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114 lines
2.7 KiB
C++
114 lines
2.7 KiB
C++
//****************************************************************************
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//* MODULE: Gel/Components
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//* FILENAME: SuspendComponent.h
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//* OWNER: ???
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//* CREATION DATE: ??/??/??
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//****************************************************************************
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#ifndef __COMPONENTS_SUSPENDCOMPONENT_H__
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#define __COMPONENTS_SUSPENDCOMPONENT_H__
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#include <core/defines.h>
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#include <core/support.h>
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#include <core/singleton.h>
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#include <core/task.h>
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#include <gel/object/basecomponent.h>
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#define CRC_SUSPEND CRCD(0xce0ca665,"Suspend")
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#define GetSuspendComponent() ((Obj::CSuspendComponent*)GetComponent(CRC_SUSPEND))
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#define GetSuspendComponentFromObject(pObj) ((Obj::CSuspendComponent*)(pObj)->GetComponent(CRC_SUSPEND))
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namespace Script
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{
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class CScript;
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class CStruct;
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}
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namespace Obj
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{
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class CModelComponent;
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namespace SuspendManager
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{
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class Manager : public Spt::Class
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{
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Tsk::Task< Manager > *mp_task;
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static Tsk::Task< Manager >::Code s_code;
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public:
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Manager();
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~Manager();
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private:
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DeclareSingletonClass( Manager );
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};
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}
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class CSuspendComponent : public CBaseComponent
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{
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friend class SuspendManager::Manager;
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public:
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CSuspendComponent();
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virtual ~CSuspendComponent();
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public:
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virtual void Update();
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virtual void InitFromStructure( Script::CStruct* pParams );
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virtual void Finalize();
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virtual EMemberFunctionResult CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript );
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virtual void Suspend(bool suspend);
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void GetDebugInfo(Script::CStruct *p_info);
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bool SkipLogic();
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bool SkipRender();
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static CBaseComponent* s_create();
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static void s_register();
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public:
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void CheckModelActive();
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float GetDistanceSquaredToCamera();
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private:
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bool m_never_suspend;
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float m_suspend_distance;
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float m_suspend_distance_squared; // K: For a fast distance-squared check
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float m_camera_distance_squared; // current distance from camera
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int m_no_suspend_count; // number of initial frames we cannot suspend in
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CModelComponent* mp_model_component;
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bool m_skip_logic;
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bool m_skip_render;
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// public during the transition:
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public:
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//protected:
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float m_lod_dist[4]; // Mick: LOD is in the moving object for now....
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int m_initial_animations; // must do at least these initial animations
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protected:
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int m_interleave; // Mick: counter for interleaving animation at a distance
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public: // just for now
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bool should_animate( float *p_dist = NULL );
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};
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}
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#endif
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