mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-01 14:15:53 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
192 lines
7.0 KiB
C++
192 lines
7.0 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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203
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%{
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#include "EntitiesMP/StdH/StdH.h"
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%}
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class CModelHolder : CEntity {
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name "ModelHolder";
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thumbnail "";
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features "HasName", "HasDescription";
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properties:
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1 CTFileName m_fnModel "Model" 'M' =CTFILENAME("Models\\Editor\\Axis.mdl"),
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2 CTFileName m_fnTexture "Texture" 'T' =CTFILENAME("Models\\Editor\\Vector.tex"),
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3 FLOAT m_fStretchAll "StretchAll" 'S' = 1.0f,
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4 FLOAT m_fStretchX "StretchX" 'X' = 1.0f,
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5 FLOAT m_fStretchY "StretchY" 'Y' = 1.0f,
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6 FLOAT m_fStretchZ "StretchZ" 'Z' = 1.0f,
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7 CTString m_strName "Name" 'N' ="",
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12 CTString m_strDescription = "",
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8 BOOL m_bColliding "Colliding" 'C' = FALSE, // set if model is not immatierial
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9 ANIMATION m_iModelAnimation "Model animation" 'A' = 0,
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10 ANIMATION m_iTextureAnimation "Texture animation" = 0,
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11 BOOL m_bClusterShadows "Cluster shadows" = FALSE, // set if model uses cluster shadows
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13 BOOL m_bBackground "Background" = FALSE, // set if model is rendered in background
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// parameters for custom shading of a model (overrides automatic shading calculation)
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14 BOOL m_bCustomShading "Custom shading" 'H' = FALSE,
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15 ANGLE3D m_aShadingDirection "Light direction" = ANGLE3D( AngleDeg(45.0f),AngleDeg(45.0f),AngleDeg(45.0f)),
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16 COLOR m_colLight "Light color" = C_WHITE,
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17 COLOR m_colAmbient "Ambient color" = C_BLACK,
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18 CTFileName m_fnmLightAnimation "Light animation file" = CTString(""),
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19 ANIMATION m_iLightAnimation "Light animation" = 0,
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20 CAnimObject m_aoLightAnimation,
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{
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CTFileName m_fnOldModel; // used for remembering last selected model (not saved at all)
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}
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components:
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functions:
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/* Get anim data for given animation property - return NULL for none. */
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CAnimData *GetAnimData(SLONG slPropertyOffset)
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{
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if (slPropertyOffset==_offsetof(CModelHolder, m_iModelAnimation)) {
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return GetModelObject()->GetData();
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} else if (slPropertyOffset==_offsetof(CModelHolder, m_iTextureAnimation)) {
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return GetModelObject()->mo_toTexture.GetData();
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} else if (slPropertyOffset==_offsetof(CModelHolder, m_iLightAnimation)) {
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return m_aoLightAnimation.GetData();
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} else {
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return CEntity::GetAnimData(slPropertyOffset);
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}
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};
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/* Adjust model shading parameters if needed. */
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BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
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{
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if (m_bCustomShading) {
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// if there is color animation
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if (m_aoLightAnimation.GetData()!=NULL) {
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// get lerping info
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SLONG colFrame0, colFrame1; FLOAT fRatio;
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m_aoLightAnimation.GetFrame( colFrame0, colFrame1, fRatio);
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UBYTE ubAnimR0, ubAnimG0, ubAnimB0;
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UBYTE ubAnimR1, ubAnimG1, ubAnimB1;
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ColorToRGB( colFrame0, ubAnimR0, ubAnimG0, ubAnimB0);
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ColorToRGB( colFrame1, ubAnimR1, ubAnimG1, ubAnimB1);
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// calculate current animation color
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FLOAT fAnimR = NormByteToFloat( Lerp( ubAnimR0, ubAnimR1, fRatio));
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FLOAT fAnimG = NormByteToFloat( Lerp( ubAnimG0, ubAnimG1, fRatio));
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FLOAT fAnimB = NormByteToFloat( Lerp( ubAnimB0, ubAnimB1, fRatio));
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// decompose constant colors
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UBYTE ubLightR, ubLightG, ubLightB;
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UBYTE ubAmbientR, ubAmbientG, ubAmbientB;
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ColorToRGB( m_colLight, ubLightR, ubLightG, ubLightB);
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ColorToRGB( m_colAmbient, ubAmbientR, ubAmbientG, ubAmbientB);
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colLight = RGBToColor( (UBYTE) (ubLightR *fAnimR), (UBYTE) (ubLightG *fAnimG), (UBYTE) (ubLightB *fAnimB));
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colAmbient = RGBToColor( (UBYTE) (ubAmbientR*fAnimR), (UBYTE) (ubAmbientG*fAnimG), (UBYTE) (ubAmbientB*fAnimB));
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// if there is no color animation
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} else {
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colLight = m_colLight;
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colAmbient = m_colAmbient;
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}
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AnglesToDirectionVector(m_aShadingDirection, vLightDirection);
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vLightDirection = -vLightDirection;
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}
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return TRUE;
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};
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/* Init model holder*/
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void InitModelHolder(void) {
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// stretch factors must not have extreme values
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if (m_fStretchX < 0.01f) { m_fStretchX = 0.01f; }
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if (m_fStretchY < 0.01f) { m_fStretchY = 0.01f; }
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if (m_fStretchZ < 0.01f) { m_fStretchZ = 0.01f; }
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if (m_fStretchAll< 0.01f) { m_fStretchAll = 0.01f; }
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if (m_fStretchX >100.0f) { m_fStretchX = 100.0f; }
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if (m_fStretchY >100.0f) { m_fStretchY = 100.0f; }
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if (m_fStretchZ >100.0f) { m_fStretchZ = 100.0f; }
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if (m_fStretchAll>100.0f) { m_fStretchAll = 100.0f; }
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// if initialized for the first time
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if (m_fnOldModel=="") {
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// just remember the model filename
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m_fnOldModel = m_fnModel;
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// if re-initialized
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} else {
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// if the model filename has changed
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if (m_fnOldModel != m_fnModel) {
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// set texture filename to same as the model filename with texture extension
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m_fnTexture = m_fnModel.FileDir()+m_fnModel.FileName()+CTString(".tex");
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// remember the model filename
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m_fnOldModel = m_fnModel;
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}
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}
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InitAsModel();
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if (m_bColliding) {
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SetPhysicsFlags(EPF_MODEL_FIXED);
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SetCollisionFlags(ECF_MODEL_HOLDER);
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} else {
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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}
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if (m_bClusterShadows) {
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SetFlags(GetFlags()|ENF_CLUSTERSHADOWS);
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} else {
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SetFlags(GetFlags()&~ENF_CLUSTERSHADOWS);
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}
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if (m_bBackground) {
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SetFlags(GetFlags()|ENF_BACKGROUND);
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} else {
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SetFlags(GetFlags()&~ENF_BACKGROUND);
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}
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// set model stretch -- MUST BE DONE BEFORE SETTING MODEL!
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GetModelObject()->mo_Stretch = FLOAT3D(
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m_fStretchAll*m_fStretchX,
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m_fStretchAll*m_fStretchY,
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m_fStretchAll*m_fStretchZ);
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// set appearance
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SetModel(m_fnModel);
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SetModelMainTexture(m_fnTexture);
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GetModelObject()->PlayAnim(m_iModelAnimation, AOF_LOOPING);
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GetModelObject()->mo_toTexture.PlayAnim(m_iTextureAnimation, AOF_LOOPING);
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try {
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m_aoLightAnimation.SetData_t(m_fnmLightAnimation);
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} catch (char *strError) {
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WarningMessage(TRANS("Cannot load '%s': %s"), (const char *) (CTString&)m_fnmLightAnimation, strError);
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m_fnmLightAnimation = "";
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}
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if (m_aoLightAnimation.GetData()!=NULL) {
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m_aoLightAnimation.PlayAnim(m_iLightAnimation, AOF_LOOPING);
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}
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m_strDescription.PrintF("%s,%s", (const char *) m_fnModel.FileName(), (const char *) m_fnTexture.FileName());
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return;
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};
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procedures:
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Main()
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{
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InitModelHolder();
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return;
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}
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};
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