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CnC_Renegade/Code/Tools/LevelEdit/LightNode.h

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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/LightNode.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 2/14/02 5:15p $*
* *
* $Revision:: 11 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __LIGHT_NODE_H
#define __LIGHT_NODE_H
#include "node.h"
#include "vector.h"
#include "icons.h"
#include "lightphys.h"
#include "lightdefinition.h"
#include "attenuationsphere.h"
#include "sceneeditor.h"
// Forward declarations
class PresetClass;
////////////////////////////////////////////////////////////////////////////
//
// LightNodeClass
//
////////////////////////////////////////////////////////////////////////////
class LightNodeClass : public NodeClass
{
public:
//////////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////////
LightNodeClass (PresetClass *preset = NULL);
LightNodeClass (const LightNodeClass &src);
~LightNodeClass (void);
//////////////////////////////////////////////////////////////
// Public operators
//////////////////////////////////////////////////////////////
const LightNodeClass &operator= (const LightNodeClass &src);
//////////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////////
//
// From PersistClass
//
virtual const PersistFactoryClass & Get_Factory (void) const;
virtual bool Save (ChunkSaveClass &csave);
virtual bool Load (ChunkLoadClass &cload);
//
// RTTI
//
LightNodeClass *As_LightNodeClass (void) { return this; }
//
// From NodeClass
//
void Initialize (void);
NodeClass * Clone (void) { return new LightNodeClass (*this); }
NODE_TYPE Get_Type (void) const { return NODE_TYPE_LIGHT; }
int Get_Icon_Index (void) const { return LIGHT_ICON; }
PhysClass * Peek_Physics_Obj (void) const { return m_DisplayObj; }
bool Is_Static (void) const { return false; }
bool Show_Settings_Dialog (void);
bool Can_Be_Rotated_Freely (void) const { return true; }
bool Is_Attenuation_Sphere_Shown (void) { return (m_Sphere != NULL); }
void Show_Attenuation_Spheres (bool onoff);
float Get_Attenuation_Radius (void);
void Set_Attenuation_Radius (float radius);
void Update_Cached_Vis_IDs (void);
//
// Notifications
//
void On_Rotate (void);
void On_Translate (void);
void On_Transform (void);
//
// Export methods
//
void Pre_Export (void);
void Post_Export (void);
//
// Scene methods
//
void Add_To_Scene (void);
void Remove_From_Scene (void);
//
// Light specific
//
void Initialize_From_Light (LightClass *light);
LightClass *Peek_Light (void);
LightPhysClass * Peek_Light_Phys (void) { return m_LightPhysObj; }
void Set_Group_ID (int group_id);
int Get_Group_ID (void) const;
uint32 Get_Vis_Sector_ID (void) const { return m_VisSectorID; }
void Set_Vis_Sector_ID (uint32 vis_id);
protected:
//////////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////////
void Update_Light (void);
bool Save_Variables (ChunkSaveClass &csave);
bool Load_Variables (ChunkLoadClass &cload);
//////////////////////////////////////////////////////////////////
// Protected member data
//////////////////////////////////////////////////////////////////
LightDefinitionClass m_InstanceSettings;
LightPhysClass * m_LightPhysObj;
PhysClass * m_DisplayObj;
AttenuationSphereClass * m_Sphere;
bool m_UsePreset;
uint32 m_VisSectorID;
};
//////////////////////////////////////////////////////////////////
// On_Rotate
//////////////////////////////////////////////////////////////////
inline void
LightNodeClass::On_Rotate (void)
{
if (m_LightPhysObj != NULL) {
m_LightPhysObj->Set_Transform (m_Transform);
::Get_Scene_Editor ()->Update_Lighting ();
}
if (m_Sphere != NULL) {
m_Sphere->Set_Transform (m_Transform);
}
NodeClass::On_Rotate ();
return ;
}
//////////////////////////////////////////////////////////////////
// On_Translate
//////////////////////////////////////////////////////////////////
inline void
LightNodeClass::On_Translate (void)
{
if (m_LightPhysObj != NULL) {
m_LightPhysObj->Set_Transform (m_Transform);
::Get_Scene_Editor ()->Update_Lighting ();
}
if (m_Sphere != NULL) {
m_Sphere->Set_Transform (m_Transform);
}
NodeClass::On_Translate ();
return ;
}
//////////////////////////////////////////////////////////////////
// On_Transform
//////////////////////////////////////////////////////////////////
inline void
LightNodeClass::On_Transform (void)
{
if (m_LightPhysObj != NULL) {
m_LightPhysObj->Set_Transform (m_Transform);
::Get_Scene_Editor ()->Update_Lighting ();
}
if (m_Sphere != NULL) {
m_Sphere->Set_Transform (m_Transform);
}
NodeClass::On_Transform ();
return ;
}
//////////////////////////////////////////////////////////////////
// Get_Attenuation_Radius
//////////////////////////////////////////////////////////////////
inline float
LightNodeClass::Get_Attenuation_Radius (void)
{
return m_InstanceSettings.Get_Outer_Radius ();
}
//////////////////////////////////////////////////////////////////
// Set_Attenuation_Radius
//////////////////////////////////////////////////////////////////
inline void
LightNodeClass::Set_Attenuation_Radius (float radius)
{
if (radius > 0) {
//
// Change the settings
//
m_UsePreset = false;
m_InstanceSettings.Set_Outer_Radius (radius);
//
// Update the light model
//
Update_Light ();
//
// Update the sphere (if necessary)
//
if (m_Sphere != NULL) {
m_Sphere->Set_Radius (radius);
}
}
return ;
}
//////////////////////////////////////////////////////////////////
// Set_Group_ID
//////////////////////////////////////////////////////////////////
inline void
LightNodeClass::Set_Group_ID (int group_id)
{
if (m_LightPhysObj != NULL) {
m_LightPhysObj->Set_Group_ID (group_id);
}
return ;
}
//////////////////////////////////////////////////////////////////
// Get_Group_ID
//////////////////////////////////////////////////////////////////
inline int
LightNodeClass::Get_Group_ID (void) const
{
int group_id = 0;
if (m_LightPhysObj != NULL) {
group_id = m_LightPhysObj->Get_Group_ID ();
}
return group_id;
}
#endif //__LIGHT_NODE_H