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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/editoronlyobjectnode.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 9/22/01 12:56p $*
- * *
- * $Revision:: 3 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "stdafx.h"
- #include "editoronlyobjectnode.h"
- #include "editoronlydefinition.h"
- #include "phys.h"
- #include "rendobj.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 "presetmgr.h"
- #include "nodemgr.h"
- #include "part_emt.h"
- #include "modelutils.h"
- //////////////////////////////////////////////////////////////////////////////
- // Local prototypes
- //////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////
- // Persist factory
- //////////////////////////////////////////////////////////////////////////////
- SimplePersistFactoryClass<EditorOnlyObjectNodeClass, CHUNKID_EDITOR_ONLY_OBJECTS> _EditorOnlyObjNodePersistFactory;
- //////////////////////////////////////////////////////////////////////////////
- //
- // EditorOnlyObjectNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- EditorOnlyObjectNodeClass::EditorOnlyObjectNodeClass (PresetClass *preset)
- : DisplayObj (NULL),
- NodeClass (preset)
- {
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // EditorOnlyObjectNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- EditorOnlyObjectNodeClass::EditorOnlyObjectNodeClass (const EditorOnlyObjectNodeClass &src)
- : DisplayObj (NULL),
- NodeClass (NULL)
- {
- *this = src;
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // ~EditorOnlyObjectNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- EditorOnlyObjectNodeClass::~EditorOnlyObjectNodeClass (void)
- {
- Remove_From_Scene ();
- MEMBER_RELEASE (DisplayObj);
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Initialize
- //
- // Note: This may be called more than once. It is used as an 'initialize'
- // and a 're-initialize'.
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- EditorOnlyObjectNodeClass::Initialize (void)
- {
- EditorOnlyDefinitionClass *definition = static_cast<EditorOnlyDefinitionClass *> (m_Preset->Get_Definition ());
- if (definition != NULL) {
- MEMBER_RELEASE (DisplayObj);
- //
- // Make sure we have all the assets loaded into memory that this object needs.
- //
- m_Preset->Load_All_Assets ();
-
- //
- // Create the display object
- //
- DisplayObj = new DecorationPhysClass;
- CString render_obj_name = ::Asset_Name_From_Filename (definition->Get_Model_Name ());
- RenderObjClass *render_obj = ::Create_Render_Obj (render_obj_name);
- if (render_obj != NULL) {
- DisplayObj->Set_Model (render_obj);
- MEMBER_RELEASE (render_obj);
- DisplayObj->Set_Collision_Group (GAME_COLLISION_GROUP);
- DisplayObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
- ::Set_Model_Collision_Type (DisplayObj->Peek_Model (), 15);
- }
- //
- // Update the transforms of both objects
- //
- Set_Transform (m_Transform);
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- EditorOnlyObjectNodeClass::Get_Factory (void) const
- {
- return _EditorOnlyObjNodePersistFactory;
- }
- /////////////////////////////////////////////////////////////////
- //
- // operator=
- //
- /////////////////////////////////////////////////////////////////
- const EditorOnlyObjectNodeClass &
- EditorOnlyObjectNodeClass::operator= (const EditorOnlyObjectNodeClass &src)
- {
- NodeClass::operator= (src);
- return *this;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Pre_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- EditorOnlyObjectNodeClass::Pre_Export (void)
- {
- //
- // Remove ourselves from the 'system' so we don't get accidentally
- // saved during the export.
- //
- Add_Ref ();
- if (DisplayObj != NULL && m_IsInScene) {
- ::Get_Scene_Editor ()->Remove_Object (DisplayObj);
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Post_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- EditorOnlyObjectNodeClass::Post_Export (void)
- {
- //
- // Put ourselves back into the system
- //
- if (DisplayObj != NULL && m_IsInScene) {
- ::Get_Scene_Editor ()->Add_Dynamic_Object (DisplayObj);
- }
- Release_Ref ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Add_To_Scene
- //
- //////////////////////////////////////////////////////////////////////
- void
- EditorOnlyObjectNodeClass::Add_To_Scene (void)
- {
- NodeClass::Add_To_Scene ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Remove_From_Scene
- //
- //////////////////////////////////////////////////////////////////////
- void
- EditorOnlyObjectNodeClass::Remove_From_Scene (void)
- {
- NodeClass::Remove_From_Scene ();
- return ;
- }
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