/* ** 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/Node.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 4/20/01 10:37a $* * * * $Revision:: 25 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __NODE_H #define __NODE_H #include "refcount.h" #include "phys.h" #include "utils.h" #include "quat.h" #include "persist.h" #include "hittestinfo.h" #include "preset.h" #include "wwstring.h" ////////////////////////////////////////////////////////////////// // Forward declarations ////////////////////////////////////////////////////////////////// class SelectionBoxClass; class VisPointGeneratorClass; class ObjectNodeClass; class TileNodeClass; class TerrainNodeClass; class SoundNodeClass; class LightNodeClass; class WaypathNodeClass; class WaypointNodeClass; ////////////////////////////////////////////////////////////////// // // NodeClass // ////////////////////////////////////////////////////////////////// class NodeClass : public PersistClass, public RefCountClass { public: ////////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////////// NodeClass (PresetClass *preset = NULL); NodeClass (const NodeClass &src); virtual ~NodeClass (void); ////////////////////////////////////////////////////////////// // Public operators ////////////////////////////////////////////////////////////// const NodeClass &operator= (const NodeClass &src); ////////////////////////////////////////////////////////////// // Public methods ////////////////////////////////////////////////////////////// // // Creation methods // virtual void Initialize (void) = 0; virtual NodeClass * Clone (void) = 0; // // Identification methods // virtual NODE_TYPE Get_Type (void) const = 0; virtual const char * Get_Name (void) const; virtual void Set_Name (const char *name); virtual uint32 Get_ID (void) const; virtual void Set_ID (uint32 id); virtual int Get_Icon_Index (void) const = 0; virtual const char * Get_Comments (void) const; virtual void Set_Comments (const char *comments); // // RTTI // virtual ObjectNodeClass * As_ObjectNodeClass (void) { return NULL; } virtual TileNodeClass * As_TileNodeClass (void) { return NULL; } virtual TerrainNodeClass * As_TerrainNodeClass (void) { return NULL; } virtual SoundNodeClass * As_SoundNodeClass (void) { return NULL; } virtual LightNodeClass * As_LightNodeClass (void) { return NULL; } virtual WaypathNodeClass * As_WaypathNodeClass (void) { return NULL; } virtual WaypointNodeClass * As_WaypointNodeClass (void) { return NULL; } // // Scene methods // virtual void Add_To_Scene (void); virtual void Remove_From_Scene (void); virtual bool In_Scene (void) const; virtual void Reload (void); virtual uint32 Get_Cull_Link (void) const { return m_CullLink; } virtual void Set_Cull_Link (uint32 link) { m_CullLink = link; } virtual void Update_Cached_Cull_Link (void); // // Transformation methods // virtual void Set_Transform (const Matrix3D &tm); virtual Matrix3D Get_Transform (void); virtual void Set_Position (const Vector3 &pos); virtual Vector3 Get_Position (void) const; virtual void Set_Orientation (const Quaternion &quat); virtual const Quaternion & Get_Orientation (void) const; virtual void Translate (const Vector3 &vector); virtual void Rotate (const Matrix3D &rotation_matrix, const Matrix3D &coord_system); // // Movement restriction methods // virtual bool Can_Be_Rotated_Freely (void) const; virtual bool Is_Rotation_Restricted (void) const; virtual void Restrict_Rotation (bool restrict); virtual bool Is_Locked (void) const; virtual void Lock (bool lock); // // Intrinsic behavior methods // virtual bool Is_Static (void) const = 0; // // Notifications // virtual void On_Rotate (void); virtual void On_Translate (void); virtual void On_Transform (void); virtual void On_Delete (void) { } virtual void On_Restore (void) { } // // Accessors // virtual PhysClass * Peek_Physics_Obj (void) const = 0; virtual RenderObjClass * Peek_Render_Obj (void) const; virtual PhysClass * Peek_Collision_Obj (void) const; virtual LPCTSTR Get_Model_Name (void) const; void Set_Preset (PresetClass *preset); PresetClass * Get_Preset (void) const; uint32 Get_Preset_ID (void) const; // // Visibility methods // virtual void Show_Selection_Box (bool onoff); virtual void Hide (bool hide); virtual bool Is_Hidden (void) const; // // Attenuation methods // virtual bool Is_Attenuation_Sphere_Shown (void) { return false; } virtual void Show_Attenuation_Spheres (bool onoff) { } virtual float Get_Attenuation_Radius (void) { return 0.0F; } virtual void Set_Attenuation_Radius (float radius) { } // // Editing methods // virtual bool Show_Settings_Dialog (void); virtual NodeClass * Add_Child_Node (const Matrix3D &tm) { return NULL; } virtual NodeClass * Get_Parent_Node (void) const { return NULL; } virtual bool Can_Add_Child_Nodes (void) const { return false; } virtual bool Is_A_Child_Node (NodeClass *) const { return false; } virtual bool Is_Proxied (void) const { return m_IsProxied; } virtual void Set_Is_Proxied (bool onoff) { m_IsProxied = onoff; } virtual uint32 Get_Container_Preset_ID (void) const { return m_ContainerPresetID; } virtual void Set_Container_Preset_ID (int id) { m_ContainerPresetID = id; } // // Export methods // virtual void Pre_Export (void) { } virtual void Post_Export (void) { } // // Vis-related methods // virtual void Add_Vis_Points (VisPointGeneratorClass &generator, RenderObjClass *render_obj = NULL); virtual bool Has_Vis_Sectors (RenderObjClass *render_obj = NULL); virtual void Update_Cached_Vis_IDs (void) { }; // // Sub-node Enumeration // virtual int Get_Sub_Node_Count (void) const { return 0; } virtual NodeClass * Get_Sub_Node (int index) { return NULL; } // // From PersistClass // virtual bool Save (ChunkSaveClass &csave); virtual bool Load (ChunkLoadClass &cload); // // Save filtering // virtual bool Needs_Save (void) const { return m_NeedsSave; } virtual void Set_Needs_Save (bool onoff) { m_NeedsSave = onoff; } // // Selection box methods // virtual void Update_Selection_Color (void); virtual void Update_Selection_Box (void); // // Zone edit methods // virtual void On_Vertex_Drag_Begin (int vertex_index) { } virtual void On_Vertex_Drag (int vertex_index, POINT point) { } virtual void On_Vertex_Drag_End (int vertex_index) { } protected: ////////////////////////////////////////////////////////////// // Protected methods ////////////////////////////////////////////////////////////// // // Save/load methods // bool Load_Variables (ChunkLoadClass &cload); ////////////////////////////////////////////////////////////// // Protected member data ////////////////////////////////////////////////////////////// StringClass m_Name; StringClass m_Comments; uint32 m_ID; uint32 m_PresetID; bool m_IsLocked; bool m_RotationRestricted; bool m_IsInScene; bool m_NeedsSave; bool m_IsProxied; PresetClass * m_Preset; uint32 m_ContainerPresetID; SelectionBoxClass * m_SelectionBox; Quaternion m_Orientation; Vector3 m_SelColor; Matrix3D m_Transform; uint32 m_CullLink; // For hit-test feedback HITTESTINFO m_HitTestInfo; // For use with NodeMgrClass NodeClass * m_NextNode; NodeClass * m_PrevNode; ////////////////////////////////////////////////////////////// // Friends ////////////////////////////////////////////////////////////// friend class NodeMgrClass; }; ////////////////////////////////////////////////////////////////// // Set_Transform ////////////////////////////////////////////////////////////////// inline void NodeClass::Set_Transform (const Matrix3D &tm) { m_Transform = tm; PhysClass *phys_obj = Peek_Physics_Obj (); if (phys_obj != NULL) { phys_obj->Set_Transform (tm); On_Transform (); } return ; } ////////////////////////////////////////////////////////////////// // Get_Transform ////////////////////////////////////////////////////////////////// inline Matrix3D NodeClass::Get_Transform (void) { Matrix3D tm (1); PhysClass *phys_obj = Peek_Physics_Obj (); if (phys_obj != NULL) { tm = phys_obj->Get_Transform (); } return tm; } ////////////////////////////////////////////////////////////////// // Set_Position ////////////////////////////////////////////////////////////////// inline void NodeClass::Set_Position (const Vector3 &pos) { m_Transform.Set_Translation (pos); PhysClass *phys_obj = Peek_Physics_Obj (); if (phys_obj != NULL) { phys_obj->Set_Transform (m_Transform); On_Translate (); } return ; } ////////////////////////////////////////////////////////////////// // Get_Position ////////////////////////////////////////////////////////////////// inline Vector3 NodeClass::Get_Position (void) const { return m_Transform.Get_Translation (); } ////////////////////////////////////////////////////////////////// // Can_Be_Rotated_Freely ////////////////////////////////////////////////////////////////// inline bool NodeClass::Can_Be_Rotated_Freely (void) const { return true; } ////////////////////////////////////////////////////////////////// // Is_Rotation_Restricted ////////////////////////////////////////////////////////////////// inline bool NodeClass::Is_Rotation_Restricted (void) const { return m_RotationRestricted; } ////////////////////////////////////////////////////////////////// // Restrict_Rotation ////////////////////////////////////////////////////////////////// inline void NodeClass::Restrict_Rotation (bool restrict) { m_RotationRestricted = restrict; return ; } ////////////////////////////////////////////////////////////////// // Get_Preset_ID ////////////////////////////////////////////////////////////////// inline uint32 NodeClass::Get_Preset_ID (void) const { return m_PresetID; } ////////////////////////////////////////////////////////////////// // Get_Preset ////////////////////////////////////////////////////////////////// inline PresetClass * NodeClass::Get_Preset (void) const { return m_Preset; } ////////////////////////////////////////////////////////////////// // Set_Preset ////////////////////////////////////////////////////////////////// inline void NodeClass::Set_Preset (PresetClass *preset) { m_Preset = preset; if (m_Preset != NULL) { m_PresetID = m_Preset->Get_ID (); } return ; } ////////////////////////////////////////////////////////////////// // In_Scene ////////////////////////////////////////////////////////////////// inline bool NodeClass::In_Scene (void) const { return m_IsInScene; } ////////////////////////////////////////////////////////////////// // Get_ID ////////////////////////////////////////////////////////////////// inline uint32 NodeClass::Get_ID (void) const { return m_ID; } ////////////////////////////////////////////////////////////////// // Peek_Collision_Obj ////////////////////////////////////////////////////////////////// inline PhysClass * NodeClass::Peek_Collision_Obj (void) const { return Peek_Physics_Obj (); } INLINE_ACCESSOR_CONST (const Quaternion &, NodeClass, Orientation); INLINE_ACCESSOR_CONST (const char *, NodeClass, Name); //INLINE_ACCESSOR_CONST (uint32, NodeClass, ID); INLINE_ACCESSOR_CONST (const char *, NodeClass, Comments); #endif //__NODE_H