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CnC_Renegade/Code/Tools/LevelEdit/SelectionBox.cpp

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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/>.
*/
///////////////////////////////////////////////////////////////////////////////////////
//
// SelectionBoxClass.cpp
//
// Class declaration for a selected item's bounding box.
//
#include "stdafx.h"
#include "selectionbox.h"
#include "matrix3d.h"
#include "sceneeditor.h"
#include "rendobj.h"
#include "node.h"
//////////////////////////////////////////////////////////////////////
//
// SelectionBoxClass::DecorationLineClass
//
//////////////////////////////////////////////////////////////////////
SelectionBoxClass::DecorationLineClass::DecorationLineClass (void)
: m_pLine3D (NULL)
{
m_pLine3D = new Line3DClass (Vector3 (0,0,0), Vector3 (10,10,10), 0.3F, 0.8F, 0.8F, 0.8F);
// Don't do collision detections on us
Inc_Ignore_Counter();
// Let the base class know who the model is
Set_Model (m_pLine3D);
return ;
}
//////////////////////////////////////////////////////////////////////
//
// SelectionBoxClass::DecorationLineClass::~DecorationLineClass
//
//////////////////////////////////////////////////////////////////////
SelectionBoxClass::DecorationLineClass::~DecorationLineClass (void)
{
MEMBER_RELEASE (m_pLine3D);
return ;
}
//////////////////////////////////////////////////////////////////////
//
// SelectionBoxClass
//
//////////////////////////////////////////////////////////////////////
SelectionBoxClass::SelectionBoxClass (void)
: m_bIsAddedToScene (false)
{
//
// Loop through and create all the line segments
//
for (int line = 0; line < 24; line ++) {
m_pBoundingLines[line] = new SelectionBoxClass::DecorationLineClass;
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// ~SelectionBoxClass
//
//////////////////////////////////////////////////////////////////////
SelectionBoxClass::~SelectionBoxClass (void)
{
// Remove this item from the scene
Remove_From_Scene ();
// Loop through and release all the line segments
for (int line = 0; line < 24; line ++) {
MEMBER_RELEASE (m_pBoundingLines[line]);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Display_Around_Node
//
//////////////////////////////////////////////////////////////////////
void
SelectionBoxClass::Display_Around_Node (const NodeClass &node)
{
RenderObjClass *render_obj = node.Peek_Render_Obj ();
if (render_obj != NULL) {
Display_Around_Node (*render_obj);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Display_Around_Node
//
//////////////////////////////////////////////////////////////////////
void
SelectionBoxClass::Display_Around_Node (const RenderObjClass &render_obj)
{
// Get the bounding box of the item
AABoxClass bounding_box;
render_obj.Get_Obj_Space_Bounding_Box (bounding_box);
const Matrix3D &transform = render_obj.Get_Transform ();
// Alias the extent vector
Vector3 extent = bounding_box.Extent;
extent.X += extent.X / 50.0F;
extent.Y += extent.Y / 50.0F;
extent.Z += extent.Z / 50.0F;
//
// Calculate the positions of the eight verticies
//
Vector3 verticies[8];
verticies[0] = bounding_box.Center + Vector3 (extent.X, extent.Y, extent.Z);
verticies[1] = bounding_box.Center + Vector3 (-extent.X, extent.Y, extent.Z);
verticies[2] = bounding_box.Center + Vector3 (-extent.X, extent.Y, -extent.Z);
verticies[3] = bounding_box.Center + Vector3 (extent.X, extent.Y, -extent.Z);
verticies[4] = bounding_box.Center + Vector3 (extent.X, -extent.Y, extent.Z);
verticies[5] = bounding_box.Center + Vector3 (-extent.X, -extent.Y, extent.Z);
verticies[6] = bounding_box.Center + Vector3 (-extent.X, -extent.Y, -extent.Z);
verticies[7] = bounding_box.Center + Vector3 (extent.X, -extent.Y, -extent.Z);
//
// Rotate these verticies using the item's current transform
//
for (int vertex = 0; vertex < 8; vertex ++) {
verticies[vertex] = transform * verticies[vertex];
}
//
// Determine the new size for each grab handle
//
float largest_dim = max (extent.X, extent.Y);
largest_dim = max (largest_dim, extent.Z);
float width = max (largest_dim / 55.0F, 0.02F);
//
// Set the positions of the line segments that make up the box
//
m_pBoundingLines[0]->Reset (verticies[0], verticies[0] + (verticies[1]-verticies[0])/4.00F, width);
m_pBoundingLines[4]->Reset (verticies[0], verticies[0] + (verticies[4]-verticies[0])/4.00F, width);
m_pBoundingLines[12]->Reset (verticies[0], verticies[0] + (verticies[3]-verticies[0])/4.00F, width);
m_pBoundingLines[1]->Reset (verticies[1], verticies[1] + (verticies[2]-verticies[1])/4.00F, width);
m_pBoundingLines[5]->Reset (verticies[1], verticies[1] + (verticies[5]-verticies[1])/4.00F, width);
m_pBoundingLines[13]->Reset (verticies[1], verticies[1] + (verticies[0]-verticies[1])/4.00F, width);
m_pBoundingLines[2]->Reset (verticies[2], verticies[2] + (verticies[3]-verticies[2])/4.00F, width);
m_pBoundingLines[6]->Reset (verticies[2], verticies[2] + (verticies[6]-verticies[2])/4.00F, width);
m_pBoundingLines[14]->Reset (verticies[2], verticies[2] + (verticies[1]-verticies[2])/4.00F, width);
m_pBoundingLines[3]->Reset (verticies[3], verticies[3] + (verticies[0]-verticies[3])/4.00F, width);
m_pBoundingLines[7]->Reset (verticies[3], verticies[3] + (verticies[7]-verticies[3])/4.00F, width);
m_pBoundingLines[15]->Reset (verticies[3], verticies[3] + (verticies[2]-verticies[3])/4.00F, width);
m_pBoundingLines[8]->Reset (verticies[4], verticies[4] + (verticies[5]-verticies[4])/4.00F, width);
m_pBoundingLines[16]->Reset (verticies[4], verticies[4] + (verticies[0]-verticies[4])/4.00F, width);
m_pBoundingLines[17]->Reset (verticies[4], verticies[4] + (verticies[7]-verticies[4])/4.00F, width);
m_pBoundingLines[9]->Reset (verticies[5], verticies[5] + (verticies[6]-verticies[5])/4.00F, width);
m_pBoundingLines[18]->Reset (verticies[5], verticies[5] + (verticies[4]-verticies[5])/4.00F, width);
m_pBoundingLines[19]->Reset (verticies[5], verticies[5] + (verticies[1]-verticies[5])/4.00F, width);
m_pBoundingLines[10]->Reset (verticies[6], verticies[6] + (verticies[7]-verticies[6])/4.00F, width);
m_pBoundingLines[20]->Reset (verticies[6], verticies[6] + (verticies[5]-verticies[6])/4.00F, width);
m_pBoundingLines[21]->Reset (verticies[6], verticies[6] + (verticies[2]-verticies[6])/4.00F, width);
m_pBoundingLines[11]->Reset (verticies[7], verticies[7] + (verticies[4]-verticies[7])/4.00F, width);
m_pBoundingLines[22]->Reset (verticies[7], verticies[7] + (verticies[6]-verticies[7])/4.00F, width);
m_pBoundingLines[23]->Reset (verticies[7], verticies[7] + (verticies[3]-verticies[7])/4.00F, width);
//
// Add the lines to the scene if necessary
//
if (m_bIsAddedToScene == false) {
SceneEditorClass *scene = ::Get_Scene_Editor ();
if (scene != NULL) {
// Loop through all the line segments and add them to the scene
for (int line = 0; line < 24; line ++) {
scene->Add_Dynamic_Object (m_pBoundingLines[line]);
}
// Success!
m_bIsAddedToScene = true;
}
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Remove_From_Scene
//
//////////////////////////////////////////////////////////////////////
void
SelectionBoxClass::Remove_From_Scene (void)
{
// Get a pointer to the current scene
SceneEditorClass *scene = ::Get_Scene_Editor ();
if (scene != NULL) {
// Remove all the lines from the scene
for (int line = 0; line < 24; line ++) {
scene->Remove_Object (m_pBoundingLines[line]);
}
// Success!
m_bIsAddedToScene = true;
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Set_Color
//
//////////////////////////////////////////////////////////////////////
void
SelectionBoxClass::Set_Color (const Vector3 &color)
{
// Change the color of all the lines
for (int line = 0; line < 24; line ++) {
m_pBoundingLines[line]->Set_Color (color);
}
return ;
}