| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453 |
- /*
- ** 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/Node.h $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 4/20/01 10:37a $*
- * *
- * $Revision:: 25 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef __NODE_H
- #define __NODE_H
- #include "refcount.h"
- #include "phys.h"
- #include "utils.h"
- #include "quat.h"
- #include "persist.h"
- #include "hittestinfo.h"
- #include "preset.h"
- #include "wwstring.h"
- //////////////////////////////////////////////////////////////////
- // Forward declarations
- //////////////////////////////////////////////////////////////////
- class SelectionBoxClass;
- class VisPointGeneratorClass;
- class ObjectNodeClass;
- class TileNodeClass;
- class TerrainNodeClass;
- class SoundNodeClass;
- class LightNodeClass;
- class WaypathNodeClass;
- class WaypointNodeClass;
- //////////////////////////////////////////////////////////////////
- //
- // NodeClass
- //
- //////////////////////////////////////////////////////////////////
- class NodeClass : public PersistClass, public RefCountClass
- {
- public:
- //////////////////////////////////////////////////////////////
- // Public constructors/destructors
- //////////////////////////////////////////////////////////////
- NodeClass (PresetClass *preset = NULL);
- NodeClass (const NodeClass &src);
- virtual ~NodeClass (void);
- //////////////////////////////////////////////////////////////
- // Public operators
- //////////////////////////////////////////////////////////////
- const NodeClass &operator= (const NodeClass &src);
- //////////////////////////////////////////////////////////////
- // Public methods
- //////////////////////////////////////////////////////////////
-
- //
- // Creation methods
- //
- virtual void Initialize (void) = 0;
- virtual NodeClass * Clone (void) = 0;
-
- //
- // Identification methods
- //
- virtual NODE_TYPE Get_Type (void) const = 0;
- virtual const char * Get_Name (void) const;
- virtual void Set_Name (const char *name);
- virtual uint32 Get_ID (void) const;
- virtual void Set_ID (uint32 id);
- virtual int Get_Icon_Index (void) const = 0;
- virtual const char * Get_Comments (void) const;
- virtual void Set_Comments (const char *comments);
- //
- // RTTI
- //
- virtual ObjectNodeClass * As_ObjectNodeClass (void) { return NULL; }
- virtual TileNodeClass * As_TileNodeClass (void) { return NULL; }
- virtual TerrainNodeClass * As_TerrainNodeClass (void) { return NULL; }
- virtual SoundNodeClass * As_SoundNodeClass (void) { return NULL; }
- virtual LightNodeClass * As_LightNodeClass (void) { return NULL; }
- virtual WaypathNodeClass * As_WaypathNodeClass (void) { return NULL; }
- virtual WaypointNodeClass * As_WaypointNodeClass (void) { return NULL; }
- //
- // Scene methods
- //
- virtual void Add_To_Scene (void);
- virtual void Remove_From_Scene (void);
- virtual bool In_Scene (void) const;
- virtual void Reload (void);
- virtual uint32 Get_Cull_Link (void) const { return m_CullLink; }
- virtual void Set_Cull_Link (uint32 link) { m_CullLink = link; }
- virtual void Update_Cached_Cull_Link (void);
- //
- // Transformation methods
- //
- virtual void Set_Transform (const Matrix3D &tm);
- virtual Matrix3D Get_Transform (void);
- virtual void Set_Position (const Vector3 &pos);
- virtual Vector3 Get_Position (void) const;
- virtual void Set_Orientation (const Quaternion &quat);
- virtual const Quaternion & Get_Orientation (void) const;
- virtual void Translate (const Vector3 &vector);
- virtual void Rotate (const Matrix3D &rotation_matrix, const Matrix3D &coord_system);
-
- //
- // Movement restriction methods
- //
- virtual bool Can_Be_Rotated_Freely (void) const;
- virtual bool Is_Rotation_Restricted (void) const;
- virtual void Restrict_Rotation (bool restrict);
- virtual bool Is_Locked (void) const;
- virtual void Lock (bool lock);
- //
- // Intrinsic behavior methods
- //
- virtual bool Is_Static (void) const = 0;
- //
- // Notifications
- //
- virtual void On_Rotate (void);
- virtual void On_Translate (void);
- virtual void On_Transform (void);
- virtual void On_Delete (void) { }
- virtual void On_Restore (void) { }
- //
- // Accessors
- //
- virtual PhysClass * Peek_Physics_Obj (void) const = 0;
- virtual RenderObjClass * Peek_Render_Obj (void) const;
- virtual PhysClass * Peek_Collision_Obj (void) const;
- virtual LPCTSTR Get_Model_Name (void) const;
- void Set_Preset (PresetClass *preset);
- PresetClass * Get_Preset (void) const;
- uint32 Get_Preset_ID (void) const;
- //
- // Visibility methods
- //
- virtual void Show_Selection_Box (bool onoff);
- virtual void Hide (bool hide);
- virtual bool Is_Hidden (void) const;
- //
- // Attenuation methods
- //
- virtual bool Is_Attenuation_Sphere_Shown (void) { return false; }
- virtual void Show_Attenuation_Spheres (bool onoff) { }
- virtual float Get_Attenuation_Radius (void) { return 0.0F; }
- virtual void Set_Attenuation_Radius (float radius) { }
- //
- // Editing methods
- //
- virtual bool Show_Settings_Dialog (void);
- virtual NodeClass * Add_Child_Node (const Matrix3D &tm) { return NULL; }
- virtual NodeClass * Get_Parent_Node (void) const { return NULL; }
- virtual bool Can_Add_Child_Nodes (void) const { return false; }
- virtual bool Is_A_Child_Node (NodeClass *) const { return false; }
-
-
- virtual bool Is_Proxied (void) const { return m_IsProxied; }
- virtual void Set_Is_Proxied (bool onoff) { m_IsProxied = onoff; }
- virtual uint32 Get_Container_Preset_ID (void) const { return m_ContainerPresetID; }
- virtual void Set_Container_Preset_ID (int id) { m_ContainerPresetID = id; }
- //
- // Export methods
- //
- virtual void Pre_Export (void) { }
- virtual void Post_Export (void) { }
- //
- // Vis-related methods
- //
- virtual void Add_Vis_Points (VisPointGeneratorClass &generator, RenderObjClass *render_obj = NULL);
- virtual bool Has_Vis_Sectors (RenderObjClass *render_obj = NULL);
- virtual void Update_Cached_Vis_IDs (void) { };
- //
- // Sub-node Enumeration
- //
- virtual int Get_Sub_Node_Count (void) const { return 0; }
- virtual NodeClass * Get_Sub_Node (int index) { return NULL; }
- //
- // From PersistClass
- //
- virtual bool Save (ChunkSaveClass &csave);
- virtual bool Load (ChunkLoadClass &cload);
- //
- // Save filtering
- //
- virtual bool Needs_Save (void) const { return m_NeedsSave; }
- virtual void Set_Needs_Save (bool onoff) { m_NeedsSave = onoff; }
- //
- // Selection box methods
- //
- virtual void Update_Selection_Color (void);
- virtual void Update_Selection_Box (void);
- //
- // Zone edit methods
- //
- virtual void On_Vertex_Drag_Begin (int vertex_index) { }
- virtual void On_Vertex_Drag (int vertex_index, POINT point) { }
- virtual void On_Vertex_Drag_End (int vertex_index) { }
- protected:
- //////////////////////////////////////////////////////////////
- // Protected methods
- //////////////////////////////////////////////////////////////
-
- //
- // Save/load methods
- //
- bool Load_Variables (ChunkLoadClass &cload);
- //////////////////////////////////////////////////////////////
- // Protected member data
- //////////////////////////////////////////////////////////////
- StringClass m_Name;
- StringClass m_Comments;
- uint32 m_ID;
- uint32 m_PresetID;
- bool m_IsLocked;
- bool m_RotationRestricted;
- bool m_IsInScene;
- bool m_NeedsSave;
- bool m_IsProxied;
- PresetClass * m_Preset;
- uint32 m_ContainerPresetID;
- SelectionBoxClass * m_SelectionBox;
- Quaternion m_Orientation;
- Vector3 m_SelColor;
- Matrix3D m_Transform;
- uint32 m_CullLink;
- // For hit-test feedback
- HITTESTINFO m_HitTestInfo;
- // For use with NodeMgrClass
- NodeClass * m_NextNode;
- NodeClass * m_PrevNode;
- //////////////////////////////////////////////////////////////
- // Friends
- //////////////////////////////////////////////////////////////
- friend class NodeMgrClass;
- };
- //////////////////////////////////////////////////////////////////
- // Set_Transform
- //////////////////////////////////////////////////////////////////
- inline void
- NodeClass::Set_Transform (const Matrix3D &tm)
- {
- m_Transform = tm;
- PhysClass *phys_obj = Peek_Physics_Obj ();
- if (phys_obj != NULL) {
- phys_obj->Set_Transform (tm);
- On_Transform ();
- }
-
- return ;
- }
- //////////////////////////////////////////////////////////////////
- // Get_Transform
- //////////////////////////////////////////////////////////////////
- inline Matrix3D
- NodeClass::Get_Transform (void)
- {
- Matrix3D tm (1);
- PhysClass *phys_obj = Peek_Physics_Obj ();
- if (phys_obj != NULL) {
- tm = phys_obj->Get_Transform ();
- }
- return tm;
- }
- //////////////////////////////////////////////////////////////////
- // Set_Position
- //////////////////////////////////////////////////////////////////
- inline void
- NodeClass::Set_Position (const Vector3 &pos)
- {
- m_Transform.Set_Translation (pos);
- PhysClass *phys_obj = Peek_Physics_Obj ();
- if (phys_obj != NULL) {
- phys_obj->Set_Transform (m_Transform);
- On_Translate ();
- }
-
- return ;
- }
- //////////////////////////////////////////////////////////////////
- // Get_Position
- //////////////////////////////////////////////////////////////////
- inline Vector3
- NodeClass::Get_Position (void) const
- {
- return m_Transform.Get_Translation ();
- }
- //////////////////////////////////////////////////////////////////
- // Can_Be_Rotated_Freely
- //////////////////////////////////////////////////////////////////
- inline bool
- NodeClass::Can_Be_Rotated_Freely (void) const
- {
- return true;
- }
- //////////////////////////////////////////////////////////////////
- // Is_Rotation_Restricted
- //////////////////////////////////////////////////////////////////
- inline bool
- NodeClass::Is_Rotation_Restricted (void) const
- {
- return m_RotationRestricted;
- }
- //////////////////////////////////////////////////////////////////
- // Restrict_Rotation
- //////////////////////////////////////////////////////////////////
- inline void
- NodeClass::Restrict_Rotation (bool restrict)
- {
- m_RotationRestricted = restrict;
- return ;
- }
- //////////////////////////////////////////////////////////////////
- // Get_Preset_ID
- //////////////////////////////////////////////////////////////////
- inline uint32
- NodeClass::Get_Preset_ID (void) const
- {
- return m_PresetID;
- }
- //////////////////////////////////////////////////////////////////
- // Get_Preset
- //////////////////////////////////////////////////////////////////
- inline PresetClass *
- NodeClass::Get_Preset (void) const
- {
- return m_Preset;
- }
- //////////////////////////////////////////////////////////////////
- // Set_Preset
- //////////////////////////////////////////////////////////////////
- inline void
- NodeClass::Set_Preset (PresetClass *preset)
- {
- m_Preset = preset;
- if (m_Preset != NULL) {
- m_PresetID = m_Preset->Get_ID ();
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////
- // In_Scene
- //////////////////////////////////////////////////////////////////
- inline bool
- NodeClass::In_Scene (void) const
- {
- return m_IsInScene;
- }
- //////////////////////////////////////////////////////////////////
- // Get_ID
- //////////////////////////////////////////////////////////////////
- inline uint32
- NodeClass::Get_ID (void) const
- {
- return m_ID;
- }
- //////////////////////////////////////////////////////////////////
- // Peek_Collision_Obj
- //////////////////////////////////////////////////////////////////
- inline PhysClass *
- NodeClass::Peek_Collision_Obj (void) const
- {
- return Peek_Physics_Obj ();
- }
- INLINE_ACCESSOR_CONST (const Quaternion &, NodeClass, Orientation);
- INLINE_ACCESSOR_CONST (const char *, NodeClass, Name);
- //INLINE_ACCESSOR_CONST (uint32, NodeClass, ID);
- INLINE_ACCESSOR_CONST (const char *, NodeClass, Comments);
- #endif //__NODE_H
|