mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-01 00:25:54 +00:00
154 lines
3.6 KiB
C++
154 lines
3.6 KiB
C++
#include "common.h"
|
|
|
|
#include "main.h"
|
|
#include "RwHelper.h"
|
|
#include "Lights.h"
|
|
#include "PointLights.h"
|
|
#include "RpAnimBlend.h"
|
|
#include "AnimBlendClumpData.h"
|
|
#include "Bones.h"
|
|
#include "Renderer.h"
|
|
#include "ModelIndices.h"
|
|
#include "Shadows.h"
|
|
#include "Timecycle.h"
|
|
#include "CutsceneObject.h"
|
|
|
|
CCutsceneObject::CCutsceneObject(void)
|
|
{
|
|
SetStatus(STATUS_SIMPLE);
|
|
bUsesCollision = false;
|
|
bStreamingDontDelete = true;
|
|
ObjectCreatedBy = CUTSCENE_OBJECT;
|
|
m_fMass = 1.0f;
|
|
m_fTurnMass = 1.0f;
|
|
|
|
#ifdef PED_SKIN
|
|
bRenderHead = true;
|
|
bRenderRightHand = true;
|
|
bRenderLeftHand = true;
|
|
#endif
|
|
}
|
|
|
|
void
|
|
CCutsceneObject::SetModelIndex(uint32 id)
|
|
{
|
|
CEntity::SetModelIndex(id);
|
|
assert(RwObjectGetType(m_rwObject) == rpCLUMP);
|
|
RpAnimBlendClumpInit((RpClump*)m_rwObject);
|
|
(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity3d = &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();
|
|
|
|
#ifdef PED_SKIN
|
|
if(IsClumpSkinned(GetClump()))
|
|
UpdateRpHAnim();
|
|
#endif
|
|
}
|
|
|
|
static RpMaterial*
|
|
MaterialSetAlpha(RpMaterial *material, void *data)
|
|
{
|
|
((RwRGBA*)RpMaterialGetColor(material))->alpha = (uint8)(uintptr)data;
|
|
return material;
|
|
}
|
|
|
|
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]);
|
|
// 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)
|
|
{
|
|
#ifdef PED_SKIN
|
|
if(IsClumpSkinned(GetClump())){
|
|
if(bRenderLeftHand) RenderLimb(BONE_Lhand);
|
|
if(bRenderRightHand) RenderLimb(BONE_Rhand);
|
|
if(bRenderHead) RenderLimb(BONE_head);
|
|
}
|
|
#endif
|
|
CObject::Render();
|
|
}
|
|
|
|
#ifdef PED_SKIN
|
|
void
|
|
CCutsceneObject::RenderLimb(int32 bone)
|
|
{
|
|
RpAtomic *atomic;
|
|
CPedModelInfo *mi = (CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex());
|
|
switch(bone){
|
|
case BONE_head:
|
|
atomic = mi->getHead();
|
|
break;
|
|
case BONE_Lhand:
|
|
atomic = mi->getLeftHand();
|
|
break;
|
|
case BONE_Rhand:
|
|
atomic = mi->getRightHand();
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
if(atomic){
|
|
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
|
int idx = RpHAnimIDGetIndex(hier, bone);
|
|
RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
|
|
RwFrame *frame = RpAtomicGetFrame(atomic);
|
|
*RwFrameGetMatrix(frame) = *mat;
|
|
RwFrameUpdateObjects(frame);
|
|
RpAtomicRender(atomic);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
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);
|
|
}
|