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CnC_Renegade/Code/Tools/LevelEdit/Mover.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/Mover.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 2/15/01 10:16a $*
* *
* $Revision:: 10 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __MOVER_H
#define __MOVER_H
#include "listtypes.h"
#include "bittype.h"
#include "collisiongroups.h"
#include "coltest.h"
#include "physcoltest.h"
#include "utils.h"
#include "sceneeditor.h"
// Forward declarations
class NodeClass;
class Quaternion;
class Vector3;
class Matrix3D;
struct CastResultStruct;
///////////////////////////////////////////////////////////////////////
//
// MoverClass
//
///////////////////////////////////////////////////////////////////////
class MoverClass
{
public:
////////////////////////////////////////////////////////////////////
// Static methods
////////////////////////////////////////////////////////////////////
//
// Node 'casting' functions.
// These position a node at the interesction point of a ray cast into the world.
//
static void Position_Node (NodeClass *node);
static void Position_Node_Along_Ray (NodeClass *node);
static Vector3 Position_Node_Along_Ray (NodeClass *node, const Vector3 &start, const Vector3 &end);
static void Position_Nodes_Along_Ray (void);
static void Position_Nodes_Along_Ray (const Vector3 &start, const Vector3 &end);
static Vector3 Position_Nodes_Along_Ray (NODE_LIST &list, const Vector3 &tracking_pt, const Vector3 &start, const Vector3 &end);
static Vector3 Calc_New_Position (const Matrix3D &coord_system, const Vector3 &start_point_in_world_coords, LPPOINT mouse_pos = NULL);
//
// Translation functions
//
static void Move_Node (NodeClass *node, const Vector3 &translation);
static void Move_Nodes (const Vector3 &translation);
static Vector3 Move_Nodes (NODE_LIST &list, const Vector3 &tracking_point);
static void Simple_Move_Nodes (NODE_LIST &list, const Vector3 &translation);
//
// Rotation functions
//
static void Rotate_Nodes (float deltax, float deltay, const Quaternion &rotation);
static void Rotate_Nodes (NODE_LIST &list, const Vector3 &center, float deltax, float deltay, const Quaternion &rotation);
static void Rotate_Nodes (NODE_LIST &list, const Matrix3D &rotation_matrix, const Vector3 &center);
static void Rotate_Nodes_Z (float multiplier);
static void Rotate_Nodes_Z (NODE_LIST &list, const Vector3 &center, float multiplier);
//
// Low-level rotate and translate functions on a per-node basis.
// These are called by the other functions once the rotatation or translation params are calculated.
//
static void Rotate_Node (NodeClass *node, const Matrix3D &rotation_matrix, const Matrix3D &coord_system);
static void Rotate_Node_Freely (NodeClass *node, const Matrix3D &rotation_matrix, const Matrix3D &coord_system);
static void Rotate_Node_Z90 (NodeClass *node, const Matrix3D &rotation_matrix, const Matrix3D &coord_system);
static void Translate_Node (NodeClass *node, const Vector3 &vector);
static void Transform_Node (NodeClass *node, const Matrix3D &transform);
static void Transform_Nodes (NodeClass *node, const Matrix3D &transform);
static void Transform_Nodes (NODE_LIST &list, NodeClass *node, const Matrix3D &transform);
//
// Ray-Cast helper functions
// These are used to simplify ray casting and line-of-sight casting
//
static void Get_LOS_Ray (const POINT &mouse_pos, float length, Vector3 &start, Vector3 &end);
static void Get_LOS_Ray (float length, Vector3 &start, Vector3 &end);
static void Get_Mouse_Ray (const POINT &mouse_pos, float length, Vector3 &start, Vector3 &end);
static void Get_Mouse_Ray (float length, Vector3 &start, Vector3 &end);
static PhysClass *Cast_Ray (CastResultStruct &result, const Vector3 &start, const Vector3 &end, uint32 group = DEF_COLLISION_GROUP, uint32 type = COLLISION_TYPE_PHYSICAL | COLLISION_TYPE_PROJECTILE | COLLISION_TYPE_6);
static PhysClass *Cast_Box (CastResultStruct &result, const AABoxClass &box, const Vector3 &move, uint32 group = DEF_COLLISION_GROUP, uint32 type = COLLISION_TYPE_PHYSICAL | COLLISION_TYPE_PROJECTILE | COLLISION_TYPE_6);
protected:
////////////////////////////////////////////////////////////////////
// Protected methods
////////////////////////////////////////////////////////////////////
static bool Calc_Ray_Intersection_XY (float plane, const Vector3 &start, const Vector3 &end, Vector3 &result);
static bool Calc_Ray_Intersection_XZ (float plane, const Vector3 &start, const Vector3 &end, Vector3 &result);
static bool Calc_Ray_Intersection_YZ (float plane, const Vector3 &start, const Vector3 &end, Vector3 &result);
private:
////////////////////////////////////////////////////////////////////
// Private member data
////////////////////////////////////////////////////////////////////
};
////////////////////////////////////////////////////////////////////
// Cast_Ray
////////////////////////////////////////////////////////////////////
inline PhysClass *
MoverClass::Cast_Ray
(
CastResultStruct & result,
const Vector3 & start,
const Vector3 & end,
uint32 group,
uint32 type
)
{
bool retval = false;
LineSegClass ray (start, end);
PhysRayCollisionTestClass raytest (ray, &result, group, type);
::Get_Scene_Editor ()->Cast_Ray (raytest);
//
// Return a pointer to the collided physics object if the
// cast hit something
//
PhysClass *collided_obj = NULL;
if (result.Fraction < 1.0F) {
collided_obj = raytest.CollidedPhysObj;
}
return collided_obj;
}
////////////////////////////////////////////////////////////////////
// Cast_Box
////////////////////////////////////////////////////////////////////
inline PhysClass *
MoverClass::Cast_Box
(
CastResultStruct & result,
const AABoxClass & box,
const Vector3 & move,
uint32 group,
uint32 type
)
{
bool retval = false;
PhysAABoxCollisionTestClass boxtest (box, move, &result, group, type);
PhysicsSceneClass::Get_Instance()->Cast_AABox (boxtest);
//
// Return a pointer to the collided physics object if the
// cast hit something
//
PhysClass *collided_obj = NULL;
if (result.Fraction < 1.0F) {
collided_obj = boxtest.CollidedPhysObj;
}
return collided_obj;
}
#endif //__MOVER_H