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mirror of https://github.com/rwengine/openrw.git synced 2024-09-15 15:02:34 +02:00

Overhaul Model data handling to improve accuracy

This commit is contained in:
Daniel Evans 2016-09-11 02:58:00 +01:00
parent 479aaab666
commit 996a82c4bf
38 changed files with 614 additions and 473 deletions

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@ -179,7 +179,7 @@ bool Activities::EnterVehicle::update(CharacterObject *character,
RW_UNUSED(controller);
// Boats don't have any kind of entry animation unless you're onboard.
if (vehicle->vehicle->type == VehicleData::BOAT) {
if (vehicle->getVehicle()->vehicletype_ == VehicleModelInfo::BOAT) {
character->enterVehicle(vehicle, seat);
return true;
}
@ -344,7 +344,7 @@ bool Activities::ExitVehicle::update(CharacterObject *character,
anm_exit = character->animations.car_getout_rhs;
}
if (vehicle->vehicle->type == VehicleData::BOAT) {
if (vehicle->getVehicle()->vehicletype_ == VehicleModelInfo::BOAT) {
auto ppos = character->getPosition();
character->enterVehicle(nullptr, seat);
character->setPosition(ppos);

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@ -1,10 +1 @@
#include "data/ObjectData.hpp"
const ObjectInformation::ObjectClass ObjectData::class_id =
ObjectInformation::_class("OBJS");
const ObjectInformation::ObjectClass VehicleData::class_id =
ObjectInformation::_class("CARS");
const ObjectInformation::ObjectClass CharacterData::class_id =
ObjectInformation::_class("PEDS");
const ObjectInformation::ObjectClass CutsceneObjectData::class_id =
ObjectInformation::_class("HIER");
#include "data/ModelData.hpp"

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@ -4,109 +4,227 @@
#include <glm/glm.hpp>
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
#include <data/Model.hpp>
#include <data/PathData.hpp>
#include <rw/defines.hpp>
#ifdef RW_WINDOWS
#include <rw_mingw.hpp>
#endif
typedef uint16_t ObjectID;
/**
* Stores basic information about an Object and it's real type.
* 16-bit model ID identifier (from .ide)
*/
struct ObjectInformation {
typedef size_t ObjectClass;
static ObjectClass _class(const std::string& name) {
return std::hash<std::string>()(name);
}
using ModelID = uint16_t;
ObjectID ID;
const ObjectClass class_type;
ObjectInformation(const ObjectClass type) : class_type(type) {
}
virtual ~ObjectInformation() {
}
enum class ModelDataType {
SimpleInfo = 1,
/** Unknown */
MLoModelInfo = 2,
/** Currently unused; data in SimpleInfo instead */
TimeModelInfo = 3,
ClumpInfo = 4,
VehicleInfo = 5,
PedInfo = 6
};
typedef std::shared_ptr<ObjectInformation> ObjectInformationPtr;
/**
* Data used by Normal Objects
* Base type for all model information
*
* @todo reference counting
* @todo store collision model
*/
struct ObjectData : public ObjectInformation {
static const ObjectClass class_id;
class BaseModelInfo {
public:
std::string name;
std::string textureslot;
ObjectData() : ObjectInformation(_class("OBJS")) {
BaseModelInfo(ModelDataType type) : type_(type) {
}
std::string modelName;
std::string textureName;
uint8_t numClumps;
float drawDistance[3];
int32_t flags;
bool LOD;
virtual ~BaseModelInfo() {
}
short timeOn;
short timeOff;
ModelID id() const {
return modelid_;
}
void setModelID(ModelID id) {
modelid_ = id;
}
ModelDataType type() const {
return type_;
}
void addReference() {
refcount_++;
}
void removeReference() {
refcount_--;
}
int getReferenceCount() const {
return refcount_;
}
/// @todo replace with proper streaming implementation
virtual bool isLoaded() const = 0;
static std::string getTypeName(ModelDataType type) {
switch (type) {
case ModelDataType::SimpleInfo:
return "Simple";
case ModelDataType::VehicleInfo:
return "Vehicle";
case ModelDataType::PedInfo:
return "Pedestrian";
case ModelDataType::ClumpInfo:
return "Cutscene";
default:
break;
}
return "Unknown";
}
private:
ModelID modelid_ = 0;
ModelDataType type_;
int refcount_ = 0;
};
/**
* Model data for simple types
*
* @todo replace Model* with librw types
*/
class SimpleModelInfo : public BaseModelInfo {
public:
static constexpr ModelDataType kType = ModelDataType::SimpleInfo;
/// @todo Use TimeModelInfo instead of hacking this in here
int timeOn = 0;
int timeOff = 24;
int flags;
/// @todo Remove this?
bool LOD = false;
/// Information loaded from PATH sections
/// @todo remove this from here too :)
std::vector<PathData> paths;
SimpleModelInfo() : BaseModelInfo(kType) {
}
SimpleModelInfo(ModelDataType type) : BaseModelInfo(type) {
}
/// @todo change with librw
void setAtomic(Model* model, int n, ModelFrame* atomic) {
model_ = model;
atomics_[n] = atomic;
}
ModelFrame* getAtomic(int n) const {
return atomics_[n];
}
void setLodDistance(int n, float d) {
RW_CHECK(n < 3, "Lod Index out of range");
loddistances_[n] = d;
}
float getLodDistance(int n) {
RW_CHECK(n < 3, "Lod Index out of range");
return loddistances_[n];
}
void setNumAtomics(int num) {
numatomics_ = num;
}
int getNumAtomics() const {
return numatomics_;
}
enum {
NORMAL_CULL =
1, /// Cull model if player doesn't look at it. Ignored in GTA 3.
DO_NOT_FADE = 1 << 1, /// Do not fade the object when it is being
/// loaded into or out of view.
DRAW_LAST = 1 << 2, /// Model is transparent. Render this object after
/// all opaque objects, allowing transparencies of
/// other objects to be visible through this
/// object.
ADDITIVE = 1 << 3, /// Render with additive blending. Previous flag
/// must be enabled too.
IS_SUBWAY = 1 << 4, /// Model is a tunnel, i.e. set the object as
/// invisible unless the player enters cull zone
/// flag 128. This flag works only with static
/// models.
IGNORE_LIGHTING = 1 << 5, /// Don't use static lighting, we want
/// dynamic if it's possible.
NO_ZBUFFER_WRITE =
1 << 6, /// Model is a shadow. Disable writing to z-buffer when
/// rendering it, allowing transparencies of other objects,
/// shadows, and lights to be visible through this object.
/// (Not implemented in the PS2 version)
/// Cull model if player doesn't look at it. Ignored in GTA 3.
NORMAL_CULL = 1,
/// Do not fade the object when it is being
/// loaded into or out of view.
DO_NOT_FADE = 1 << 1,
/// Model is transparent. Render this object after
/// all opaque objects, allowing transparencies of
/// other objects to be visible through this
/// object.
DRAW_LAST = 1 << 2,
/// Render with additive blending. Previous flag
/// must be enabled too.
ADDITIVE = 1 << 3,
/// Model is a tunnel, i.e. set the object as
/// invisible unless the player enters cull zone
/// flag 128. This flag works only with static
/// models.
IS_SUBWAY = 1 << 4,
/// Don't use static lighting, we want
/// dynamic if it's possible.
IGNORE_LIGHTING = 1 << 5,
/// Model is a shadow. Disable writing to z-buffer when
/// rendering it, allowing transparencies of other objects,
/// shadows, and lights to be visible through this object.
/// (Not implemented in the PS2 version)
NO_ZBUFFER_WRITE = 1 << 6,
};
// Information loaded from PATH sections
std::vector<PathData> paths;
private:
Model* model_ = nullptr;
ModelFrame* atomics_[3] = {};
float loddistances_[3] = {};
uint8_t numatomics_ = 0;
uint8_t alpha_ = 0; /// @todo ask aap why
};
typedef std::shared_ptr<ObjectData> ObjectDataPtr;
/**
* @todo this
*/
class TimeModelInfo : public SimpleModelInfo {
TimeModelInfo() : SimpleModelInfo(ModelDataType::TimeModelInfo) {
}
};
/**
* Data used by peds
* @todo document me
*/
struct CharacterData : public ObjectInformation {
static const ObjectClass class_id;
class ClumpModelInfo : public BaseModelInfo {
public:
static constexpr ModelDataType kType = ModelDataType::ClumpInfo;
CharacterData() : ObjectInformation(_class("PEDS")) {
ClumpModelInfo() : BaseModelInfo(kType) {
}
ClumpModelInfo(ModelDataType type) : BaseModelInfo(type) {
}
std::string modelName;
std::string textureName;
std::string type;
std::string behaviour;
std::string animGroup;
uint8_t driveMask;
void setModel(Model* model) {
model_ = model;
}
Model* getModel() const {
return model_;
}
private:
Model* model_ = nullptr;
};
/**
* @brief Stores vehicle data loaded from item definition files.
* Data for a vehicle model type
*/
struct VehicleData : public ObjectInformation {
static const ObjectClass class_id;
class VehicleModelInfo : public ClumpModelInfo {
public:
static constexpr ModelDataType kType = ModelDataType::VehicleInfo;
VehicleData() : ObjectInformation(_class("CARS")) {
VehicleModelInfo() : ClumpModelInfo(kType) {
}
enum VehicleClass {
@ -124,6 +242,8 @@ struct VehicleData : public ObjectInformation {
WORKERBOAT = 1 << 10,
BICYCLE = 1 << 11,
ONFOOT = 1 << 12,
/// @todo verify that this is the correct bit
SPECIAL = 1 << 13,
};
enum VehicleType {
@ -134,32 +254,120 @@ struct VehicleData : public ObjectInformation {
HELI,
};
std::string modelName;
std::string textureName;
VehicleType type;
std::string handlingID;
std::string gameName;
VehicleClass classType;
uint8_t frequency; // big enough int type?
uint8_t lvl; // big enough int type?
uint16_t comprules;
union { // big enough int types?
uint16_t wheelModelID; // used only when type == CAR
int16_t modelLOD; // used only when type == PLANE
};
float wheelScale; // used only when type == CAR
};
VehicleType vehicletype_;
ModelID wheelmodel_;
float wheelscale_;
int numdoors_;
std::string handling_;
VehicleClass vehicleclass_;
int frequency_;
int level_;
int componentrules_;
std::string vehiclename_;
typedef std::shared_ptr<VehicleData> VehicleDataHandle;
struct CutsceneObjectData : public ObjectInformation {
static const ObjectClass class_id;
CutsceneObjectData() : ObjectInformation(_class("HIER")) {
static VehicleType findVehicleType(const std::string& name) {
static const std::unordered_map<std::string, VehicleType> vehicleTypes{
{"car", CAR},
{"boat", BOAT},
{"train", TRAIN},
{"plane", PLANE},
{"heli", HELI}};
return vehicleTypes.at(name);
}
std::string modelName;
std::string textureName;
static VehicleClass findVehicleClass(const std::string& name) {
static const std::unordered_map<std::string, VehicleClass> classTypes{
// III, VC, SA
{"ignore", IGNORE},
{"normal", NORMAL},
{"poorfamily", POORFAMILY},
{"richfamily", RICHFAMILY},
{"executive", EXECUTIVE},
{"worker", WORKER},
{"big", BIG},
{"taxi", TAXI},
{"special", SPECIAL},
// VC, SA
{"moped", MOPED},
{"motorbike", MOTORBIKE},
{"leisureboat", LEISUREBOAT},
{"workerboat", WORKERBOAT},
{"bicycle", BICYCLE},
{"onfoot", ONFOOT},
};
return classTypes.at(name);
}
};
class PedModelInfo : public ClumpModelInfo {
public:
static constexpr ModelDataType kType = ModelDataType::PedInfo;
PedModelInfo() : ClumpModelInfo(kType) {
}
enum PedType {
// III
PLAYER1 = 0,
PLAYER2,
PLAYER3,
PLAYER_4,
CIVMALE,
CIVFEMALE,
COP,
GANG1,
GANG2,
GANG3,
GANG4,
GANG5,
GANG6,
GANG7,
GANG8,
GANG9,
EMERGENCY,
FIREMAN,
CRIMINAL,
_UNNAMED,
PROSTITUTE,
SPECIAL,
};
PedType pedtype_ = PLAYER1;
/// @todo this should be an index
std::string behaviour_;
/// @todo this should be an index
std::string animgroup_;
/// The mask of vehicle classes this ped can drive
int carsmask_ = 0;
static PedType findPedType(const std::string& name) {
static const std::unordered_map<std::string, PedType> pedTypes{
// III
{"PLAYER1", PLAYER1},
{"PLAYER2", PLAYER2},
{"PLAYER3", PLAYER3},
{"PLAYER_4", PLAYER_4},
{"CIVMALE", CIVMALE},
{"CIVFEMALE", CIVFEMALE},
{"COP", COP},
{"GANG1", GANG1},
{"GANG2", GANG2},
{"GANG3", GANG3},
{"GANG4", GANG4},
{"GANG5", GANG5},
{"GANG6", GANG6},
{"GANG7", GANG7},
{"GANG8", GANG8},
{"GANG9", GANG9},
{"EMERGENCY", EMERGENCY},
{"FIREMAN", FIREMAN},
{"CRIMINAL", CRIMINAL},
{"_UNNAMED", _UNNAMED},
{"PROSTITUTE", PROSTITUTE},
{"SPECIAL", SPECIAL},
};
return pedTypes.at(name);
}
};
/**

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@ -109,23 +109,19 @@ void GameData::loadIDE(const std::string& path) {
LoaderIDE idel;
if (idel.load(systempath)) {
objectTypes.insert(idel.objects.begin(), idel.objects.end());
std::move(idel.objects.begin(), idel.objects.end(),
std::inserter(modelinfo, modelinfo.end()));
} else {
logger->error("Data", "Failed to load IDE " + path);
}
}
uint16_t GameData::findModelObject(const std::string model) {
auto defit = std::find_if(
objectTypes.begin(), objectTypes.end(),
[&](const decltype(objectTypes)::value_type& d) {
if (d.second->class_type == ObjectInformation::_class("OBJS")) {
auto dat = static_cast<ObjectData*>(d.second.get());
return boost::iequals(dat->modelName, model);
}
return false;
});
if (defit != objectTypes.end()) return defit->first;
auto defit = std::find_if(modelinfo.begin(), modelinfo.end(),
[&](const decltype(modelinfo)::value_type& d) {
return boost::iequals(d.second->name, model);
});
if (defit != modelinfo.end()) return defit->first;
return -1;
}

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@ -170,20 +170,15 @@ public:
*/
std::map<std::string, ZoneData> zones;
/**
* Object Definitions
*/
std::map<ObjectID, ObjectInformationPtr> objectTypes;
std::unordered_map<ModelID, std::unique_ptr<BaseModelInfo>> modelinfo;
uint16_t findModelObject(const std::string model);
template <class T>
std::shared_ptr<T> findObjectType(ObjectID id) {
auto f = objectTypes.find(id);
/// @TODO don't instanciate an object here just to read .type
T tmp;
if (f != objectTypes.end() && f->second->class_type == tmp.class_type) {
return std::static_pointer_cast<T>(f->second);
T* findModelInfo(ModelID id) {
auto f = modelinfo.find(id);
if (f != modelinfo.end() && f->second->type() == T::kType) {
return static_cast<T*>(f->second.get());
}
return nullptr;
}

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@ -140,10 +140,10 @@ bool GameWorld::placeItems(const std::string& name) {
for (auto& p : instancePool.objects) {
auto object = p.second;
InstanceObject* instance = static_cast<InstanceObject*>(object);
if (!instance->object->LOD &&
instance->object->modelName.length() > 3) {
auto lodInstit = modelInstances.find(
"LOD" + instance->object->modelName.substr(3));
auto modelinfo = instance->getModelInfo<SimpleModelInfo>();
if (!modelinfo->LOD && modelinfo->name.length() > 3) {
auto lodInstit =
modelInstances.find("LOD" + modelinfo->name.substr(3));
if (lodInstit != modelInstances.end()) {
instance->LODinstance = lodInstit->second;
}
@ -162,10 +162,10 @@ bool GameWorld::placeItems(const std::string& name) {
InstanceObject* GameWorld::createInstance(const uint16_t id,
const glm::vec3& pos,
const glm::quat& rot) {
auto oi = data->findObjectType<ObjectData>(id);
auto oi = data->findModelInfo<SimpleModelInfo>(id);
if (oi) {
std::string modelname = oi->modelName;
std::string texturename = oi->textureName;
std::string modelname = oi->name;
std::string texturename = oi->textureslot;
std::transform(std::begin(modelname), std::end(modelname),
std::begin(modelname), tolower);
@ -173,7 +173,7 @@ InstanceObject* GameWorld::createInstance(const uint16_t id,
std::begin(texturename), tolower);
// Ensure the relevant data is loaded.
if (!oi->modelName.empty()) {
if (!modelname.empty()) {
if (modelname != "null") {
data->loadDFF(modelname + ".dff", false);
}
@ -185,7 +185,7 @@ InstanceObject* GameWorld::createInstance(const uint16_t id,
ModelRef m = data->models[modelname];
// Check for dynamic data.
auto dyit = data->dynamicObjectData.find(oi->modelName);
auto dyit = data->dynamicObjectData.find(oi->name);
std::shared_ptr<DynamicObjectData> dydata;
if (dyit != data->dynamicObjectData.end()) {
dydata = dyit->second;
@ -202,7 +202,7 @@ InstanceObject* GameWorld::createInstance(const uint16_t id,
instancePool.insert(instance);
allObjects.push_back(instance);
modelInstances.insert({oi->modelName, instance});
modelInstances.insert({oi->name, instance});
return instance;
}
@ -250,34 +250,33 @@ void GameWorld::cleanupTraffic(const ViewCamera& focus) {
CutsceneObject* GameWorld::createCutsceneObject(const uint16_t id,
const glm::vec3& pos,
const glm::quat& rot) {
auto modelinfo = data->modelinfo[id].get();
std::string modelname;
std::string texturename;
auto type = data->objectTypes.find(id);
if (type != data->objectTypes.end()) {
if (type->second->class_type == ObjectInformation::_class("HIER")) {
modelname = state->specialModels[id];
texturename = state->specialModels[id];
} else {
if (type->second->class_type == ObjectInformation::_class("OBJS")) {
auto v = static_cast<ObjectData*>(type->second.get());
modelname = v->modelName;
texturename = v->textureName;
} else if (type->second->class_type ==
ObjectInformation::_class("PEDS")) {
auto v = static_cast<CharacterData*>(type->second.get());
modelname = v->modelName;
texturename = v->textureName;
if (modelinfo) {
modelname = modelinfo->name;
texturename = modelinfo->textureslot;
static std::string specialPrefix("special");
/// @todo Store loaded models directly
switch (modelinfo->type()) {
case ModelDataType::ClumpInfo:
// Re-direct the hier objects to the special object ids
modelname = state->specialModels[id];
texturename = state->specialModels[id];
break;
case ModelDataType::PedInfo:
static const std::string specialPrefix("special");
if (!modelname.compare(0, specialPrefix.size(),
specialPrefix)) {
auto sid = modelname.substr(specialPrefix.size());
unsigned short specialID = std::atoi(sid.c_str());
modelname = state->specialCharacters[specialID];
texturename = state->specialCharacters[specialID];
break;
}
}
default:
break;
}
}
@ -305,7 +304,7 @@ CutsceneObject* GameWorld::createCutsceneObject(const uint16_t id,
ModelRef m = data->models[modelname];
auto instance = new CutsceneObject(this, pos, rot, m);
auto instance = new CutsceneObject(this, pos, rot, m, modelinfo);
cutscenePool.insert(instance);
allObjects.push_back(instance);
@ -316,21 +315,21 @@ CutsceneObject* GameWorld::createCutsceneObject(const uint16_t id,
VehicleObject* GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
const glm::quat& rot,
GameObjectID gid) {
auto vti = data->findObjectType<VehicleData>(id);
auto vti = data->findModelInfo<VehicleModelInfo>(id);
if (vti) {
logger->info("World", "Creating Vehicle ID " + std::to_string(id) +
" (" + vti->gameName + ")");
" (" + vti->vehiclename_ + ")");
if (!vti->modelName.empty()) {
data->loadDFF(vti->modelName + ".dff");
if (!vti->name.empty()) {
data->loadDFF(vti->name + ".dff");
}
if (!vti->textureName.empty()) {
data->loadTXD(vti->textureName + ".txd");
if (!vti->textureslot.empty()) {
data->loadTXD(vti->textureslot + ".txd");
}
glm::u8vec3 prim(255), sec(128);
auto palit = data->vehiclePalettes.find(
vti->modelName); // modelname is conveniently lowercase (usually)
vti->name); // modelname is conveniently lowercase (usually)
if (palit != data->vehiclePalettes.end() && palit->second.size() > 0) {
std::uniform_int_distribution<int> uniform(
0, palit->second.size() - 1);
@ -339,19 +338,12 @@ VehicleObject* GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
sec = data->vehicleColours[palit->second[set].second];
} else {
logger->warning("World",
"No colour palette for vehicle " + vti->modelName);
"No colour palette for vehicle " + vti->name);
}
auto wi = data->findObjectType<ObjectData>(vti->wheelModelID);
if (wi) {
if (!wi->textureName.empty()) {
data->loadTXD(wi->textureName + ".txd");
}
}
ModelRef& m = data->models[vti->modelName];
ModelRef& m = data->models[vti->name];
auto model = m->resource;
auto info = data->vehicleInfo.find(vti->handlingID);
auto info = data->vehicleInfo.find(vti->handling_);
if (model && info != data->vehicleInfo.end()) {
if (info->second->wheels.size() == 0 &&
info->second->seats.size() == 0) {
@ -403,13 +395,13 @@ CharacterObject* GameWorld::createPedestrian(const uint16_t id,
const glm::vec3& pos,
const glm::quat& rot,
GameObjectID gid) {
auto pt = data->findObjectType<CharacterData>(id);
auto pt = data->findModelInfo<PedModelInfo>(id);
if (pt) {
std::string modelname = pt->modelName;
std::string texturename = pt->textureName;
std::string modelname = pt->name;
std::string texturename = pt->textureslot;
// Ensure the relevant data is loaded.
if (!pt->modelName.empty()) {
if (!modelname.empty()) {
// Some model names have special meanings.
/// @todo Should CharacterObjects handle this?
static std::string specialPrefix("special");
@ -446,7 +438,7 @@ CharacterObject* GameWorld::createPlayer(const glm::vec3& pos,
const glm::quat& rot,
GameObjectID gid) {
// Player object ID is hardcoded to 0.
auto pt = data->findObjectType<CharacterData>(0);
auto pt = data->findModelInfo<PedModelInfo>(0);
if (pt) {
// Model name is also hardcoded.
std::string modelname = "player";
@ -472,15 +464,15 @@ CharacterObject* GameWorld::createPlayer(const glm::vec3& pos,
}
PickupObject* GameWorld::createPickup(const glm::vec3& pos, int id, int type) {
auto modelInfo = data->findObjectType<ObjectData>(id);
auto modelInfo = data->modelinfo[id].get();
RW_CHECK(modelInfo != nullptr, "Pickup Object Data is not found");
if (modelInfo == nullptr) {
return nullptr;
}
data->loadDFF(modelInfo->modelName + ".dff");
data->loadTXD(modelInfo->textureName + ".txd");
data->loadDFF(modelInfo->name + ".dff");
data->loadTXD(modelInfo->textureslot + ".txd");
PickupObject* pickup = nullptr;
auto pickuptype = (PickupObject::PickupType)type;
@ -492,10 +484,10 @@ PickupObject* GameWorld::createPickup(const glm::vec3& pos, int id, int type) {
// If nothing, create a generic pickup instead of an item pickup
if (it != inventoryItems.end()) {
pickup = new ItemPickup(this, pos, pickuptype, *it);
pickup = new ItemPickup(this, pos, modelInfo, pickuptype, *it);
} else {
RW_UNIMPLEMENTED("Non-weapon pickups");
pickup = new PickupObject(this, pos, id, pickuptype);
pickup = new PickupObject(this, pos, modelInfo, pickuptype);
}
pickupPool.insert(pickup);

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@ -48,34 +48,35 @@ bool LoaderIDE::load(const std::string &filename) {
line.end());
std::stringstream strstream(line);
std::string buff;
switch (section) {
default:
break;
case OBJS:
case TOBJ: { // Supports Type 1, 2 and 3
std::shared_ptr<ObjectData> objs(new ObjectData);
auto objs =
std::unique_ptr<SimpleModelInfo>(new SimpleModelInfo);
std::string id, numClumps, flags, modelName, textureName;
getline(strstream, buff, ',');
objs->setModelID(atoi(buff.c_str()));
// Read the content of the line
getline(strstream, id, ',');
getline(strstream, modelName, ',');
getline(strstream, textureName, ',');
getline(strstream, numClumps, ',');
getline(strstream, objs->name, ',');
getline(strstream, objs->textureslot, ',');
objs->numClumps = atoi(numClumps.c_str());
for (size_t i = 0; i < objs->numClumps; i++) {
std::string drawDistance;
getline(strstream, drawDistance, ',');
objs->drawDistance[i] = atoi(drawDistance.c_str());
getline(strstream, buff, ',');
objs->setNumAtomics(atoi(buff.c_str()));
for (int i = 0; i < objs->getNumAtomics(); i++) {
getline(strstream, buff, ',');
objs->setLodDistance(i, atof(buff.c_str()));
}
getline(strstream, flags, ',');
getline(strstream, buff, ',');
objs->flags = atoi(buff.c_str());
// Keep reading TOBJ data
if (section == LoaderIDE::TOBJ) {
std::string buff;
getline(strstream, buff, ',');
objs->timeOn = atoi(buff.c_str());
getline(strstream, buff, ',');
@ -85,104 +86,82 @@ bool LoaderIDE::load(const std::string &filename) {
objs->timeOff = 24;
}
// Put stuff in our struct
objs->ID = atoi(id.c_str());
objs->flags = atoi(flags.c_str());
objs->modelName = modelName;
objs->textureName = textureName;
objs->LOD = false;
if (modelName.find("LOD", 0, 3) != modelName.npos &&
modelName != "LODistancoast01") {
/// @todo Figure out how LOD stuff is intended to work
if (objs->name.find("LOD", 0, 3) != std::string::npos &&
objs->name != "LODistancoast01") {
objs->LOD = true;
}
objects.insert({objs->ID, objs});
objects.emplace(objs->id(), std::move(objs));
break;
}
case CARS: {
std::shared_ptr<VehicleData> cars(new VehicleData);
auto cars =
std::unique_ptr<VehicleModelInfo>(new VehicleModelInfo);
std::string id, type, classType, frequency, lvl, comprules,
wheelModelID, wheelScale;
getline(strstream, buff, ',');
cars->setModelID(std::atoi(buff.c_str()));
getline(strstream, id, ',');
getline(strstream, cars->modelName, ',');
getline(strstream, cars->textureName, ',');
getline(strstream, type, ',');
getline(strstream, cars->handlingID, ',');
getline(strstream, cars->gameName, ',');
getline(strstream, classType, ',');
getline(strstream, frequency, ',');
getline(strstream, lvl, ',');
getline(strstream, comprules, ',');
getline(strstream, wheelModelID, ',');
getline(strstream, wheelScale, ',');
getline(strstream, cars->name, ',');
getline(strstream, cars->textureslot, ',');
cars->ID = atoi(id.c_str());
cars->frequency = atoi(frequency.c_str());
cars->lvl = atoi(lvl.c_str());
cars->comprules = atoi(comprules.c_str());
getline(strstream, buff, ',');
cars->vehicletype_ =
VehicleModelInfo::findVehicleType(buff);
if (type == "car") {
cars->type = VehicleData::CAR;
cars->wheelModelID = atoi(wheelModelID.c_str());
cars->wheelScale = atof(wheelScale.c_str());
} else if (type == "boat") {
cars->type = VehicleData::BOAT;
} else if (type == "train") {
cars->type = VehicleData::TRAIN;
cars->modelLOD = atoi(wheelModelID.c_str());
} else if (type == "plane") {
cars->type = VehicleData::PLANE;
} else if (type == "heli") {
cars->type = VehicleData::HELI;
}
getline(strstream, cars->handling_, ',');
getline(strstream, cars->vehiclename_, ',');
getline(strstream, buff, ',');
cars->vehicleclass_ =
VehicleModelInfo::findVehicleClass(buff);
const std::map<VehicleData::VehicleClass, std::string>
classTypes{
{VehicleData::IGNORE, "ignore"},
{VehicleData::NORMAL, "normal"},
{VehicleData::POORFAMILY, "poorfamily"},
{VehicleData::RICHFAMILY, "richfamily"},
{VehicleData::EXECUTIVE, "executive"},
{VehicleData::WORKER, "worker"},
{VehicleData::BIG, "big"},
{VehicleData::TAXI, "taxi"},
{VehicleData::MOPED, "moped"},
{VehicleData::MOTORBIKE, "motorbike"},
{VehicleData::LEISUREBOAT, "leisureboat"},
{VehicleData::WORKERBOAT, "workerboat"},
{VehicleData::BICYCLE, "bicycle"},
{VehicleData::ONFOOT, "onfoot"},
};
for (auto &a : classTypes) {
if (classType == a.second) {
cars->classType = a.first;
getline(strstream, buff, ',');
cars->frequency_ = std::atoi(buff.c_str());
getline(strstream, buff, ',');
cars->level_ = std::atoi(buff.c_str());
getline(strstream, buff, ',');
cars->componentrules_ = std::atoi(buff.c_str());
switch (cars->vehicletype_) {
case VehicleModelInfo::CAR:
getline(strstream, buff, ',');
cars->wheelmodel_ = std::atoi(buff.c_str());
getline(strstream, buff, ',');
cars->wheelscale_ = std::atof(buff.c_str());
break;
case VehicleModelInfo::PLANE:
/// @todo load LOD
getline(strstream, buff, ',');
// cars->planeLOD_ = std::atoi(buff.c_str());
break;
default:
break;
}
}
objects.insert({cars->ID, cars});
objects.emplace(cars->id(), std::move(cars));
break;
}
case PEDS: {
std::shared_ptr<CharacterData> peds(new CharacterData);
auto peds = std::unique_ptr<PedModelInfo>(new PedModelInfo);
std::string id, driveMask;
getline(strstream, buff, ',');
peds->setModelID(std::atoi(buff.c_str()));
getline(strstream, id, ',');
getline(strstream, peds->modelName, ',');
getline(strstream, peds->textureName, ',');
getline(strstream, peds->type, ',');
getline(strstream, peds->behaviour, ',');
getline(strstream, peds->animGroup, ',');
getline(strstream, driveMask, ',');
getline(strstream, peds->name, ',');
getline(strstream, peds->textureslot, ',');
peds->ID = atoi(id.c_str());
peds->driveMask = atoi(driveMask.c_str());
getline(strstream, buff, ',');
peds->pedtype_ = PedModelInfo::findPedType(buff);
objects.insert({peds->ID, peds});
getline(strstream, peds->behaviour_, ',');
getline(strstream, peds->animgroup_, ',');
getline(strstream, buff, ',');
peds->carsmask_ = std::atoi(buff.c_str());
objects.emplace(peds->id(), std::move(peds));
break;
}
case PATH: {
@ -253,25 +232,22 @@ bool LoaderIDE::load(const std::string &filename) {
}
auto &object = objects[path.ID];
auto instance =
std::dynamic_pointer_cast<ObjectData>(object);
instance->paths.push_back(path);
auto simple = dynamic_cast<SimpleModelInfo*>(object.get());
simple->paths.push_back(path);
break;
}
case HIER: {
std::shared_ptr<CutsceneObjectData> cut(
new CutsceneObjectData);
auto hier =
std::unique_ptr<ClumpModelInfo>(new ClumpModelInfo);
std::string id;
getline(strstream, buff, ',');
hier->setModelID(std::atoi(buff.c_str()));
getline(strstream, id, ',');
getline(strstream, cut->modelName, ',');
getline(strstream, cut->textureName, ',');
getline(strstream, hier->name, ',');
getline(strstream, hier->textureslot, ',');
cut->ID = atoi(id.c_str());
objects.insert({cut->ID, cut});
objects.emplace(hier->id(), std::move(hier));
break;
}
}

View File

@ -27,13 +27,7 @@ public:
/**
* @brief objects loaded during the call to load()
*/
std::map<ObjectID, ObjectInformationPtr> objects;
/*std::vector<std::shared_ptr<ObjectData>> OBJSs;
std::vector<std::shared_ptr<VehicleData>> CARSs;
std::vector<std::shared_ptr<CharacterData>> PEDSs;
std::vector<std::shared_ptr<CutsceneObjectData>> HIERs;
std::vector<std::shared_ptr<PathData>> PATHs;*/
std::map<ModelID, std::unique_ptr<BaseModelInfo>> objects;
};
#endif

View File

@ -15,8 +15,8 @@ const float CharacterObject::DefaultJumpSpeed = 2.f;
CharacterObject::CharacterObject(GameWorld* engine, const glm::vec3& pos,
const glm::quat& rot, const ModelRef& model,
std::shared_ptr<CharacterData> data)
: GameObject(engine, pos, rot, model)
BaseModelInfo *modelinfo)
: GameObject(engine, pos, rot, modelinfo, model)
, currentState({})
, currentVehicle(nullptr)
, currentSeat(0)
@ -24,7 +24,6 @@ CharacterObject::CharacterObject(GameWorld* engine, const glm::vec3& pos,
, jumped(false)
, jumpSpeed(DefaultJumpSpeed)
, motionBlockedByActivity(false)
, ped(data)
, physCharacter(nullptr)
, physObject(nullptr)
, physShape(nullptr)

View File

@ -125,8 +125,6 @@ private:
public:
static const float DefaultJumpSpeed;
std::shared_ptr<CharacterData> ped;
btKinematicCharacterController* physCharacter;
btPairCachingGhostObject* physObject;
btCapsuleShapeZ* physShape;
@ -143,7 +141,7 @@ public:
*/
CharacterObject(GameWorld* engine, const glm::vec3& pos,
const glm::quat& rot, const ModelRef& model,
std::shared_ptr<CharacterData> data);
BaseModelInfo* modelinfo);
~CharacterObject();
@ -151,6 +149,7 @@ public:
return Character;
}
void tick(float dt);
const CharacterState& getCurrentState() const {

View File

@ -3,8 +3,11 @@
#include <objects/CutsceneObject.hpp>
CutsceneObject::CutsceneObject(GameWorld *engine, const glm::vec3 &pos,
const glm::quat &rot, const ModelRef &model)
: GameObject(engine, pos, rot, model), _parent(nullptr), _bone(nullptr) {
const glm::quat &rot,
const ModelRef &model, BaseModelInfo *modelinfo)
: GameObject(engine, pos, rot, modelinfo, model)
, _parent(nullptr)
, _bone(nullptr) {
skeleton = new Skeleton;
animator = new Animator(model->resource, skeleton);
}

View File

@ -12,7 +12,7 @@ class CutsceneObject : public GameObject {
public:
CutsceneObject(GameWorld* engine, const glm::vec3& pos,
const glm::quat& rot, const ModelRef& model);
const glm::quat& rot, const ModelRef& model, BaseModelInfo *modelinfo);
~CutsceneObject();
Type type() {

View File

@ -12,6 +12,10 @@ GameObject::~GameObject() {
if (skeleton) {
delete skeleton;
}
if (modelinfo_) {
modelinfo_->removeReference();
}
}
void GameObject::setPosition(const glm::vec3& pos) {

View File

@ -28,6 +28,8 @@ class GameObject {
glm::quat _lastRotation;
GameObjectID objectID;
BaseModelInfo* modelinfo_;
public:
glm::vec3 position;
glm::quat rotation;
@ -53,10 +55,11 @@ public:
bool visible;
GameObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot,
ModelRef model)
BaseModelInfo* modelinfo, ModelRef model)
: _lastPosition(pos)
, _lastRotation(rot)
, objectID(0)
, modelinfo_(modelinfo)
, position(pos)
, rotation(rot)
, model(model)
@ -67,6 +70,9 @@ public:
, _lastHeight(std::numeric_limits<float>::max())
, visible(true)
, lifetime(GameObject::UnknownLifetime) {
if (modelinfo_) {
modelinfo_->addReference();
}
}
virtual ~GameObject();
@ -85,6 +91,11 @@ public:
return getGameObjectID();
}
template <class T>
T* getModelInfo() const {
return static_cast<T*>(modelinfo_);
}
/**
* @brief Enumeration of possible object types.
*/

View File

@ -8,22 +8,25 @@
InstanceObject::InstanceObject(GameWorld* engine, const glm::vec3& pos,
const glm::quat& rot, const ModelRef& model,
const glm::vec3& scale,
std::shared_ptr<ObjectData> obj,
BaseModelInfo *modelinfo,
InstanceObject* lod,
std::shared_ptr<DynamicObjectData> dyn)
: GameObject(engine, pos, rot, model)
: GameObject(engine, pos, rot, modelinfo, model)
, health(100.f)
, scale(scale)
, body(nullptr)
, object(obj)
, LODinstance(lod)
, dynamics(dyn)
, _enablePhysics(false) {
if (obj) {
changeModel(obj);
if (modelinfo) {
changeModel(modelinfo);
for (auto& path : obj->paths) {
engine->aigraph.createPathNodes(position, rot, path);
/// @todo store path information properly
if (modelinfo->type() == ModelDataType::SimpleInfo) {
auto simpledata = static_cast<SimpleModelInfo*>(modelinfo);
for (auto& path : simpledata->paths) {
engine->aigraph.createPathNodes(position, rot, path);
}
}
}
}
@ -120,18 +123,18 @@ void InstanceObject::tick(float dt) {
if (animator) animator->tick(dt);
}
void InstanceObject::changeModel(std::shared_ptr<ObjectData> incoming) {
void InstanceObject::changeModel(BaseModelInfo *incoming) {
if (body) {
delete body;
body = nullptr;
}
object = incoming;
/// @todo store the new object
if (incoming) {
auto bod = new CollisionInstance;
if (bod->createPhysicsBody(this, object->modelName, dynamics.get())) {
if (bod->createPhysicsBody(this, incoming->name, dynamics.get())) {
bod->getBulletBody()->setActivationState(ISLAND_SLEEPING);
body = bod;
}

View File

@ -17,14 +17,13 @@ class InstanceObject : public GameObject {
public:
glm::vec3 scale;
CollisionInstance* body;
std::shared_ptr<ObjectData> object;
InstanceObject* LODinstance;
std::shared_ptr<DynamicObjectData> dynamics;
bool _enablePhysics;
InstanceObject(GameWorld* engine, const glm::vec3& pos,
const glm::quat& rot, const ModelRef& model,
const glm::vec3& scale, std::shared_ptr<ObjectData> obj,
const glm::vec3& scale, BaseModelInfo* modelinfo,
InstanceObject* lod, std::shared_ptr<DynamicObjectData> dyn);
~InstanceObject();
@ -34,7 +33,7 @@ public:
void tick(float dt);
void changeModel(std::shared_ptr<ObjectData> incoming);
void changeModel(BaseModelInfo* incoming);
virtual void setRotation(const glm::quat& r);

View File

@ -5,8 +5,9 @@
#include <rw/defines.hpp>
ItemPickup::ItemPickup(GameWorld *world, const glm::vec3 &position,
PickupType type, InventoryItem *item)
: PickupObject(world, position, item->getModelID(), type), item(item) {
BaseModelInfo *modelinfo, PickupType type,
InventoryItem *item)
: PickupObject(world, position, modelinfo, type), item(item) {
RW_CHECK(item != nullptr, "Pickup created with null item");
}

View File

@ -14,7 +14,7 @@ class ItemPickup : public PickupObject {
InventoryItem* item;
public:
ItemPickup(GameWorld* world, const glm::vec3& position, PickupType type,
ItemPickup(GameWorld* world, const glm::vec3& position, BaseModelInfo *modelinfo, PickupType type,
InventoryItem* item);
bool onCharacterTouch(CharacterObject* character);

View File

@ -59,13 +59,12 @@ uint32_t PickupObject::behaviourFlags(PickupType type) {
}
PickupObject::PickupObject(GameWorld* world, const glm::vec3& position,
int modelID, PickupType type)
: GameObject(world, position, glm::quat(), nullptr)
BaseModelInfo* modelinfo, PickupType type)
: GameObject(world, position, glm::quat(), modelinfo, nullptr)
, m_ghost(nullptr)
, m_shape(nullptr)
, m_enabled(false)
, m_collected(false)
, m_model(modelID)
, m_type(type) {
btTransform tf;
tf.setIdentity();

View File

@ -37,15 +37,11 @@ public:
static float respawnTime(PickupType type);
static uint32_t behaviourFlags(PickupType type);
PickupObject(GameWorld* world, const glm::vec3& position, int modelID,
PickupObject(GameWorld* world, const glm::vec3& position, BaseModelInfo *modelinfo,
PickupType type);
~PickupObject();
int getModelID() const {
return m_model;
}
Type type() {
return Pickup;
}
@ -76,7 +72,6 @@ private:
bool m_enabled;
float m_enableTimer;
bool m_collected;
int m_model;
VisualFX* m_corona;
PickupType m_type;

View File

@ -107,7 +107,7 @@ void ProjectileObject::cleanup() {
ProjectileObject::ProjectileObject(GameWorld* world, const glm::vec3& position,
const ProjectileObject::ProjectileInfo& info)
: GameObject(world, position, glm::quat(), nullptr)
: GameObject(world, position, glm::quat(), nullptr, nullptr)
, _info(info)
, _body(nullptr)
, _ghostBody(nullptr)

View File

@ -6,8 +6,6 @@
#include <string>
#include <vector>
struct VehicleData;
/**
* @brief Stores data loaded from handling.cfg
*/

View File

@ -84,14 +84,13 @@ private:
VehicleObject::VehicleObject(GameWorld* engine, const glm::vec3& pos,
const glm::quat& rot, const ModelRef& model,
VehicleDataHandle data, VehicleInfoHandle info,
BaseModelInfo *modelinfo, VehicleInfoHandle info,
const glm::u8vec3& prim, const glm::u8vec3& sec)
: GameObject(engine, pos, rot, model)
: GameObject(engine, pos, rot, modelinfo, model)
, steerAngle(0.f)
, throttle(0.f)
, brake(0.f)
, handbrake(true)
, vehicle(data)
, info(info)
, colourPrimary(prim)
, colourSecondary(sec)
@ -99,7 +98,7 @@ VehicleObject::VehicleObject(GameWorld* engine, const glm::vec3& pos,
, physRaycaster(nullptr)
, physVehicle(nullptr) {
collision = new CollisionInstance;
if (collision->createPhysicsBody(this, data->modelName, nullptr,
if (collision->createPhysicsBody(this, modelinfo->name, nullptr,
&info->handling)) {
physRaycaster = new VehicleRaycaster(this, engine->dynamicsWorld);
btRaycastVehicle::btVehicleTuning tuning;
@ -127,7 +126,7 @@ VehicleObject::VehicleObject(GameWorld* engine, const glm::vec3& pos,
bool front = connection.y() > 0;
btWheelInfo& wi = physVehicle->addWheel(
connection, btVector3(0.f, 0.f, -1.f), btVector3(1.f, 0.f, 0.f),
restLength, data->wheelScale / 2.f, tuning, front);
restLength, getVehicle()->wheelscale_ / 2.f, tuning, front);
wi.m_suspensionRestLength1 = restLength;
wi.m_raycastInfo.m_suspensionLength = 0.f;
@ -282,7 +281,7 @@ void VehicleObject::tickPhysics(float dt) {
seat.second->updateTransform(passPosition, getRotation());
}
if (vehicle->type == VehicleData::BOAT) {
if (getVehicle()->vehicletype_ == VehicleModelInfo::BOAT) {
if (isInWater()) {
float sign = std::signbit(steerAngle) ? -1.f : 1.f;
float steer =
@ -356,6 +355,7 @@ void VehicleObject::tickPhysics(float dt) {
}
}
auto isBoat = getVehicle()->vehicletype_ == VehicleModelInfo::BOAT;
if (inWater) {
// Ensure that vehicles don't fall asleep at the top of a wave.
if (!collision->getBulletBody()->isActive()) {
@ -367,15 +367,13 @@ void VehicleObject::tickPhysics(float dt) {
float oZ = 0.f;
oZ = -bbZ / 2.f + (bbZ * (info->handling.percentSubmerged / 120.f));
if (vehicle->type != VehicleData::BOAT) {
if (isBoat) {
oZ = 0.f;
} else {
// Damper motion
collision->getBulletBody()->setDamping(0.95f, 0.9f);
}
if (vehicle->type == VehicleData::BOAT) {
oZ = 0.f;
}
// Boats, Buoyancy offset is affected by the orientation of the
// chassis.
// Vehicles, it isn't.
@ -399,7 +397,7 @@ void VehicleObject::tickPhysics(float dt) {
applyWaterFloat(vRt);
applyWaterFloat(vLeft);
} else {
if (vehicle->type == VehicleData::BOAT) {
if (isBoat) {
collision->getBulletBody()->setDamping(0.1f, 0.8f);
} else {
collision->getBulletBody()->setDamping(0.05f, 0.0f);

View File

@ -24,7 +24,6 @@ private:
bool handbrake;
public:
VehicleDataHandle vehicle;
VehicleInfoHandle info;
glm::u8vec3 colourPrimary;
glm::u8vec3 colourSecondary;
@ -50,7 +49,7 @@ public:
std::map<std::string, Part> dynamicParts;
VehicleObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot,
const ModelRef& model, VehicleDataHandle data,
const ModelRef& model, BaseModelInfo* modelinfo,
VehicleInfoHandle info, const glm::u8vec3& prim,
const glm::u8vec3& sec);
@ -60,6 +59,10 @@ public:
void setRotation(const glm::quat& orientation);
VehicleModelInfo* getVehicle() const {
return getModelInfo<VehicleModelInfo>();
}
Type type() {
return Vehicle;
}

View File

@ -51,9 +51,9 @@ void ObjectRenderer::renderGeometry(Model* model, size_t g,
dp.visibility = 1.f;
if (object && object->type() == GameObject::Instance) {
auto instance = static_cast<InstanceObject*>(object);
auto modelinfo = object->getModelInfo<SimpleModelInfo>();
dp.depthWrite =
!(instance->object->flags & ObjectData::NO_ZBUFFER_WRITE);
!(modelinfo->flags & SimpleModelInfo::NO_ZBUFFER_WRITE);
}
if (model->geometries[g]->materials.size() > subgeom.material) {
@ -163,11 +163,10 @@ void ObjectRenderer::renderItem(InventoryItem* item,
return; // No model for this item
}
std::shared_ptr<ObjectData> odata =
m_world->data->findObjectType<ObjectData>(item->getModelID());
auto odata = m_world->data->modelinfo[item->getModelID()].get();
auto weapons = m_world->data->models["weapons"];
if (weapons && weapons->resource) {
auto itemModel = weapons->resource->findFrame(odata->modelName + "_l0");
auto itemModel = weapons->resource->findFrame(odata->name + "_l0");
auto matrix = glm::inverse(itemModel->getTransform());
if (itemModel) {
renderFrame(weapons->resource, itemModel, modelMatrix * matrix,
@ -187,15 +186,17 @@ void ObjectRenderer::renderInstance(InstanceObject* instance,
return;
}
auto modelinfo = instance->getModelInfo<SimpleModelInfo>();
// Handles times provided by TOBJ data
const auto currentHour = m_world->getHour();
if (instance->object->timeOff < instance->object->timeOn) {
if (currentHour >= instance->object->timeOff &&
currentHour < instance->object->timeOn)
if (modelinfo->timeOff < modelinfo->timeOn) {
if (currentHour >= modelinfo->timeOff &&
currentHour < modelinfo->timeOn)
return;
} else {
if (currentHour >= instance->object->timeOff ||
currentHour < instance->object->timeOn)
if (currentHour >= modelinfo->timeOff ||
currentHour < modelinfo->timeOn)
return;
}
@ -216,17 +217,20 @@ void ObjectRenderer::renderInstance(InstanceObject* instance,
float opacity = 0.f;
constexpr float fadeRange = 50.f;
if (instance->object->numClumps == 1) {
/// @todo replace this block with the correct logic
if (modelinfo->getNumAtomics() == 1) {
// Is closest point greater than the *object* draw distance
float objectRange = instance->object->drawDistance[0];
float objectRange = modelinfo->getLodDistance(0);
float overlap = (mindist - objectRange);
if (mindist > objectRange) {
// Check for LOD instances
if (instance->LODinstance) {
// Is the closest point greater than the *LOD* draw distance
float LODrange = instance->LODinstance->object->drawDistance[0];
if (mindist > LODrange) {
} else if (instance->LODinstance->model->resource) {
auto lodmodelinfo =
instance->LODinstance->getModelInfo<SimpleModelInfo>();
float LODrange = lodmodelinfo->getLodDistance(0);
if (mindist <= LODrange &&
instance->LODinstance->model->resource) {
// The model matrix needs to be for the LOD instead
matrixModel =
instance->LODinstance->getTimeAdjustedTransform(
@ -249,7 +253,7 @@ void ObjectRenderer::renderInstance(InstanceObject* instance,
}
}
// Otherwise, if we aren't marked as a LOD model, we can render
else if (!instance->object->LOD) {
else if (!modelinfo->LOD) {
model = instance->model->resource;
}
} else {
@ -260,9 +264,9 @@ void ObjectRenderer::renderInstance(InstanceObject* instance,
matrixModel *= root->getTransform();
for (int i = 0; i < instance->object->numClumps - 1; ++i) {
auto ind = (instance->object->numClumps - 1) - i;
float lodDistance = instance->object->drawDistance[i];
for (int i = 0; i < modelinfo->getNumAtomics() - 1; ++i) {
auto ind = (modelinfo->getNumAtomics() - 1) - i;
float lodDistance = modelinfo->getLodDistance(i);
if (mindist > lodDistance) {
fadingFrame = root->getChildren()[ind];
fadingModel = objectModel;
@ -372,10 +376,11 @@ void ObjectRenderer::renderVehicle(VehicleObject* vehicle,
renderFrame(vehicle->model->resource, vehicle->model->resource->frames[0],
matrixModel, vehicle, 1.f, outList);
auto modelinfo = vehicle->getVehicle();
// Draw wheels n' stuff
for (size_t w = 0; w < vehicle->info->wheels.size(); ++w) {
auto woi = m_world->data->findObjectType<ObjectData>(
vehicle->vehicle->wheelModelID);
auto woi = m_world->data->findModelInfo<SimpleModelInfo>(
modelinfo->wheelmodel_);
if (woi) {
Model* wheelModel = m_world->data->models["wheels"]->resource;
auto& wi = vehicle->physVehicle->getWheelInfo(w);
@ -406,12 +411,12 @@ void ObjectRenderer::renderVehicle(VehicleObject* vehicle,
wheelM = matrixModel * wheelM;
wheelM =
glm::scale(wheelM, glm::vec3(vehicle->vehicle->wheelScale));
glm::scale(wheelM, glm::vec3(modelinfo->wheelscale_));
if (wi.m_chassisConnectionPointCS.x() < 0.f) {
wheelM = glm::scale(wheelM, glm::vec3(-1.f, 1.f, 1.f));
}
renderWheel(vehicle, wheelModel, wheelM, woi->modelName,
renderWheel(vehicle, wheelModel, wheelM, woi->name,
outList);
}
}
@ -425,25 +430,24 @@ void ObjectRenderer::renderPickup(PickupObject* pickup, RenderList& outList) {
modelMatrix = glm::rotate(modelMatrix, m_world->getGameTime(),
glm::vec3(0.f, 0.f, 1.f));
auto odata =
m_world->data->findObjectType<ObjectData>(pickup->getModelID());
auto odata = pickup->getModelInfo<SimpleModelInfo>();
Model* model = nullptr;
ModelFrame* itemModel = nullptr;
/// @todo Better determination of is this object a weapon.
if (odata->ID >= 170 && odata->ID <= 184) {
if (odata->id() >= 170 && odata->id() <= 184) {
auto weapons = m_world->data->models["weapons"];
if (weapons && weapons->resource && odata) {
model = weapons->resource;
itemModel = weapons->resource->findFrame(odata->modelName + "_l0");
itemModel = weapons->resource->findFrame(odata->name + "_l0");
RW_CHECK(itemModel, "Weapon Frame not present int weapon model");
if (!itemModel) {
return;
}
}
} else {
auto handle = m_world->data->models[odata->modelName];
auto handle = m_world->data->models[odata->name];
RW_CHECK(handle && handle->resource, "Pickup has no model");
if (handle && handle->resource) {
model = handle->resource;
@ -505,14 +509,14 @@ void ObjectRenderer::renderProjectile(ProjectileObject* projectile,
RenderList& outList) {
glm::mat4 modelMatrix = projectile->getTimeAdjustedTransform(m_renderAlpha);
auto odata = m_world->data->findObjectType<ObjectData>(
auto odata = m_world->data->findModelInfo<SimpleModelInfo>(
projectile->getProjectileInfo().weapon->modelID);
auto weapons = m_world->data->models["weapons"];
RW_CHECK(weapons, "Weapons model not loaded");
if (weapons && weapons->resource) {
auto itemModel = weapons->resource->findFrame(odata->modelName + "_l0");
auto itemModel = weapons->resource->findFrame(odata->name + "_l0");
auto matrix = glm::inverse(itemModel->getTransform());
RW_CHECK(itemModel, "Weapon frame not in model");
if (itemModel) {

View File

@ -31,11 +31,11 @@ inline VehicleObject* getCharacterVehicle(CharacterObject* character) {
}
inline bool isInModel(const ScriptArguments& args, CharacterObject* character,
int model) {
auto data = args.getWorld()->data->findObjectType<VehicleData>(model);
auto data = args.getWorld()->data->findModelInfo<VehicleModelInfo>(model);
if (data) {
auto vehicle = getCharacterVehicle(character);
if (vehicle) {
return vehicle->model ? vehicle->model->name == data->modelName
return vehicle->model ? vehicle->model->name == data->name
: false;
}
}

View File

@ -3546,12 +3546,8 @@ void opcode_0136(const ScriptArguments& args, const ScriptInt arg1, const Script
@arg model Model ID
*/
bool opcode_0137(const ScriptArguments& args, const ScriptVehicle vehicle, const ScriptModelID model) {
auto data = args.getWorld()->data->findObjectType<VehicleData>(model);
RW_CHECK(data, "non-vehicle model ID");
if (data) {
return vehicle->model->name == data->modelName;
}
return false;
RW_UNUSED(args);
return vehicle->getVehicle()->id() == model;
}
/**
@ -8156,7 +8152,11 @@ void opcode_02dd(const ScriptArguments& args, const ScriptString areaName, Scrip
bool opcode_02de(const ScriptArguments& args, const ScriptPlayer player) {
RW_UNUSED(args);
auto vehicle = player->getCharacter()->getCurrentVehicle();
return (vehicle && (vehicle->vehicle->classType & VehicleData::TAXI) == VehicleData::TAXI);
if (!vehicle) {
return false;
}
auto type = vehicle->getVehicle()->vehicleclass_;
return (type & VehicleModelInfo::TAXI) == VehicleModelInfo::TAXI;
}
/**
@ -10063,7 +10063,8 @@ void opcode_0363(const ScriptArguments& args, ScriptVec3 coord, const ScriptFloa
InstanceObject* object = static_cast<InstanceObject*>(i.second);
// Check if this instance has the correct model id, early out if it isn't
if (!boost::iequals(object->object->modelName, modelName)) {
auto modelinfo = object->getModelInfo<BaseModelInfo>();
if (!boost::iequals(modelinfo->name, modelName)) {
continue;
}
@ -11343,7 +11344,7 @@ void opcode_03b6(const ScriptArguments& args, ScriptVec3 coord, const ScriptFloa
std::transform(oldmodel.begin(), oldmodel.end(), oldmodel.begin(), ::tolower);
auto newobjectid = args.getWorld()->data->findModelObject(newmodel);
auto nobj = args.getWorld()->data->findObjectType<ObjectData>(newobjectid);
auto nobj = args.getWorld()->data->findModelInfo<SimpleModelInfo>(newobjectid);
/// @todo Objects need to adopt the new object ID, not just the model.
for(auto p : args.getWorld()->instancePool.objects) {

View File

@ -157,10 +157,10 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
if (current) {
uint16_t model = current->getModelID();
if (model > 0) {
ObjectDataPtr weaponData =
world->data->findObjectType<ObjectData>(model);
auto weaponData =
world->data->findModelInfo<SimpleModelInfo>(model);
if (weaponData != nullptr) {
itemTextureName = weaponData->modelName;
itemTextureName = weaponData->name;
}
}
}

View File

@ -116,16 +116,15 @@ void IngameState::startTest() {
auto carRot = glm::angleAxis(glm::radians(90.f), glm::vec3(0.f, 0.f, 1.f));
// auto boatPos = glm::vec3( -1000.f, -1040.f, 5.f );
int i = 0;
for (auto& vi : getWorld()->data->objectTypes) {
for (auto& vi : getWorld()->data->modelinfo) {
switch (vi.first) {
case 140:
continue;
case 141:
continue;
}
if (vi.second->class_type == ObjectInformation::_class("CARS")) {
if (vi.second->type() == ModelDataType::VehicleInfo) {
if (i++ > 20) break;
auto vehicle = std::static_pointer_cast<VehicleData>(vi.second);
auto& sp = carPos;
auto& sr = carRot;

View File

@ -2,7 +2,7 @@
#include <engine/GameData.hpp>
qint16 ItemListModel::getIDOf(unsigned int row) const {
if (row < world()->data->objectTypes.size()) {
if (row < world()->data->modelinfo.size()) {
return row;
}
@ -14,7 +14,7 @@ ItemListModel::ItemListModel(GameWorld *world, QObject *parent)
}
int ItemListModel::rowCount(const QModelIndex &parent) const {
return _world->data->objectTypes.size();
return _world->data->modelinfo.size();
}
int ItemListModel::columnCount(const QModelIndex &parent) const {

View File

@ -177,16 +177,21 @@ void ViewerWidget::showObject(qint16 item) {
if (dummyObject) gworld->destroyObject(dummyObject);
auto def = world()->data->objectTypes[item];
auto def = world()->data->modelinfo[item].get();
if (def) {
if (def->class_type == ObjectData::class_id) {
dummyObject = gworld->createInstance(item, {});
} else if (def->class_type == CharacterData::class_id) {
dummyObject = gworld->createPedestrian(item, {});
} else if (def->class_type == VehicleData::class_id) {
dummyObject = gworld->createVehicle(item, {});
switch (def->type()) {
default:
dummyObject = gworld->createInstance(item, {});
break;
case ModelDataType::PedInfo:
dummyObject = gworld->createPedestrian(item, {});
break;
case ModelDataType::VehicleInfo:
dummyObject = gworld->createVehicle(item, {});
break;
}
RW_CHECK(dummyObject != nullptr, "Dummy Object is null");
if (dummyObject != nullptr) {
activeModel = dummyObject->model->resource;

View File

@ -5,19 +5,13 @@ ObjectListModel::ObjectListModel(GameData *dat, QObject *parent)
}
int ObjectListModel::rowCount(const QModelIndex &parent) const {
return _gameData->objectTypes.size();
return _gameData->modelinfo.size();
}
int ObjectListModel::columnCount(const QModelIndex &parent) const {
return 3;
}
static std::map<ObjectInformation::ObjectClass, QString> gDataType = {
{ObjectInformation::_class("OBJS"), "Object"},
{ObjectInformation::_class("CARS"), "Vehicle"},
{ObjectInformation::_class("PEDS"), "Pedestrian"},
{ObjectInformation::_class("HIER"), "Cutscene"}};
QVariant ObjectListModel::data(const QModelIndex &index, int role) const {
if (role == Qt::DisplayRole) {
auto id = index.internalId();
@ -25,23 +19,12 @@ QVariant ObjectListModel::data(const QModelIndex &index, int role) const {
if (index.column() == 0) {
return id;
} else if (index.column() == 1) {
auto object = _gameData->objectTypes[id];
if (gDataType[object->class_type].isEmpty()) {
return QString("Unknown");
}
return gDataType[object->class_type];
auto object = _gameData->modelinfo[id].get();
return QString::fromStdString(
BaseModelInfo::getTypeName(object->type()));
} else if (index.column() == 2) {
auto object = _gameData->objectTypes[id];
if (object->class_type == ObjectData::class_id) {
auto v = std::static_pointer_cast<ObjectData>(object);
return QString::fromStdString(v->modelName);
} else if (object->class_type == VehicleData::class_id) {
auto v = std::static_pointer_cast<VehicleData>(object);
return QString::fromStdString(v->modelName);
} else if (object->class_type == CharacterData::class_id) {
auto v = std::static_pointer_cast<CharacterData>(object);
return QString::fromStdString(v->modelName);
}
auto object = _gameData->modelinfo[id].get();
return QString::fromStdString(object->name);
}
}
return QVariant::Invalid;
@ -64,9 +47,9 @@ QVariant ObjectListModel::headerData(int section, Qt::Orientation orientation,
QModelIndex ObjectListModel::index(int row, int column,
const QModelIndex &parent) const {
auto it = _gameData->objectTypes.begin();
auto it = _gameData->modelinfo.begin();
for (int i = 0; i < row; i++) it++;
auto id = it->second->ID;
auto id = it->second->id();
return hasIndex(row, column, parent) ? createIndex(row, column, id)
: QModelIndex();

View File

@ -60,30 +60,14 @@ void ObjectViewer::worldChanged() {
SLOT(showItem(QModelIndex)));
}
static std::map<ObjectInformation::ObjectClass, QString> gDataType = {
{ObjectInformation::_class("OBJS"), "Object"},
{ObjectInformation::_class("CARS"), "Vehicle"},
{ObjectInformation::_class("PEDS"), "Pedestrian"},
{ObjectInformation::_class("HIER"), "Cutscene"}};
void ObjectViewer::showItem(qint16 item) {
auto def = world()->data->objectTypes[item];
auto def = world()->data->modelinfo[item].get();
if (def) {
previewID->setText(QString::number(def->ID));
previewClass->setText(gDataType[def->class_type]);
if (def->class_type == ObjectData::class_id) {
auto v = std::static_pointer_cast<ObjectData>(def);
previewModel->setText(QString::fromStdString(v->modelName));
} else if (def->class_type == VehicleData::class_id) {
auto v = std::static_pointer_cast<VehicleData>(def);
previewModel->setText(QString::fromStdString(v->modelName));
} else if (def->class_type == CharacterData::class_id) {
auto v = std::static_pointer_cast<CharacterData>(def);
previewModel->setText(QString::fromStdString(v->modelName));
}
previewID->setText(QString::number(def->id()));
previewClass->setText(
QString::fromStdString(BaseModelInfo::getTypeName(def->type())));
previewModel->setText(QString::fromStdString(def->name));
previewWidget->showObject(item);
}
}

View File

@ -12,16 +12,16 @@ BOOST_AUTO_TEST_CASE(test_object_data) {
gd.load();
{
auto def = gd.findObjectType<ObjectData>(1100);
auto def = gd.findModelInfo<SimpleModelInfo>(1100);
BOOST_REQUIRE(def);
BOOST_ASSERT(def->class_type == ObjectInformation::_class("OBJS"));
BOOST_ASSERT(def->type() == ModelDataType::SimpleInfo);
BOOST_CHECK_EQUAL(def->modelName, "rd_Corner1");
BOOST_CHECK_EQUAL(def->textureName, "generic");
BOOST_CHECK_EQUAL(def->numClumps, 1);
BOOST_CHECK_EQUAL(def->drawDistance[0], 220);
BOOST_CHECK_EQUAL(def->name, "rd_Corner1");
BOOST_CHECK_EQUAL(def->textureslot, "generic");
BOOST_CHECK_EQUAL(def->getNumAtomics(), 1);
BOOST_CHECK_EQUAL(def->getLodDistance(0), 220);
BOOST_CHECK_EQUAL(def->flags, 0);
}
}

View File

@ -14,7 +14,7 @@ BOOST_AUTO_TEST_CASE(test_vehicle_buoyancy) {
BOOST_REQUIRE(vehicle != nullptr);
BOOST_REQUIRE(vehicle->info != nullptr);
BOOST_REQUIRE(vehicle->vehicle != nullptr);
BOOST_REQUIRE(vehicle->getVehicle() != nullptr);
// Relies on tile 0,0 being watered...

View File

@ -13,16 +13,16 @@ BOOST_AUTO_TEST_CASE(test_object_data) {
BOOST_ASSERT(l.objects.find(1100) != l.objects.end());
auto obj = l.objects[1100];
auto obj = l.objects[1100].get();
auto def = std::dynamic_pointer_cast<ObjectData>(obj);
auto def = dynamic_cast<SimpleModelInfo*>(obj);
BOOST_ASSERT(def->class_type == ObjectInformation::_class("OBJS"));
BOOST_ASSERT(def->type() == ModelDataType::SimpleInfo);
BOOST_CHECK_EQUAL(def->modelName, "rd_Corner1");
BOOST_CHECK_EQUAL(def->textureName, "generic");
BOOST_CHECK_EQUAL(def->numClumps, 1);
BOOST_CHECK_EQUAL(def->drawDistance[0], 220);
BOOST_CHECK_EQUAL(def->name, "rd_Corner1");
BOOST_CHECK_EQUAL(def->textureslot, "generic");
BOOST_CHECK_EQUAL(def->getNumAtomics(), 1);
BOOST_CHECK_EQUAL(def->getLodDistance(0), 220);
BOOST_CHECK_EQUAL(def->flags, 0);
}
{
@ -32,21 +32,21 @@ BOOST_AUTO_TEST_CASE(test_object_data) {
BOOST_ASSERT(l.objects.find(90) != l.objects.end());
auto obj = l.objects[90];
auto obj = l.objects[90].get();
auto def = std::dynamic_pointer_cast<VehicleData>(obj);
auto def = dynamic_cast<VehicleModelInfo*>(obj);
BOOST_ASSERT(def->class_type == ObjectInformation::_class("CARS"));
BOOST_ASSERT(def->type() == ModelDataType::VehicleInfo);
BOOST_CHECK_EQUAL(def->modelName, "landstal");
BOOST_CHECK_EQUAL(def->textureName, "landstal");
BOOST_CHECK_EQUAL(def->type, VehicleData::CAR);
BOOST_CHECK_EQUAL(def->handlingID, "LANDSTAL");
BOOST_CHECK_EQUAL(def->gameName, "LANDSTK");
BOOST_CHECK_EQUAL(def->classType, VehicleData::RICHFAMILY);
BOOST_CHECK_EQUAL(def->frequency, 10);
BOOST_CHECK_EQUAL(def->wheelModelID, 164);
BOOST_CHECK_CLOSE(def->wheelScale, 0.8f, 0.01f);
BOOST_CHECK_EQUAL(def->name, "landstal");
BOOST_CHECK_EQUAL(def->textureslot, "landstal");
BOOST_CHECK_EQUAL(def->vehicletype_, VehicleModelInfo::CAR);
BOOST_CHECK_EQUAL(def->handling_, "LANDSTAL");
BOOST_CHECK_EQUAL(def->vehiclename_, "LANDSTK");
BOOST_CHECK_EQUAL(def->vehicleclass_, VehicleModelInfo::RICHFAMILY);
BOOST_CHECK_EQUAL(def->frequency_, 10);
BOOST_CHECK_EQUAL(def->wheelmodel_, 164);
BOOST_CHECK_CLOSE(def->wheelscale_, 0.8f, 0.01f);
}
}

View File

@ -69,7 +69,7 @@ BOOST_AUTO_TEST_CASE(test_item_pickup) {
BOOST_REQUIRE(item != nullptr);
ItemPickup* p = new ItemPickup(Global::get().e, {30.f, 0.f, 0.f},
PickupObject::OnStreet, item);
nullptr, PickupObject::OnStreet, item);
Global::get().e->allObjects.push_back(p);

View File

@ -14,10 +14,11 @@ BOOST_AUTO_TEST_CASE(test_create_vehicle) {
BOOST_REQUIRE(vehicle != nullptr);
BOOST_REQUIRE(vehicle->info != nullptr);
BOOST_REQUIRE(vehicle->vehicle != nullptr);
BOOST_REQUIRE(vehicle->getVehicle() != nullptr);
// Hardcoded values for the moment
BOOST_CHECK_EQUAL(vehicle->vehicle->type, VehicleData::CAR);
BOOST_CHECK_EQUAL(vehicle->getVehicle()->vehicletype_,
VehicleModelInfo::CAR);
BOOST_CHECK_EQUAL(vehicle->info->wheels.size(), 4);
@ -76,7 +77,7 @@ BOOST_AUTO_TEST_CASE(test_door_position) {
BOOST_REQUIRE(vehicle != nullptr);
BOOST_REQUIRE(vehicle->info != nullptr);
BOOST_REQUIRE(vehicle->vehicle != nullptr);
BOOST_REQUIRE(vehicle->getVehicle() != nullptr);
BOOST_CHECK(vehicle->getSeatEntryPositionWorld(0).x > 5.f);