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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/VisPointNode.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 3/26/01 2:46p $*
- * *
- * $Revision:: 11 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "stdafx.h"
- #include "vispointnode.h"
- #include "sceneeditor.h"
- #include "collisiongroups.h"
- #include "persistfactory.h"
- #include "editorchunkids.h"
- #include "preset.h"
- #include "chunkio.h"
- #include "visenum.h"
- #include "camera.h"
- #include "ccamera.h"
- #include "combat.h"
- #include "nodemgr.h"
- #include "modelutils.h"
- //////////////////////////////////////////////////////////////////////////////
- // Persist factory
- //////////////////////////////////////////////////////////////////////////////
- SimplePersistFactoryClass<VisPointNodeClass, CHUNKID_NODE_VIS_POINT> _VisPointodePersistFactory;
- enum
- {
- CHUNKID_VARIABLES = 0x11011130,
- CHUNKID_BASE_CLASS
- };
- enum
- {
- VARID_TILE_LOCATION = 0x01,
- VARID_NEAR_CLIP_DOUBLE,
- VARID_HFOV,
- VARID_VFOV,
- VARID_NEAR_CLIP
- };
- //////////////////////////////////////////////////////////////////////////////
- //
- // VisPointNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- VisPointNodeClass::VisPointNodeClass (PresetClass *preset)
- : m_PhysObj (NULL),
- m_VisTileLocation (0, 0, 0),
- m_NearClipPlane (0),
- m_HFov (0),
- m_VFov (0),
- NodeClass (preset)
- {
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // VisPointNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- VisPointNodeClass::VisPointNodeClass (const VisPointNodeClass &src)
- : m_PhysObj (NULL),
- m_VisTileLocation (0, 0, 0),
- NodeClass (NULL)
- {
- *this = src;
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // ~VisPointNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- VisPointNodeClass::~VisPointNodeClass (void)
- {
- Remove_From_Scene ();
- MEMBER_RELEASE (m_PhysObj);
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Initialize
- //
- // Note: This may be called more than once. It is used as an 'initialize'
- // and a 're-initialize'.
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- VisPointNodeClass::Initialize (void)
- {
- MEMBER_RELEASE (m_PhysObj);
- //
- // Create the camera render object
- //
- RenderObjClass *render_obj = ::Create_Render_Obj ("CAMERA");
- WWASSERT (render_obj != NULL);
- if (render_obj != NULL) {
-
- // 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 (render_obj);
- 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);
- m_PhysObj->Set_Transform (m_Transform);
- ::Set_Model_Collision_Type (m_PhysObj->Peek_Model (), COLLISION_TYPE_6);
-
- // Release our hold on the render object pointer
- MEMBER_RELEASE (render_obj);
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- VisPointNodeClass::Get_Factory (void) const
- {
- return _VisPointodePersistFactory;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Save
- //
- /////////////////////////////////////////////////////////////////
- bool
- VisPointNodeClass::Save (ChunkSaveClass &csave)
- {
- csave.Begin_Chunk (CHUNKID_BASE_CLASS);
- NodeClass::Save (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_VARIABLES);
- WRITE_MICRO_CHUNK (csave, VARID_TILE_LOCATION, m_VisTileLocation);
- WRITE_MICRO_CHUNK (csave, VARID_NEAR_CLIP, m_NearClipPlane);
- WRITE_MICRO_CHUNK (csave, VARID_HFOV, m_HFov);
- WRITE_MICRO_CHUNK (csave, VARID_VFOV, m_VFov);
- csave.End_Chunk ();
- return true;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Load
- //
- /////////////////////////////////////////////////////////////////
- bool
- VisPointNodeClass::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;
- }
- cload.Close_Chunk ();
- }
- return true;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Load_Variables
- //
- ///////////////////////////////////////////////////////////////////////
- bool
- VisPointNodeClass::Load_Variables (ChunkLoadClass &cload)
- {
- //
- // Loop through all the microchunks that define the variables
- //
- while (cload.Open_Micro_Chunk ()) {
- switch (cload.Cur_Micro_Chunk_ID ()) {
-
- READ_MICRO_CHUNK (cload, VARID_TILE_LOCATION, m_VisTileLocation);
- READ_MICRO_CHUNK (cload, VARID_NEAR_CLIP, m_NearClipPlane);
- READ_MICRO_CHUNK (cload, VARID_HFOV, m_HFov);
- READ_MICRO_CHUNK (cload, VARID_VFOV, m_VFov);
- case VARID_NEAR_CLIP_DOUBLE:
- {
- double double_value = 0;
- cload.Read (&double_value, sizeof (double_value));
- m_NearClipPlane = double_value;
- }
- break;
- }
- cload.Close_Micro_Chunk ();
- }
- //
- // Copy the game camera's settings if we hadn't saved the settings
- // the last time.
- //
- if (m_NearClipPlane == 0 || m_HFov == 0 || m_VFov == 0) {
- m_NearClipPlane = 0.5;
- m_HFov = 0.8726F;
- m_VFov = 0.6544F;
- }
- return true;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Set_Transform
- //
- ///////////////////////////////////////////////////////////////////////
- void
- VisPointNodeClass::Set_Transform (const Matrix3D &tm)
- {
- NodeClass::Set_Transform (tm);
- m_VisTileLocation = m_Transform.Get_Translation ();
- return ;
- }
- /////////////////////////////////////////////////////////////////
- //
- // operator=
- //
- /////////////////////////////////////////////////////////////////
- const VisPointNodeClass &
- VisPointNodeClass::operator= (const VisPointNodeClass &src)
- {
- m_VisTileLocation = src.m_VisTileLocation;
- NodeClass::operator= (src);
- return *this;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Save_Camera_Settings
- //
- /////////////////////////////////////////////////////////////////
- void
- VisPointNodeClass::Save_Camera_Settings (const CameraClass &camera)
- {
- float far_clip = 0;
- camera.Get_Clip_Planes (m_NearClipPlane, far_clip);
- m_HFov = camera.Get_Horizontal_FOV ();
- m_VFov = camera.Get_Vertical_FOV ();
- return ;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Setup_Camera
- //
- /////////////////////////////////////////////////////////////////
- void
- VisPointNodeClass::Setup_Camera (CameraClass &camera)
- {
- camera.Set_View_Plane (m_HFov, m_VFov);
- camera.Set_Clip_Planes (m_NearClipPlane, VIS_FAR_CLIP);
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Pre_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- VisPointNodeClass::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
- VisPointNodeClass::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 ;
- }
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