VisPointNode.h 5.6 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : LevelEdit *
  23. * *
  24. * $Archive:: /Commando/Code/Tools/LevelEdit/VisPointNode.h $*
  25. * *
  26. * Author:: Patrick Smith *
  27. * *
  28. * $Modtime:: 3/26/01 2:46p $*
  29. * *
  30. * $Revision:: 6 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef __VISPOINT_NODE_H
  39. #define __VISPOINT_NODE_H
  40. #include "node.h"
  41. #include "vector.h"
  42. #include "icons.h"
  43. #include "decophys.h"
  44. // Forward declarations
  45. class PresetClass;
  46. ////////////////////////////////////////////////////////////////////////////
  47. //
  48. // VisPointNodeClass
  49. //
  50. ////////////////////////////////////////////////////////////////////////////
  51. class VisPointNodeClass : public NodeClass
  52. {
  53. public:
  54. //////////////////////////////////////////////////////////////////
  55. // Public constructors/destructors
  56. //////////////////////////////////////////////////////////////////
  57. VisPointNodeClass (PresetClass *preset = NULL);
  58. VisPointNodeClass (const VisPointNodeClass &src);
  59. ~VisPointNodeClass (void);
  60. //////////////////////////////////////////////////////////////
  61. // Public operators
  62. //////////////////////////////////////////////////////////////
  63. const VisPointNodeClass &operator= (const VisPointNodeClass &src);
  64. //////////////////////////////////////////////////////////////////
  65. // Public methods
  66. //////////////////////////////////////////////////////////////////
  67. //
  68. // VisPointNodeClass specific
  69. //
  70. void Set_Vis_Tile_Location (const Vector3 &location);
  71. const Vector3 & Get_Vis_Tile_Location (void) const;
  72. void Save_Camera_Settings (const CameraClass &camera);
  73. void Setup_Camera (CameraClass &camera);
  74. //
  75. // From PersistClass
  76. //
  77. virtual const PersistFactoryClass & Get_Factory (void) const;
  78. //
  79. // From NodeClass
  80. //
  81. void Initialize (void);
  82. NodeClass * Clone (void) { return new VisPointNodeClass (*this); }
  83. NODE_TYPE Get_Type (void) const { return NODE_TYPE_VIS_POINT; }
  84. int Get_Icon_Index (void) const { return VIS_ICON; }
  85. PhysClass * Peek_Physics_Obj (void) const { return m_PhysObj; }
  86. bool Is_Static (void) const { return false; }
  87. bool Show_Settings_Dialog (void) { return true; }
  88. bool Can_Be_Rotated_Freely (void) const { return true; }
  89. void Set_Transform (const Matrix3D &tm);
  90. //
  91. // Export methods
  92. //
  93. void Pre_Export (void);
  94. void Post_Export (void);
  95. // From PersistClass
  96. bool Save (ChunkSaveClass &csave);
  97. bool Load (ChunkLoadClass &cload);
  98. protected:
  99. //////////////////////////////////////////////////////////////////
  100. // Protected methods
  101. //////////////////////////////////////////////////////////////////
  102. bool Load_Variables (ChunkLoadClass &cload);
  103. //////////////////////////////////////////////////////////////////
  104. // Protected member data
  105. //////////////////////////////////////////////////////////////////
  106. DecorationPhysClass * m_PhysObj;
  107. Vector3 m_VisTileLocation;
  108. float m_NearClipPlane;
  109. float m_HFov;
  110. float m_VFov;
  111. };
  112. //////////////////////////////////////////////////////////////////
  113. // Set_Vis_Tile_Location
  114. //////////////////////////////////////////////////////////////////
  115. inline void
  116. VisPointNodeClass::Set_Vis_Tile_Location (const Vector3 &location)
  117. {
  118. m_VisTileLocation = location;
  119. return ;
  120. }
  121. //////////////////////////////////////////////////////////////////
  122. // Get_Vis_Tile_Location
  123. //////////////////////////////////////////////////////////////////
  124. inline const Vector3 &
  125. VisPointNodeClass::Get_Vis_Tile_Location (void) const
  126. {
  127. return m_VisTileLocation;
  128. }
  129. #endif //__VISPOINT_NODE_H