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https://github.com/rwengine/openrw.git
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02838ce3b4
+ Add CutsceneObject for non-interactive animating objects + Implement HIER section to load cutscene object data
148 lines
3.1 KiB
C++
148 lines
3.1 KiB
C++
#pragma once
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#ifndef __GLT_OBJECTDATA_HPP__
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#define __GLT_OBJECTDATA_HPP__
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#include <stdint.h>
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#include <string>
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#include <vector>
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#include <memory>
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#include <glm/glm.hpp>
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/**
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* Data used by Object Instances
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*/
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struct ObjectData
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{
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uint16_t ID;
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std::string modelName;
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std::string textureName;
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size_t numClumps;
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float drawDistance[3];
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int32_t flags;
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bool LOD;
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short timeOn;
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short timeOff;
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enum {
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WET = 1, /// Render with a wet effect
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NIGHTONLY = 1 << 1, /// Render only during the night
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ALPHA1 = 1 << 2, /// Alpha
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ALPHA2 = 1 << 3, /// Alpha
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DAYONLY = 1 << 4, /// Render only during the day
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INTERIOR = 1 << 5, /// Is part of an interior
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NOSHADOWMESH = 1 << 6, /// Disable shadow mesh
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DONTCULL = 1 << 7, /// Disable culling
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NODRAWDIST = 1 << 8, /// Object won't be affected by draw distance
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BREAKABLE = 1 << 9, /// Object can be broken
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SMASHABLE = 1 << 10, /// Object can be smashed and broken
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GRGEDOOR = 1 << 11, /// Is a garage door (SA and IV only)
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MULTICLUMP = 1 << 12, /// Multiclump
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WBRIGHTNESS = 1 << 13, /// Weather PoleShd value effects brightness.
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EXPLODEONHIT = 1 << 14, /// Object explodes after being hit
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};
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};
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/**
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* Data used by peds
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*/
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struct CharacterData
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{
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uint16_t ID;
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std::string modelName;
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std::string textureName;
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std::string type;
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std::string behaviour;
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std::string animGroup;
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uint8_t driveMask;
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};
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/**
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* @brief Stores vehicle data loaded from item definition files.
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*/
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struct VehicleData
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{
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enum VehicleClass
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{
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IGNORE = 0,
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NORMAL = 1,
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POORFAMILY = 1 << 1,
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RICHFAMILY = 1 << 2,
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EXECUTIVE = 1 << 3,
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WORKER = 1 << 4,
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BIG = 1 << 5,
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TAXI = 1 << 6,
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MOPED = 1 << 7,
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MOTORBIKE = 1 << 8,
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LEISUREBOAT = 1 << 9,
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WORKERBOAT = 1 << 10,
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BICYCLE = 1 << 11,
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ONFOOT = 1 << 12,
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};
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enum VehicleType {
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CAR,
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BOAT,
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TRAIN,
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PLANE,
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HELI,
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};
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uint16_t ID;
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std::string modelName;
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std::string textureName;
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VehicleType type;
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std::string handlingID;
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std::string gameName;
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VehicleClass classType;
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uint8_t frequency; // big enough int type?
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uint8_t lvl; // big enough int type?
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uint16_t comprules;
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union { // big enough int types?
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uint16_t wheelModelID; // used only when type == CAR
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int16_t modelLOD; // used only when type == PLANE
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};
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float wheelScale; // used only when type == CAR
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};
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typedef std::shared_ptr<VehicleData> VehicleDataHandle;
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/**
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* This is orthogonal to object class, it gives
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* Instances different physical properties.
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*/
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struct DynamicObjectData
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{
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std::string modelName;
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float mass; // Kg
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float turnMass; // Kg m^3
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float airRes; // fraction
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float elacticity; // "
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float bouancy;
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float uprootForce; // Force
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float collDamageMulti;
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/*
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* 1: change model
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* 2: split model
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* 3: smash
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* 4: change and smash
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*/
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uint8_t collDamageFlags;
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/*
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* 1: lampost
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* 2: smallbox
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* 3: bigbox
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* 4: fencepart
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*/
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uint8_t collResponseFlags;
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bool cameraAvoid;
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};
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struct CutsceneObjectData
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{
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uint16_t ID;
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std::string modelName;
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std::string textureName;
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};
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#endif
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