| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992 |
- /*
- ** 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/TerrainNode.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 2/12/02 4:07p $*
- * *
- * $Revision:: 36 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "stdafx.h"
- #include "terrainnode.h"
- #include "staticphys.h"
- #include "sceneeditor.h"
- #include "terraindefinition.h"
- #include "filemgr.h"
- #include "_assetmgr.h"
- #include "editorassetmgr.h"
- #include "w3d_file.h"
- #include "hlod.h"
- #include "cameramgr.h"
- #include "collisiongroups.h"
- #include "persistfactory.h"
- #include "editorchunkids.h"
- #include "preset.h"
- #include "collect.h"
- #include "presetmgr.h"
- #include "nodemgr.h"
- #include "editorsaveload.h"
- #include "terrainsectionpersist.h"
- #include "lightphys.h"
- #include "lightnode.h"
- #include "leveleditview.h"
- #include "hlod.h"
- //////////////////////////////////////////////////////////////////////////////
- // Persist factory
- //////////////////////////////////////////////////////////////////////////////
- SimplePersistFactoryClass<TerrainNodeClass, CHUNKID_NODE_TERRAIN> _TerrainNodePersistFactory;
- SimplePersistFactoryClass<TerrainNodeClass, CHUNKID_NODE_TERRAIN_SECTION> _TerrainSectionNodePersistFactory;
- enum
- {
- CHUNKID_VARIABLES = 0x10251130,
- CHUNKID_BASE_CLASS,
- CHUNKID_SECTION_PERSISTDATA,
- CHUNKID_SECTION_PERSIST_LIST
- };
- enum
- {
- XXX_VARID_VISID = 0x01,
- VARID_SECTIONID_OLD,
- VARID_SECTIONID,
- VARID_TM
- };
- //////////////////////////////////////////////////////////////////////////////
- //
- // TerrainNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- TerrainNodeClass::TerrainNodeClass (PresetClass *preset) :
- Transform (1),
- LoadedTransform (1),
- NodeClass (preset)
- {
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // ~TerrainNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- TerrainNodeClass::~TerrainNodeClass (void)
- {
- Remove_From_Scene ();
- Free_Sections ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Free_Section_Data
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Free_Section_Data (void)
- {
- m_TerrainSectionInfo.Free_List ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Free_Sections
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Free_Sections (void)
- {
- //
- // Release our hold on all the physics pointers
- //
- for (int index = 0; index < m_Sections.Count (); index ++) {
- NodeClass *sub_node = m_Sections[index];
- MEMBER_RELEASE (sub_node);
- //
- // Remove the file dependencies for this tile from the file manager.
- //
- if (sub_node != NULL && sub_node->Get_Type () != NODE_TYPE_TERRAIN_SECTION) {
- ::Get_File_Mgr ()->Update (sub_node, false);
- }
- }
- m_Sections.Delete_All ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Add_To_Scene
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Add_To_Scene (void)
- {
- SceneEditorClass *scene = ::Get_Scene_Editor ();
- //
- // Add all the sections to the scene
- //
- for (int index = 0; index < m_Sections.Count (); index ++) {
- NodeClass *sub_node = m_Sections[index];
- sub_node->Add_To_Scene ();
- }
- m_IsInScene = true;
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Remove_From_Scene
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Remove_From_Scene (void)
- {
- SceneEditorClass *scene = ::Get_Scene_Editor ();
- if (scene != NULL && m_IsInScene) {
- Build_Section_ID_List ();
- //
- // Remove all the sections from the scene
- //
- for (int index = 0; index < m_Sections.Count (); index ++) {
- NodeClass *sub_node = m_Sections[index];
- sub_node->Remove_From_Scene ();
- }
- m_IsInScene = false;
- }
-
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Set_Transform
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Set_Transform (const Matrix3D &tm)
- {
- Special_Set_Transform (tm);
- Transform = tm;
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Special_Set_Transform
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Special_Set_Transform (const Matrix3D &tm)
- {
- Matrix3D curr_tm = Get_Transform ();
- Matrix3D inv_tm (1);
- curr_tm.Get_Orthogonal_Inverse (inv_tm);
- //
- // Move all the sub-sections
- //
- for (int index = 0; index < m_Sections.Count (); index ++) {
- NodeClass *sub_node = (TerrainSectionNodeClass *)m_Sections[index];
- if (sub_node->Get_Type () == NODE_TYPE_TERRAIN_SECTION) {
-
- //
- // Check to see if this sub-object is a dazzle. If it is, then
- // transform it relative to the terrain...
- //
- RenderObjClass *model = sub_node->Peek_Render_Obj ();
- if (model != NULL && model->Class_ID () == RenderObjClass::CLASSID_DAZZLE) {
- Matrix3D sub_obj_tm = sub_node->Get_Transform ();
- Matrix3D rel_sub_obj_tm = inv_tm * sub_obj_tm;
- Matrix3D new_tm = tm * rel_sub_obj_tm;
- ((TerrainSectionNodeClass *)sub_node)->Special_Set_Transform (new_tm);
- } else {
- ((TerrainSectionNodeClass *)sub_node)->Special_Set_Transform (tm);
- }
-
- } else if (sub_node->Get_Type () == NODE_TYPE_TERRAIN) {
- ((TerrainNodeClass *)sub_node)->Special_Set_Transform (tm);
- } else {
- //
- // Transform this object relative to the terrain
- //
- Matrix3D sub_obj_tm = sub_node->Get_Transform ();
- Matrix3D rel_sub_obj_tm = inv_tm * sub_obj_tm;
- Matrix3D new_tm = tm * rel_sub_obj_tm;
- sub_node->Set_Transform (new_tm);
- }
- }
- NodeClass::Set_Transform (tm);
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Initialize
- //
- // Note: This may be called more than once. It is used as an 'initialize'
- // and a 're-initialize'.
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Initialize (void)
- {
- Build_Section_ID_List ();
- Free_Sections ();
- TerrainDefinitionClass *definition = static_cast<TerrainDefinitionClass *> (m_Preset->Get_Definition ());
- if (definition != NULL) {
- //
- // Make sure all assets are loaded into memory before this tile is created...
- //
- m_Preset->Load_All_Assets ();
-
- CString filename = definition->Get_Model_Name ();
- CString asset_name = ::Asset_Name_From_Filename (filename);
- //
- // Filename valid?
- //
- if (filename.GetLength () > 0) {
- filename = ::Get_File_Mgr ()->Make_Full_Path (filename);
- _pThe3DAssetManager->Set_Current_Directory (::Strip_Filename_From_Path (filename));
- //
- // Create the terrain
- //
- RenderObjClass *terrain = ::Create_Render_Obj (asset_name);
- if (terrain != NULL) {
- //
- // Loop through all the sections inside the mesh collection and
- // create static phys objects for each one.
- //
- int section_count = terrain->Get_Num_Sub_Objects ();
- if (section_count > 0) {
- for (int index = 0; index < section_count; index ++) {
- RenderObjClass *sub_obj = terrain->Get_Sub_Object (index);
- if (sub_obj != NULL) {
- //
- // Create a new terrain section and add it to our list
- //
- TerrainSectionNodeClass *sub_node = new TerrainSectionNodeClass;
- sub_node->Create (sub_obj);
- sub_node->Set_Terrain (this);
- m_Sections.Add (sub_node);
-
- MEMBER_RELEASE (sub_obj);
- }
- }
- }
-
- //
- // Build a list of proxy objects
- //
- DynamicVectorClass<ProxyClass> proxy_list;
- if (terrain->Class_ID () == RenderObjClass::CLASSID_COLLECTION) {
- //
- // Add all the proxies from the collection to our list
- //
- CollectionClass *collection = (CollectionClass *)terrain;
- for (int index = 0; index < collection->Get_Proxy_Count (); index ++) {
- ProxyClass proxy;
- if (collection->Get_Proxy (index, proxy)) {
- proxy_list.Add (proxy);
- }
- }
- } else if (terrain->Class_ID () == RenderObjClass::CLASSID_HLOD) {
- //
- // Add all the proxies from the HLOD to our list
- //
- HLodClass *hlod = reinterpret_cast<HLodClass *>(terrain);
- for (int index = 0; index < hlod->Get_Proxy_Count (); index ++) {
- ProxyClass proxy;
- if (hlod->Get_Proxy (index, proxy)) {
- proxy_list.Add (proxy);
- }
- }
- }
-
- //
- // Create the proxy objects
- //
- Create_Proxies (proxy_list);
- //
- // Create all the lights that are associated with this terrain
- //
- Create_Lights ();
- MEMBER_RELEASE (terrain);
- }
- }
- //
- // Make sure we restore all the VIS ids (if necessary)
- //
- Assign_Section_IDs ();
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Assign_Section_IDs
- //
- ////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Assign_Section_IDs (void)
- {
- m_TerrainSectionInfo.Assign_Section_IDs (this);
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Build_Section_ID_List
- //
- ////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Build_Section_ID_List (void)
- {
- //
- // Rebuild the list from scratch (if there is anything to do)
- //
- if (In_Scene () && m_Sections.Count () > 0) {
- Free_Section_Data ();
- m_TerrainSectionInfo.Build_List (m_Sections);
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- TerrainNodeClass::Get_Factory (void) const
- {
- return _TerrainNodePersistFactory;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Add_Vis_Points
- //
- /////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Add_Vis_Points
- (
- VisPointGeneratorClass & generator,
- RenderObjClass * render_obj
- )
- {
- /*for (int index = 0; index < m_Sections.Count (); index ++) {
- StaticPhysClass *phys_obj = m_Sections[index];
- //
- // Pass all the sections onto the generator
- //
- RenderObjClass *render_obj = phys_obj->Peek_Model ();
- if (render_obj != NULL) {
- NodeClass::Add_Vis_Points (generator, render_obj);
- }
- }*/
- return ;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Hide
- //
- /////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Hide (bool hide)
- {
- for (int index = 0; index < m_Sections.Count (); index ++) {
- NodeClass *node = m_Sections[index];
- node->Hide (hide);
- }
- return ;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Is_Hidden
- //
- /////////////////////////////////////////////////////////////////
- bool
- TerrainNodeClass::Is_Hidden (void) const
- {
- bool retval = false;
- if (m_Sections.Count () > 0) {
- NodeClass *node = m_Sections[0];
- retval = node->Is_Hidden ();
- }
- return retval;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Save
- //
- /////////////////////////////////////////////////////////////////
- bool
- TerrainNodeClass::Save (ChunkSaveClass &csave)
- {
- csave.Begin_Chunk (CHUNKID_BASE_CLASS);
- NodeClass::Save (csave);
- csave.End_Chunk ();
- //
- // Write a chunk for each section so we can store instance
- // specific data.
- //
- Build_Section_ID_List ();
- csave.Begin_Chunk (CHUNKID_SECTION_PERSIST_LIST);
- m_TerrainSectionInfo.Save (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_VARIABLES);
- WRITE_MICRO_CHUNK (csave, VARID_TM, Transform)
- csave.End_Chunk ();
- return true;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Load
- //
- /////////////////////////////////////////////////////////////////
- bool
- TerrainNodeClass::Load (ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk ()) {
- switch (cload.Cur_Chunk_ID ()) {
- case CHUNKID_BASE_CLASS:
- NodeClass::Load (cload);
- break;
-
- case CHUNKID_VARIABLES:
- Load_Variables (cload);
- break;
- case CHUNKID_SECTION_PERSIST_LIST:
- m_TerrainSectionInfo.Load (cload);
- break;
- }
- cload.Close_Chunk ();
- }
- SaveLoadSystemClass::Register_Post_Load_Callback (this);
- return true;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Load_Variables
- //
- /////////////////////////////////////////////////////////////////
- bool
- TerrainNodeClass::Load_Variables (ChunkLoadClass &cload)
- {
- while (cload.Open_Micro_Chunk ()) {
- switch (cload.Cur_Micro_Chunk_ID ()) {
- READ_MICRO_CHUNK (cload, VARID_TM, LoadedTransform)
-
- case VARID_SECTIONID_OLD:
- case VARID_SECTIONID:
- {
- //
- // Force vis to be reset
- //
- PhysicsSceneClass::Get_Instance ()->Reset_Vis ();
- EditorSaveLoadClass::Set_Loaded_Vis_Valid (false);
- ::Output_Message ("Old-style terrain section ID found, resetting VIS data.\r\n");
- }
- break;
- }
- cload.Close_Micro_Chunk ();
- }
- return true;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Create_Lights
- //
- ////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Create_Lights (void)
- {
- if (::Get_Scene_Editor ()->Is_Proxy_Creation_Enabled () == false) {
- return ;
- }
- //
- // Get the terrain's definition
- //
- TerrainDefinitionClass *definition = static_cast<TerrainDefinitionClass *> (m_Preset->Get_Definition ());
- if (definition == NULL) {
- return ;
- }
- ::Get_Main_View ()->Allow_Repaint (false);
- //
- // Get the filename for the light database
- //
- CString full_path = ::Get_File_Mgr ()->Make_Full_Path (definition->Get_Light_Filename ());
- DynamicVectorClass<StringClass> filename_list;
- filename_list.Add ((LPCTSTR)full_path);
- //
- // Import the lights into the level
- //
- DynamicVectorClass<LightNodeClass *> node_list;
- ::Get_Scene_Editor ()->Import_Lights (filename_list, &node_list);
-
- //
- // Add all these lights to our section list
- //
- for (int index = 0; index < node_list.Count (); index ++) {
- LightNodeClass *node = node_list[index];
- if (node != NULL) {
-
- //
- // Transform this light from world-relative to terrain relative
- //
- node->Set_Transform (Get_Transform () * node->Get_Transform ());
- //
- // Add the light to our section list and 'remove' it from the node manager
- //
- node->Lock (true);
- m_Sections.Add (node);
- NodeMgrClass::Remove_Node (node);
- }
- }
- ::Get_Main_View ()->Allow_Repaint (true);
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Find_Proxy_Preset
- //
- ////////////////////////////////////////////////////////////////
- PresetClass *
- TerrainNodeClass::Find_Proxy_Preset (const char *preset_name)
- {
- bool is_restricted_user = ::Get_File_Mgr ()->Is_Special_User ();
-
- PresetClass *retval = NULL;
- //
- // Loop over all the presets, until we've found one that matches the
- // requirements
- //
- bool keep_going = true;
- bool is_preferred = false;
- for ( PresetClass *preset = PresetMgrClass::Get_First ();
- preset != NULL && keep_going;
- preset = PresetMgrClass::Get_Next (preset))
- {
- //
- // Is this the preset we are looking for?
- //
- if (::lstrcmpi (preset->Get_Name (), preset_name) == 0) {
-
- if (is_preferred == false) {
- retval = preset;
- }
- if (preset->Is_A_Parent (PROXY_TESTS_FOLDER)) {
- retval = preset;
- keep_going = false;
- } else if (is_restricted_user == preset->Is_A_Parent (SPECIAL_USER_FOLDER)) {
-
- //
- // Restricted users prefer presets under their folder, other's prefer
- // presets not under the restricted presets folder.
- //
- is_preferred = true;
- }
- }
- }
- return retval;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Create_Proxies
- //
- ////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Create_Proxies (DynamicVectorClass<ProxyClass> &proxy_list)
- {
- if (::Get_Scene_Editor ()->Is_Proxy_Creation_Enabled () == false) {
- return ;
- }
- //
- // Loop over all the proxy objects in the list
- //
- int count = proxy_list.Count ();
- for (int index = 0; index < count; index ++) {
-
- //
- // Get information about this proxy
- //
- Matrix3D rel_transform = proxy_list[index].Get_Transform ();
- CString preset_name = proxy_list[index].Get_Name ();
- //
- // Find the preset this placeholder references
- //
- PresetClass *preset = Find_Proxy_Preset (preset_name);
- if (preset != NULL) {
-
- //
- // Create the node from the base
- //
- NodeClass *node = ::Get_Scene_Editor ()->Create_Node (preset, &rel_transform, 0, false);
- ASSERT (node != NULL);
- if (node != NULL) {
-
- //
- // Change some flags on the object
- //
- node->Restrict_Rotation (false);
- node->Set_Is_Proxied (true);
- //
- // Is the node configured correctly?
- //
- if (node->Peek_Physics_Obj () != NULL || node->Get_Type () == NODE_TYPE_TERRAIN) {
- //
- // Normalize the rotation of this node
- //
- node->Rotate (Matrix3D (1), Matrix3D (1));
- node->Lock (true);
- //
- // We have to tell the terrain it can really be moved...
- //
- if (node->Get_Type () == NODE_TYPE_TERRAIN) {
- ((TerrainNodeClass *)node)->Special_Set_Transform (rel_transform);
- }
- //
- // Remove this node from the system, and add it to our
- // local sub-node list.
- //
- node->Add_Ref ();
- m_Sections.Add (node);
- NodeMgrClass::Remove_Node (node);
- ::Get_File_Mgr ()->Update (node, true);
- } else {
- ::Get_Scene_Editor ()->Delete_Node (node, false);
- CString message;
- message.Format ("Unable to create physics object for placeholder %s.\r\n", (LPCTSTR)preset_name);
- ::Output_Message (message);
- }
- }
- } else {
- CString message;
- message.Format ("Unable to find preset for placeholder %s.\r\n", (LPCTSTR)preset_name);
- ::Output_Message (message);
- }
- }
- return ;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Update_Cached_Vis_IDs
- //
- /////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Update_Cached_Vis_IDs (void)
- {
- //
- // Pass this call onto all subobjects
- //
- for (int index = 0; index < m_Sections.Count (); index ++) {
- NodeClass *node = m_Sections[index];
- if (node != NULL) {
- node->Update_Cached_Vis_IDs ();
- }
- }
- Build_Section_ID_List ();
- return ;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Reload
- //
- /////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Reload (void)
- {
- NodeClass::Reload ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Pre_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Pre_Export (void)
- {
- NodeClass::Pre_Export ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Post_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::Post_Export (void)
- {
- NodeClass::Post_Export ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Is_A_Child_Node
- //
- //////////////////////////////////////////////////////////////////////
- bool
- TerrainNodeClass::Is_A_Child_Node (NodeClass *node) const
- {
- bool retval = false;
- //
- // Test each sub object
- //
- for (int index = 0; retval == false && index < m_Sections.Count (); index ++) {
- NodeClass *curr_node = m_Sections[index];
- if (curr_node != NULL) {
-
- //
- // Is this the node we are looking for?
- //
- if (curr_node == node) {
- retval = true;
- } else {
-
- //
- // Pass this call onto the child
- //
- retval = curr_node->Is_A_Child_Node (node);
- }
- }
- }
- return retval;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // On_Post_Load
- //
- ///////////////////////////////////////////////////////////////////////
- void
- TerrainNodeClass::On_Post_Load (void)
- {
- m_TerrainSectionInfo.Initialize_Virgin_Sections ();
- //
- // Transform the terrain to its new position
- //
- if (m_IsProxied == false && LoadedTransform != Matrix3D::Identity) {
- Set_Transform (LoadedTransform);
- }
- return ;
- }
- //******************************************************************************//
- //*
- //* Start of TerrainSectionNodeClass
- //*
- //******************************************************************************//
- ////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- TerrainSectionNodeClass::Get_Factory (void) const
- {
- return _TerrainSectionNodePersistFactory;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Create
- //
- ////////////////////////////////////////////////////////////////
- void
- TerrainSectionNodeClass::Create (RenderObjClass *render_obj)
- {
- MEMBER_RELEASE (m_PhysObj);
-
- //
- // Create the new terrain section from the render object
- //
- m_PhysObj = new StaticPhysClass;
- m_PhysObj->Set_Model (render_obj);
- m_PhysObj->Set_Transform (render_obj->Get_Transform ());
- //
- // Give this section an ID (and pass it along to its physics obj)
- //
- m_PhysObj->Set_ID (Get_ID ());
- Set_ID (NodeMgrClass::Get_Node_ID (Get_Type ()));
- m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
- //
- // Give the new node a name
- //
- Set_Name (render_obj->Get_Name ());
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Set_Transform
- //
- ////////////////////////////////////////////////////////////////
- void
- TerrainSectionNodeClass::Set_Transform (const Matrix3D &tm)
- {
- if (Terrain == NULL) {
- return ;
- }
- //
- // Get the inverse tranform of the terrain section
- //
- Matrix3D curr_tm = Get_Transform ();
- Matrix3D inv_tm;
- curr_tm.Get_Orthogonal_Inverse (inv_tm);
- Matrix3D delta_tm = inv_tm * tm;
- //
- // Transform the terrain object relative to this section
- //
- Matrix3D terrain_obj_tm = Terrain->Get_Transform ();
- //Matrix3D rel_terrain_obj_tm = inv_tm * terrain_obj_tm;
- Matrix3D new_tm = terrain_obj_tm * delta_tm;
- Terrain->Set_Transform (new_tm);
- return ;
- }
|