1054 lines
25 KiB
C++
1054 lines
25 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/WaypathNode.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 7/03/01 2:35p $*
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* *
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* $Revision:: 17 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stdafx.h"
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#include "waypathnode.h"
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#include "sceneeditor.h"
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#include "collisiongroups.h"
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#include "persistfactory.h"
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#include "editorchunkids.h"
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#include "preset.h"
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#include "chunkio.h"
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#include "nodemgr.h"
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#include "segline.h"
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#include "waypointnode.h"
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#include "waypath.h"
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#include "waypoint.h"
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#include "pathfind.h"
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#include "nodeinfopage.h"
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#include "positionpage.h"
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#include "editorpropsheet.h"
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#include "pathfindportal.h"
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<WaypathNodeClass, CHUNKID_NODE_WAYPATH> _WaypathNodePersistFactory;
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enum
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{
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CHUNKID_VARIABLES = 0x02291130,
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CHUNKID_BASE_CLASS,
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CHUNKID_WAYPOINTS
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};
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enum
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{
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VARID_WAYPOINT_PTR = 0x01,
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VARID_OLD_PTR = 0x02,
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VARID_FLAGS = 0x03,
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// WaypathNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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WaypathNodeClass::WaypathNodeClass (PresetClass *preset)
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: m_PhysObj (NULL),
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m_Flags (FLAG_HUMAN | FLAG_GROUND_VEHICLE),
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m_RuntimeWaypath (NULL),
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m_HasLoadCompleted (true),
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NodeClass (preset)
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{
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// WaypathNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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WaypathNodeClass::WaypathNodeClass (const WaypathNodeClass &src)
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: m_PhysObj (NULL),
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m_Flags (FLAG_HUMAN | FLAG_GROUND_VEHICLE),
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m_RuntimeWaypath (NULL),
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m_HasLoadCompleted (true),
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NodeClass (NULL)
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{
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*this = src;
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// ~WaypathNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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WaypathNodeClass::~WaypathNodeClass (void)
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{
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Remove_From_Scene ();
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MEMBER_RELEASE (m_PhysObj);
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Free_Waypoints ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Initialize
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//
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// Note: This may be called more than once. It is used as an 'initialize'
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// and a 're-initialize'.
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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WaypathNodeClass::Initialize (void)
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{
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MEMBER_RELEASE (m_PhysObj);
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SegmentedLineClass *line = new SegmentedLineClass;
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line->Set_Width (0.075F);
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line->Set_Color (Vector3 (0, 0.75F, 0));
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line->Set_Opacity (1.0F);
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//line->Set_Shader (ShaderClass::_PresetOpaqueSolidShader);
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// Create the new physics object
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m_PhysObj = new DecorationPhysClass;
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//
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// Configure the physics object with information about
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// its new render object and collision data.
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//
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m_PhysObj->Set_Model (line);
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m_PhysObj->Set_Transform (Matrix3D(1));
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m_PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
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m_PhysObj->Peek_Model ()->Set_Collision_Type (COLLISION_TYPE_6);
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m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
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m_PhysObj->Set_Transform (m_Transform);
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// Release our hold on the render object pointer
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MEMBER_RELEASE (line);
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//
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// Make sure the path has at least one waypoint
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//
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if (m_PointList.Count () == 0) {
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Add_Point (m_Transform.Get_Translation ());
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}
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if (m_HasLoadCompleted) {
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Update_Line ();
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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WaypathNodeClass::Get_Factory (void) const
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{
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return _WaypathNodePersistFactory;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Save
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//
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/////////////////////////////////////////////////////////////////
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bool
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WaypathNodeClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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NodeClass::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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WaypathNodeClass *this_ptr = this;
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WRITE_MICRO_CHUNK (csave, VARID_OLD_PTR, this_ptr);
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WRITE_MICRO_CHUNK (csave, VARID_FLAGS, m_Flags);
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csave.End_Chunk ();
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//
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// Save the waypoints in their own chunk
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//
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csave.Begin_Chunk (CHUNKID_WAYPOINTS);
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NODE_LIST node_list;
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for (int index = 0; index < m_PointList.Count (); index ++) {
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node_list.Add (m_PointList[index]);
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}
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NodeMgrClass::Save_Node_List (csave, node_list);
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csave.End_Chunk ();
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return true;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Load
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//
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/////////////////////////////////////////////////////////////////
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bool
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WaypathNodeClass::Load (ChunkLoadClass &cload)
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{
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m_OldStylePointList.Delete_All ();
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Free_Waypoints ();
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m_HasLoadCompleted = false;
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_BASE_CLASS:
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NodeClass::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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case CHUNKID_WAYPOINTS:
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{
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//
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// Load the list of nodes
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//
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NODE_LIST node_list;
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NodeMgrClass::Load_Node_List (cload, node_list);
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//
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// Store each node (as a waypoint) in our list
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//
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for (int index = 0; index < node_list.Count (); index ++) {
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WaypointNodeClass *node = node_list[index]->As_WaypointNodeClass ();
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if (node != NULL) {
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m_PointList.Add (node);
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}
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}
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}
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break;
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}
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cload.Close_Chunk ();
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}
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SaveLoadSystemClass::Register_Post_Load_Callback (this);
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return true;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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///////////////////////////////////////////////////////////////////////
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bool
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WaypathNodeClass::Load_Variables (ChunkLoadClass &cload)
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{
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//
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// Loop through all the microchunks that define the variables
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//
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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READ_MICRO_CHUNK (cload, VARID_FLAGS, m_Flags);
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case VARID_WAYPOINT_PTR:
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{
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//
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// Read the old waypoint ptr from the chunk and add it to our
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// list. We will remap it later.
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//
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WaypointNodeClass *waypoint = NULL;
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cload.Read (&waypoint, sizeof (waypoint));
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m_OldStylePointList.Add (waypoint);
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}
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break;
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case VARID_OLD_PTR:
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{
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//
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// Read the old pointer from the chunk and submit it
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// to the remapping system.
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//
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WaypathNodeClass *old_ptr = NULL;
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cload.Read (&old_ptr, sizeof (old_ptr));
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SaveLoadSystemClass::Register_Pointer (old_ptr, this);
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}
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break;
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}
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cload.Close_Micro_Chunk ();
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}
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//
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// Register each of the pointers in our waypoint list for remapping
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//
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for (int index = 0; index < m_OldStylePointList.Count (); index ++) {
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REQUEST_POINTER_REMAP ((void **)&m_OldStylePointList[index]);
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// On_Post_Load
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//
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///////////////////////////////////////////////////////////////////////
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void
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WaypathNodeClass::On_Post_Load (void)
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{
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//
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// Do we need to import any waypoints from an old-style save?
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//
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if (m_OldStylePointList.Count () > 0) {
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Free_Waypoints ();
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//
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// Add a ref-count to each of the waypoints and remove it from the node manager
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//
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DynamicVectorClass<WaypointNodeClass *> new_point_list;
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for (int index = 0; index < m_OldStylePointList.Count (); index ++) {
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WaypointNodeClass *waypoint = m_OldStylePointList[index];
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if (waypoint != NULL) {
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new_point_list.Add (waypoint);
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SAFE_ADD_REF (waypoint);
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|
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//
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// Remove the node from the manager (we'll manage the waypoints)
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//
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NodeMgrClass::Remove_Node (waypoint);
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}
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}
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m_PointList = new_point_list;
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m_OldStylePointList.Delete_All ();
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}
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||
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//
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||
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// Add a reference count to each of the points
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||
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//
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||
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/*for (int index = 0; index < m_PointList.Count (); index ++) {
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WaypointNodeClass *waypoint = m_PointList[index];
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SAFE_ADD_REF (waypoint);
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}*/
|
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//
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||
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// Make sure the line is refreshed
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||
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//
|
||
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Update_Line ();
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m_HasLoadCompleted = true;
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||
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return ;
|
||
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}
|
||
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|
||
|
|
||
|
///////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Set_Transform
|
||
|
//
|
||
|
///////////////////////////////////////////////////////////////////////
|
||
|
void
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WaypathNodeClass::Set_Transform (const Matrix3D &tm)
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{
|
||
|
|
||
|
SegmentedLineClass *line = Peek_Line ();
|
||
|
if (line != NULL) {
|
||
|
|
||
|
//
|
||
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// Transform all the points in the path
|
||
|
//
|
||
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int index = m_PointList.Count ();
|
||
|
while (index --) {
|
||
|
|
||
|
//
|
||
|
// Get this point's object space location
|
||
|
//
|
||
|
Vector3 point_loc (0, 0, 0);
|
||
|
line->Get_Point_Location (index, point_loc);
|
||
|
|
||
|
//
|
||
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// Reposition the point relative to the new path transform
|
||
|
//
|
||
|
Vector3 new_pos = tm * point_loc;
|
||
|
m_PointList[index]->Parent_Set_Position ((new_pos - Vector3 (0, 0, 0.2F)));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
NodeClass::Set_Transform (tm);
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// operator=
|
||
|
//
|
||
|
/////////////////////////////////////////////////////////////////
|
||
|
const WaypathNodeClass &
|
||
|
WaypathNodeClass::operator= (const WaypathNodeClass &src)
|
||
|
{
|
||
|
//
|
||
|
// Allow the base class to process
|
||
|
//
|
||
|
NodeClass::operator= (src);
|
||
|
Free_Waypoints ();
|
||
|
|
||
|
//
|
||
|
// Copy the src waypath's list of waypoints...
|
||
|
//
|
||
|
int count = src.m_PointList.Count ();
|
||
|
for (int index = 0; index < count; index ++) {
|
||
|
WaypointNodeClass *waypoint = src.m_PointList[index];
|
||
|
WaypointNodeClass *new_waypoint = (WaypointNodeClass *)waypoint->Clone ();
|
||
|
new_waypoint->Set_Waypath (this);
|
||
|
m_PointList.Add (new_waypoint);
|
||
|
//NodeMgrClass::Add_Node (new_waypoint);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Copy the flags
|
||
|
//
|
||
|
m_Flags = src.m_Flags;
|
||
|
|
||
|
//
|
||
|
// Refresh the line
|
||
|
//
|
||
|
Update_Line ();
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Pre_Export
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypathNodeClass::Pre_Export (void)
|
||
|
{
|
||
|
//
|
||
|
// Remove ourselves from the 'system' so we don't get accidentally
|
||
|
// saved during the export.
|
||
|
//
|
||
|
Add_Ref ();
|
||
|
if (m_PhysObj != NULL && m_IsInScene) {
|
||
|
::Get_Scene_Editor ()->Remove_Object (m_PhysObj);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Create a runtime waypath object and register it with
|
||
|
// the system so it gets exported with the game.
|
||
|
//
|
||
|
m_RuntimeWaypath = new WaypathClass;
|
||
|
m_RuntimeWaypath->Set_ID (Get_ID ());
|
||
|
m_RuntimeWaypath->Set_Flags (m_Flags);
|
||
|
|
||
|
//
|
||
|
// Add all the waypoints to the new waypath
|
||
|
//
|
||
|
Vector3 last_pos (0, 0, 0);
|
||
|
for (int index = 0; index < m_PointList.Count (); index ++) {
|
||
|
Vector3 curr_pos (0, 0, 0);
|
||
|
WaypointNodeClass *waypoint = m_PointList[index];
|
||
|
if (waypoint != NULL) {
|
||
|
|
||
|
//
|
||
|
// Calculate the position of this waypoint
|
||
|
//
|
||
|
curr_pos = waypoint->Get_Position () + Vector3 (0, 0, 0.2F);
|
||
|
|
||
|
//
|
||
|
// Check to see if the line segment formed by the last point and this point
|
||
|
// intersects any pathfind-action portals (transition zones)
|
||
|
//
|
||
|
if (index > 0) {
|
||
|
DynamicVectorClass<PathfindPortalClass *> list;
|
||
|
PathfindClass::Get_Instance ()->Find_Portals (last_pos, curr_pos, list, true);
|
||
|
|
||
|
//
|
||
|
// Now add new nodes for any portals this segment intersects
|
||
|
//
|
||
|
for (int list_index = 0; list_index < list.Count (); list_index ++) {
|
||
|
PathfindActionPortalClass *portal = list[list_index]->As_PathfindActionPortalClass ();
|
||
|
AABoxClass portal_box;
|
||
|
portal->Get_Bounding_Box (portal_box);
|
||
|
|
||
|
//
|
||
|
// Create a runtime waypoint and add it to the runtime
|
||
|
// waypath.
|
||
|
//
|
||
|
WaypointClass *new_waypoint = new WaypointClass;
|
||
|
new_waypoint->Set_ID (NodeMgrClass::Get_Node_ID (NODE_TYPE_WAYPOINT));
|
||
|
new_waypoint->Set_Position (portal_box.Center);
|
||
|
new_waypoint->Set_Action_Portal (portal);
|
||
|
m_RuntimeWaypath->Add_Point (*new_waypoint);
|
||
|
MEMBER_RELEASE (new_waypoint);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Create a runtime waypoint and add it to the runtime
|
||
|
// waypath.
|
||
|
//
|
||
|
WaypointClass *runtime_waypoint = new WaypointClass;
|
||
|
runtime_waypoint->Set_ID (waypoint->Get_ID ());
|
||
|
runtime_waypoint->Set_Position (curr_pos);
|
||
|
|
||
|
runtime_waypoint->Set_Flags (0);
|
||
|
runtime_waypoint->Set_Flag (WaypointClass::FLAG_REQUIRES_JUMP, waypoint->Get_Flag (WaypointNodeClass::FLAG_REQUIRES_JUMP));
|
||
|
|
||
|
m_RuntimeWaypath->Add_Point (*runtime_waypoint);
|
||
|
MEMBER_RELEASE (runtime_waypoint);
|
||
|
}
|
||
|
|
||
|
last_pos = curr_pos;
|
||
|
}
|
||
|
|
||
|
PathfindClass::Get_Instance ()->Add_Waypath (m_RuntimeWaypath);
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Post_Export
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypathNodeClass::Post_Export (void)
|
||
|
{
|
||
|
//
|
||
|
// Put ourselves back into the system
|
||
|
//
|
||
|
if (m_PhysObj != NULL && m_IsInScene) {
|
||
|
::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj);
|
||
|
}
|
||
|
Release_Ref ();
|
||
|
|
||
|
//
|
||
|
// Remove the waypath object we just exported from the system
|
||
|
//
|
||
|
if (m_RuntimeWaypath != NULL) {
|
||
|
PathfindClass::Get_Instance ()->Remove_Waypath (m_RuntimeWaypath);
|
||
|
MEMBER_RELEASE (m_RuntimeWaypath);
|
||
|
}
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Free_Waypoints
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypathNodeClass::Free_Waypoints (void)
|
||
|
{
|
||
|
//
|
||
|
// Free our hold on each of the waypoints
|
||
|
//
|
||
|
for (int index = 0; index < m_PointList.Count (); index ++) {
|
||
|
WaypointNodeClass *waypoint = m_PointList[index];
|
||
|
|
||
|
if (waypoint != NULL) {
|
||
|
waypoint->Set_Waypath (NULL);
|
||
|
waypoint->Remove_From_Scene ();
|
||
|
}
|
||
|
|
||
|
MEMBER_RELEASE (waypoint);
|
||
|
}
|
||
|
|
||
|
m_PointList.Delete_All ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Add_To_Scene
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypathNodeClass::Add_To_Scene (void)
|
||
|
{
|
||
|
SceneEditorClass *scene = ::Get_Scene_Editor ();
|
||
|
|
||
|
//
|
||
|
// Add all the waypoints to the scene
|
||
|
//
|
||
|
for (int index = 0; index < m_PointList.Count (); index ++) {
|
||
|
WaypointNodeClass *waypoint = m_PointList[index];
|
||
|
if (waypoint != NULL) {
|
||
|
waypoint->Add_To_Scene ();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
NodeClass::Add_To_Scene ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Remove_From_Scene
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypathNodeClass::Remove_From_Scene (void)
|
||
|
{
|
||
|
SceneEditorClass *scene = ::Get_Scene_Editor ();
|
||
|
if (scene != NULL && m_IsInScene) {
|
||
|
|
||
|
//
|
||
|
// Remove all the waypoints from the scene
|
||
|
//
|
||
|
for (int index = 0; index < m_PointList.Count (); index ++) {
|
||
|
WaypointNodeClass *waypoint = m_PointList[index];
|
||
|
if (waypoint != NULL) {
|
||
|
waypoint->Remove_From_Scene ();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
NodeClass::Remove_From_Scene ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Delete_Point
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypathNodeClass::Delete_Point (int index)
|
||
|
{
|
||
|
SANITY_CHECK(index >= 0 && index < m_PointList.Count ()) {
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Remove the point from this path
|
||
|
//
|
||
|
WaypointNodeClass *waypoint = m_PointList[index];
|
||
|
waypoint->Set_Waypath (NULL);
|
||
|
waypoint->Remove_From_Scene ();
|
||
|
//NodeMgrClass::Remove_Node (waypoint);
|
||
|
MEMBER_RELEASE (waypoint);
|
||
|
m_PointList.Delete (index);
|
||
|
|
||
|
if (m_PointList.Count () > 0) {
|
||
|
|
||
|
//
|
||
|
// Refresh the line
|
||
|
//
|
||
|
Update_Line ();
|
||
|
|
||
|
} else {
|
||
|
|
||
|
//
|
||
|
// Delete this path if there are no more points left
|
||
|
//
|
||
|
::Get_Scene_Editor ()->Delete_Node (this, false);
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Insert_Point
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypathNodeClass::Insert_Point (int index, const Vector3 &point)
|
||
|
{
|
||
|
SANITY_CHECK(index >= 0 && index <= m_PointList.Count ()) {
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Create a new waypoint and insert it into the list
|
||
|
//
|
||
|
WaypointNodeClass *waypoint = Create_Waypoint (point);
|
||
|
m_PointList.Insert (index, waypoint);
|
||
|
|
||
|
//
|
||
|
// Refresh the line
|
||
|
//
|
||
|
Update_Line ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Find_Index
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
int
|
||
|
WaypathNodeClass::Find_Index (WaypointNodeClass *waypoint)
|
||
|
{
|
||
|
int retval = -1;
|
||
|
|
||
|
//
|
||
|
// Loop over all the waypoints in our list until
|
||
|
// we have found the matching pointer...
|
||
|
//
|
||
|
int index = m_PointList.Count ();
|
||
|
while (index --) {
|
||
|
if (waypoint == m_PointList[index]) {
|
||
|
retval = index;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return index;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Add_Point
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
int
|
||
|
WaypathNodeClass::Add_Point (const Vector3 &point)
|
||
|
{
|
||
|
//
|
||
|
// Create a new waypoint and add it to the end of our list...
|
||
|
//
|
||
|
WaypointNodeClass *waypoint = Create_Waypoint (point);
|
||
|
m_PointList.Add (waypoint);
|
||
|
|
||
|
//
|
||
|
// Refresh the line
|
||
|
//
|
||
|
Update_Line ();
|
||
|
return (m_PointList.Count () - 1);
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// On_Point_Moved
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypathNodeClass::On_Point_Moved (int index, const Vector3 &new_pos)
|
||
|
{
|
||
|
SegmentedLineClass *line = Peek_Line ();
|
||
|
if (line != NULL) {
|
||
|
|
||
|
//
|
||
|
// Convert the position from world-space to object-space
|
||
|
//
|
||
|
Vector3 obj_space_pos (0, 0, 0);
|
||
|
Vector3 line_pos = new_pos + Vector3 (0, 0, 0.2F);
|
||
|
Matrix3D::Inverse_Transform_Vector (line->Get_Transform (), line_pos, &obj_space_pos);
|
||
|
|
||
|
//
|
||
|
// Pass the new position onto the line...
|
||
|
//
|
||
|
line->Set_Point_Location (index, obj_space_pos);
|
||
|
|
||
|
if (index == 0 && (Get_Flag (FLAG_LOOPING) || m_PointList.Count () == 1)) {
|
||
|
line->Set_Point_Location (m_PointList.Count (), obj_space_pos);
|
||
|
}
|
||
|
|
||
|
m_PhysObj->Update_Cull_Box ();
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Update_Line
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypathNodeClass::Update_Line (void)
|
||
|
{
|
||
|
SegmentedLineClass *line = Peek_Line ();
|
||
|
if (line != NULL) {
|
||
|
|
||
|
//
|
||
|
// Allocate a new array of points for the line render object
|
||
|
//
|
||
|
int count = m_PointList.Count ();
|
||
|
Vector3 *points = new Vector3[count + 1];
|
||
|
|
||
|
//
|
||
|
// Fill in the array of points with our waypoint locations
|
||
|
//
|
||
|
for (int index = 0; index < count; index ++) {
|
||
|
|
||
|
WaypointNodeClass *waypoint = m_PointList[index];
|
||
|
|
||
|
//
|
||
|
// Determine which model this waypoint should use...
|
||
|
//
|
||
|
if (index == 0) {
|
||
|
waypoint->Set_Model (WaypointNodeClass::MODEL_START_PT);
|
||
|
} else if (index == count-1) {
|
||
|
if (Get_Flag (FLAG_TWO_WAY) == false) {
|
||
|
waypoint->Set_Model (WaypointNodeClass::MODEL_END_PT);
|
||
|
} else {
|
||
|
waypoint->Set_Model (WaypointNodeClass::MODEL_START_PT);
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
waypoint->Set_Model (WaypointNodeClass::MODEL_MIDDLE_PT);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Convert the world space position of this waypoint into
|
||
|
// a local coordinate system for the path.
|
||
|
//
|
||
|
Vector3 world_pos = waypoint->Get_Position () + Vector3 (0, 0, 0.2F);
|
||
|
Matrix3D::Inverse_Transform_Vector (m_Transform, world_pos, &points[index]);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Handle the single point path or a looping path
|
||
|
//
|
||
|
if (count == 1 || Get_Flag (FLAG_LOOPING)) {
|
||
|
points[index++] = points[0];
|
||
|
count ++;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Pass the new point list onto the line render object
|
||
|
//
|
||
|
line->Set_Points (count, points);
|
||
|
SAFE_DELETE_ARRAY (points);
|
||
|
|
||
|
m_PhysObj->Update_Cull_Box ();
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Create_Waypoint
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
WaypointNodeClass *
|
||
|
WaypathNodeClass::Create_Waypoint (const Vector3 &point)
|
||
|
{
|
||
|
//
|
||
|
// Create the new waypoint
|
||
|
//
|
||
|
WaypointNodeClass *waypoint = new WaypointNodeClass;
|
||
|
waypoint->Set_Waypath (this);
|
||
|
waypoint->Parent_Set_Transform (Matrix3D (point));
|
||
|
waypoint->Initialize ();
|
||
|
NodeMgrClass::Setup_Node_Identity (*waypoint);
|
||
|
|
||
|
//
|
||
|
// Insert the new waypoint into the scene if the
|
||
|
// path is supposed to be in the scene...
|
||
|
//
|
||
|
if (m_IsInScene) {
|
||
|
waypoint->Add_To_Scene ();
|
||
|
}
|
||
|
|
||
|
//NodeMgrClass::Add_Node (waypoint);
|
||
|
|
||
|
return waypoint;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Peek_Line
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
SegmentedLineClass *
|
||
|
WaypathNodeClass::Peek_Line (void)
|
||
|
{
|
||
|
SegmentedLineClass *line = NULL;
|
||
|
if (m_PhysObj != NULL) {
|
||
|
line = (SegmentedLineClass *)m_PhysObj->Peek_Model ();
|
||
|
}
|
||
|
|
||
|
return line;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Set_Flags
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypathNodeClass::Set_Flags (int flags)
|
||
|
{
|
||
|
m_Flags = flags;
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Set_Flag
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypathNodeClass::Set_Flag (int flag, bool onoff)
|
||
|
{
|
||
|
m_Flags &= ~flag;
|
||
|
if (onoff) {
|
||
|
m_Flags |= flag;
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Get_Flag
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
bool
|
||
|
WaypathNodeClass::Get_Flag (int flag)
|
||
|
{
|
||
|
return bool((m_Flags & flag) == flag);
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Hide
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypathNodeClass::Hide (bool hide)
|
||
|
{
|
||
|
//
|
||
|
// Apply the same operation to all the points along the path
|
||
|
//
|
||
|
for (int index = 0; index < m_PointList.Count (); index ++) {
|
||
|
WaypointNodeClass *waypoint = m_PointList[index];
|
||
|
if (waypoint != NULL) {
|
||
|
waypoint->Hide (hide);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
NodeClass::Hide (hide);
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Show_Settings_Dialog
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
bool
|
||
|
WaypathNodeClass::Show_Settings_Dialog (void)
|
||
|
{
|
||
|
NodeInfoPageClass info_tab (this);
|
||
|
PositionPageClass pos_tab (this);
|
||
|
|
||
|
//
|
||
|
// Add each tab to the property sheet
|
||
|
//
|
||
|
EditorPropSheetClass prop_sheet;
|
||
|
prop_sheet.Add_Page (&info_tab);
|
||
|
prop_sheet.Add_Page (&pos_tab);
|
||
|
|
||
|
// Show the property sheet
|
||
|
UINT ret_code = prop_sheet.DoModal ();
|
||
|
|
||
|
// Return true if the user clicked OK
|
||
|
return (ret_code == IDOK);
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// On_Delete
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypathNodeClass::On_Delete (void)
|
||
|
{
|
||
|
//
|
||
|
// Apply the same operation to all the points along the path
|
||
|
//
|
||
|
for (int index = 0; index < m_PointList.Count (); index ++) {
|
||
|
WaypointNodeClass *waypoint = m_PointList[index];
|
||
|
//NodeMgrClass::Remove_Node (waypoint);
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// On_Restore
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
WaypathNodeClass::On_Restore (void)
|
||
|
{
|
||
|
//
|
||
|
// Apply the same operation to all the points along the path
|
||
|
//
|
||
|
for (int index = 0; index < m_PointList.Count (); index ++) {
|
||
|
WaypointNodeClass *waypoint = m_PointList[index];
|
||
|
//NodeMgrClass::Add_Node (waypoint);
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|