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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : LevelEdit *
- * *
- * $Archive:: /Commando/Code/Tools/LevelEdit/DummyObjectNode.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 12/01/00 2:25p $*
- * *
- * $Revision:: 11 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "stdafx.h"
- #include "phys.h"
- #include "rendobj.h"
- #include "dummyobjectnode.h"
- #include "dummyobjectdefinition.h"
- #include "sceneeditor.h"
- #include "filemgr.h"
- #include "_assetmgr.h"
- #include "editorassetmgr.h"
- #include "w3d_file.h"
- #include "cameramgr.h"
- #include "collisiongroups.h"
- #include "persistfactory.h"
- #include "editorchunkids.h"
- #include "preset.h"
- #include "presetmgr.h"
- #include "nodemgr.h"
- #include "part_emt.h"
- #include "modelutils.h"
- //////////////////////////////////////////////////////////////////////////////
- // Local prototypes
- //////////////////////////////////////////////////////////////////////////////
- void Remove_Particle_Buffers (RenderObjClass *render_obj);
- //////////////////////////////////////////////////////////////////////////////
- // Persist factory
- //////////////////////////////////////////////////////////////////////////////
- SimplePersistFactoryClass<DummyObjectNodeClass, CHUNKID_DUMMY_OBJECT> _DummyNodePersistFactory;
- //////////////////////////////////////////////////////////////////////////////
- //
- // DummyObjectNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- DummyObjectNodeClass::DummyObjectNodeClass (PresetClass *preset)
- : m_DisplayObj (NULL),
- m_RealObj (NULL),
- NodeClass (preset)
- {
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // DummyObjectNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- DummyObjectNodeClass::DummyObjectNodeClass (const DummyObjectNodeClass &src)
- : m_DisplayObj (NULL),
- m_RealObj (NULL),
- NodeClass (NULL)
- {
- *this = src;
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // ~DummyObjectNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- DummyObjectNodeClass::~DummyObjectNodeClass (void)
- {
- Remove_From_Scene ();
- MEMBER_RELEASE (m_DisplayObj);
- MEMBER_RELEASE (m_RealObj);
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Initialize
- //
- // Note: This may be called more than once. It is used as an 'initialize'
- // and a 're-initialize'.
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- DummyObjectNodeClass::Initialize (void)
- {
- //
- // Build the phys obj that is used as the position locator in the world.
- // This is usefull for things like emitters which do not have anything
- // to 'grab'...
- //
- if (m_DisplayObj == NULL) {
- m_DisplayObj = new DecorationPhysClass;
- m_DisplayObj->Set_Model_By_Name ("DUMMY");
- m_DisplayObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
- m_DisplayObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
- ::Set_Model_Collision_Type (m_DisplayObj->Peek_Model (), COLLISION_TYPE_0);
- }
-
- DummyObjectDefinitionClass *definition = static_cast<DummyObjectDefinitionClass *> (m_Preset->Get_Definition ());
- if (definition != NULL) {
- MEMBER_RELEASE (m_RealObj);
- //
- // Make sure we have all the assets loaded into memory that this object needs.
- //
- m_Preset->Load_All_Assets ();
-
- //
- // Create the real physics object that will get exported to the game
- //
- m_RealObj = new DecorationPhysClass;
- CString render_obj_name = ::Asset_Name_From_Filename (definition->Get_Model_Name ());
- RenderObjClass *render_obj = ::Create_Render_Obj (render_obj_name);
- if (render_obj != NULL) {
-
- //
- // Start the emitter if necessary
- //
- if (render_obj->Class_ID () == RenderObjClass::CLASSID_PARTICLEEMITTER) {
- ((ParticleEmitterClass *)render_obj)->Start ();
- render_obj->Set_User_Data (m_RealObj);
- }
-
- m_RealObj->Set_Model (render_obj);
- MEMBER_RELEASE (render_obj);
- }
- //
- // Update the transforms of both objects
- //
- Set_Transform (m_Transform);
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- DummyObjectNodeClass::Get_Factory (void) const
- {
- return _DummyNodePersistFactory;
- }
- /////////////////////////////////////////////////////////////////
- //
- // operator=
- //
- /////////////////////////////////////////////////////////////////
- const DummyObjectNodeClass &
- DummyObjectNodeClass::operator= (const DummyObjectNodeClass &src)
- {
- NodeClass::operator= (src);
- return *this;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Pre_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- DummyObjectNodeClass::Pre_Export (void)
- {
- //
- // Remove ourselves from the 'system' so we don't get accidentally
- // saved during the export.
- //
- Add_Ref ();
- if (m_DisplayObj != NULL && m_IsInScene) {
- ::Get_Scene_Editor ()->Remove_Object (m_DisplayObj);
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Post_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- DummyObjectNodeClass::Post_Export (void)
- {
- //
- // Put ourselves back into the system
- //
- if (m_DisplayObj != NULL && m_IsInScene) {
- ::Get_Scene_Editor ()->Add_Dynamic_Object (m_DisplayObj);
- }
- Release_Ref ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Add_To_Scene
- //
- //////////////////////////////////////////////////////////////////////
- void
- DummyObjectNodeClass::Add_To_Scene (void)
- {
- if (m_RealObj == NULL) {
- Initialize ();
- }
- if (m_RealObj != NULL && m_RealObj->Peek_Model ()->Peek_Scene () == NULL) {
- ::Get_Scene_Editor ()->Add_Dynamic_Object (m_RealObj);
- ::Get_Scene_Editor ()->Add_To_Dirty_Cull_List (m_RealObj);
- }
- NodeClass::Add_To_Scene ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Remove_From_Scene
- //
- //////////////////////////////////////////////////////////////////////
- void
- DummyObjectNodeClass::Remove_From_Scene (void)
- {
- if (m_RealObj != NULL && m_RealObj->Peek_Model ()->Peek_Scene () != NULL) {
- //
- // If this is a particle emitter, then be sure to remove the buffer as well
- //
- RenderObjClass *render_obj = m_RealObj->Peek_Model ();
- Remove_Particle_Buffers (render_obj);
- ::Get_Scene_Editor ()->Remove_From_Dirty_Cull_List (m_RealObj);
- ::Get_Scene_Editor ()->Remove_Object (m_RealObj);
- MEMBER_RELEASE (m_RealObj);
- }
-
- NodeClass::Remove_From_Scene ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Handle_Emitter_Transform
- //
- //////////////////////////////////////////////////////////////////////
- void
- DummyObjectNodeClass::Handle_Emitter_Transform (void)
- {
- if (m_RealObj != NULL && m_RealObj->Peek_Model () != NULL) {
- //
- // If this is a particle emitter, then be sure to move the buffer as well
- //
- RenderObjClass *render_obj = m_RealObj->Peek_Model ();
- if (render_obj->Class_ID () == RenderObjClass::CLASSID_PARTICLEEMITTER) {
- ParticleBufferClass *buffer = ((ParticleEmitterClass *)render_obj)->Peek_Buffer ();
- if (buffer != NULL) {
- buffer->Set_Transform (m_Transform);
- }
- }
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////
- //
- // Remove_Particle_Buffers
- //
- ///////////////////////////////////////////////////////////////
- void
- Remove_Particle_Buffers (RenderObjClass *render_obj)
- {
- //
- // Recursively walk through the objects in the scene
- //
- for (int index = 0; index < render_obj->Get_Num_Sub_Objects (); index ++) {
- RenderObjClass *sub_obj = render_obj->Get_Sub_Object (index);
- if (sub_obj != NULL) {
- Remove_Particle_Buffers (sub_obj);
- }
- MEMBER_RELEASE (sub_obj);
- }
-
- //
- // Is this the emitter we are requesting?
- //
- if ((render_obj != NULL) &&
- (render_obj->Class_ID () == RenderObjClass::CLASSID_PARTICLEEMITTER))
- {
- ParticleBufferClass *buffer = ((ParticleEmitterClass *)render_obj)->Peek_Buffer ();
- if (buffer != NULL && buffer->Peek_Scene () != NULL) {
- ::Get_Scene_Editor ()->Remove_Render_Object (buffer);
- }
- }
- return ;
- }
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