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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/TransitionNode.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 5/22/01 11:17a $*
- * *
- * $Revision:: 12 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "stdafx.h"
- #include "transitionnode.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 "spawn.h"
- #include "physicalgameobj.h"
- #include "presetmgr.h"
- #include "decophys.h"
- #include "nodemgr.h"
- #include "modelutils.h"
- //////////////////////////////////////////////////////////////////////////////
- // Persist factory
- //////////////////////////////////////////////////////////////////////////////
- SimplePersistFactoryClass<TransitionNodeClass, CHUNKID_NODE_TRANSITION> _TransitionNodePersistFactory;
- //////////////////////////////////////////////////////////////////////////////
- //
- // TransitionNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- TransitionNodeClass::TransitionNodeClass (PresetClass *preset)
- : m_PhysObj (NULL),
- m_TransitionObj (NULL),
- NodeClass (preset)
- {
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // TransitionNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- TransitionNodeClass::TransitionNodeClass (const TransitionNodeClass &src)
- : m_PhysObj (NULL),
- m_TransitionObj (NULL),
- NodeClass (NULL)
- {
- *this = src;
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // ~TransitionNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- TransitionNodeClass::~TransitionNodeClass (void)
- {
- Remove_From_Scene ();
- MEMBER_RELEASE (m_PhysObj);
- if (m_TransitionObj != NULL) {
- m_TransitionObj->Set_Delete_Pending ();
- m_TransitionObj = NULL;
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Initialize
- //
- // Note: This may be called more than once. It is used as an 'initialize'
- // and a 're-initialize'.
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- TransitionNodeClass::Initialize (void)
- {
- if (m_TransitionObj != NULL) {
- m_TransitionObj->Set_Delete_Pending ();
- m_TransitionObj = NULL;
- }
- MEMBER_RELEASE (m_PhysObj);
- TransitionGameObjDef *definition = static_cast<TransitionGameObjDef *> (m_Preset->Get_Definition ());
- if (definition != NULL) {
- // Create the transition object
- m_TransitionObj = (TransitionGameObj *)definition->Create ();
- // Create the new physics object
- m_PhysObj = new DecorationPhysClass;
-
- //
- // Configure the physics object with information about
- // its new render object and collision data.
- //
- m_PhysObj->Set_Model_By_Name ("TRANSBOX");
- m_PhysObj->Set_Transform (Matrix3D(1));
- m_PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
- m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
- ::Set_Model_Collision_Type (m_PhysObj->Peek_Model (), COLLISION_TYPE_6);
- Set_Transform (m_Transform);
- //
- // Remove the transitions from the level if the transition
- // object is not in the scene
- //
- if (m_IsInScene == false) {
- m_TransitionObj->Destroy_Transitions ();
- }
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- TransitionNodeClass::Get_Factory (void) const
- {
- return _TransitionNodePersistFactory;
- }
- /////////////////////////////////////////////////////////////////
- //
- // operator=
- //
- /////////////////////////////////////////////////////////////////
- const TransitionNodeClass &
- TransitionNodeClass::operator= (const TransitionNodeClass &src)
- {
- NodeClass::operator= (src);
- return *this;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Pre_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- TransitionNodeClass::Pre_Export (void)
- {
- //
- // Remove ourselves from the 'system' so we don't get accidentally
- // saved during the export.
- //
- Add_Ref ();
- if (m_PhysObj != NULL && m_IsInScene) {
- ::Get_Scene_Editor ()->Remove_Object (m_PhysObj);
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Post_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- TransitionNodeClass::Post_Export (void)
- {
- //
- // Put ourselves back into the system
- //
- if (m_PhysObj != NULL && m_IsInScene) {
- ::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj);
- }
- Release_Ref ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Add_To_Scene
- //
- //////////////////////////////////////////////////////////////////////
- void
- TransitionNodeClass::Add_To_Scene (void)
- {
- if (m_TransitionObj != NULL) {
- m_TransitionObj->Create_Transitions ();
- }
- NodeClass::Add_To_Scene ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Remove_From_Scene
- //
- //////////////////////////////////////////////////////////////////////
- void
- TransitionNodeClass::Remove_From_Scene (void)
- {
- if (m_TransitionObj != NULL) {
- m_TransitionObj->Destroy_Transitions ();
- }
- NodeClass::Remove_From_Scene ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Find_Transition
- //
- //////////////////////////////////////////////////////////////////////
- int
- TransitionNodeClass::Find_Transition (TransitionDataClass::StyleType type)
- {
- int index = -1;
- int count = Get_Transition_Count ();
- for ( int trans_index = 0;
- (index == -1) && (trans_index < count);
- trans_index ++)
- {
- //
- // Is this the type transition we are looking for?
- //
- TransitionInstanceClass *transition = Get_Transition (trans_index);
- if (transition != NULL && transition->Get_Type () == type) {
- index = trans_index;
- }
- }
- return index;
- }
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