/* ** 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 . */ /*********************************************************************************************** *** 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