLOAT fAnimR = NormByteToFloat( Lerp( ubAnimR0, ubAnimR1, fRatio)); FLOAT fAnimG = NormByteToFloat( Lerp( ubAnimG0, ubAnimG1, fRatio)); FLOAT fAnimB = NormByteToFloat( Lerp( ubAnimB0, ubAnimB1, fRatio)); // decompose constant colors UBYTE ubLightR, ubLightG, ubLightB; UBYTE ubAmbientR, ubAmbientG, ubAmbientB; ColorToRGB( m_colLight, ubLightR, ubLightG, ubLightB); ColorToRGB( m_colAmbient, ubAmbientR, ubAmbientG, ubAmbientB); colLight = RGBToColor( (UBYTE) (ubLightR *fAnimR), (UBYTE) (ubLightG *fAnimG), (UBYTE) (ubLightB *fAnimB)); colAmbient = RGBToColor( (UBYTE) (ubAmbientR*fAnimR), (UBYTE) (ubAmbientG*fAnimG), (UBYTE) (ubAmbientB*fAnimB)); // if there is no color animation } else { colLight = m_colLight; colAmbient = m_colAmbient; } AnglesToDirectionVector(m_aShadingDirection, vLightDirection); vLightDirection = -vLightDirection; } return TRUE; }; /* Init model holder*/ void InitModelHolder(void) { // stretch factors must not have extreme values if (m_fStretchX < 0.01f) { m_fStretchX = 0.01f; } if (m_fStretchY < 0.01f) { m_fStretchY = 0.01f; } if (m_fStretchZ < 0.01f) { m_fStretchZ = 0.01f; } if (m_fStretchAll< 0.01f) { m_fStretchAll = 0.01f; } if (m_fStretchX >100.0f) { m_fStretchX = 100.0f; } if (m_fStretchY >100.0f) { m_fStretchY = 100.0f; } if (m_fStretchZ >100.0f) { m_fStretchZ = 100.0f; } if (m_fStretchAll>100.0f) { m_fStretchAll = 100.0f; } // if initialized for the first time if (m_fnOldModel=="") { // just remember the model filename m_fnOldModel = m_fnModel; // if re-initialized } else { // if the model filename has changed if (m_fnOldModel != m_fnModel) { // set texture filename to same as the model filename with texture extension m_fnTexture = m_fnModel.FileDir()+m_fnModel.FileName()+CTString(".tex"); // remember the model filename m_fnOldModel = m_fnModel; } } InitAsModel(); if (m_bColliding) { SetPhysicsFlags(EPF_MODEL_FIXED); SetCollisionFlags(ECF_MODEL_HOLDER); } else { SetPhysicsFlags(EPF_MODEL_IMMATERIAL); SetCollisionFlags(ECF_IMMATERIAL); } if (m_bClusterShadows) { SetFlags(GetFlags()|ENF_CLUSTERSHADOWS); } else { SetFlags(GetFlags()&~ENF_CLUSTERSHADOWS); } if (m_bBackground) { SetFlags(GetFlags()|ENF_BACKGROUND); } else { SetFlags(GetFlags()&~ENF_BACKGROUND); } // set model stretch -- MUST BE DONE BEFORE SETTING MODEL! GetModelObject()->mo_Stretch = FLOAT3D( m_fStretchAll*m_fStretchX, m_fStretchAll*m_fStretchY, m_fStretchAll*m_fStretchZ); // set appearance SetModel(m_fnModel); SetModelMainTexture(m_fnTexture); GetModelObject()->PlayAnim(m_iModelAnimation, AOF_LOOPING); GetModelObject()->mo_toTexture.PlayAnim(m_iTextureAnimation, AOF_LOOPING); try { m_aoLightAnimation.SetData_t(m_fnmLightAnimation); } catch (char *strError) { WarningMessage(TRANS("Cannot load '%s': %s"), (const char *) (CTString&)m_fnmLightAnimation, strError); m_fnmLightAnimation = ""; } if (m_aoLightAnimation.GetData()!=NULL) { m_aoLightAnimation.PlayAnim(m_iLightAnimation, AOF_LOOPING); } m_strDescription.PrintF("%s,%s", (const char *) m_fnModel.FileName(), (const char *) m_fnTexture.FileName()); return; }; procedures: Main() { InitModelHolder(); return; } };