/* ** 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 . */ /////////////////////////////////////////////////////////////////////////////////////// // // 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 ; }