/*
** 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/TerrainNode.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 2/12/02 1:44p $*
* *
* $Revision:: 22 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __TERRAIN_NODE_H
#define __TERRAIN_NODE_H
#include "node.h"
#include "vector.h"
#include "icons.h"
#include "tilenode.h"
#include "terrainsectionpersist.h"
#include "proxy.h"
////////////////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////////////////
class PresetClass;
class CollectionClass;
////////////////////////////////////////////////////////////////////////////
//
// TerrainSectionNodeClass
//
////////////////////////////////////////////////////////////////////////////
class TerrainSectionNodeClass : public TileNodeClass
{
public:
//////////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////////
TerrainSectionNodeClass (void) :
Terrain (NULL) {}
~TerrainSectionNodeClass (void) {}
//////////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////////
//
// From PersistClass
//
virtual const PersistFactoryClass & Get_Factory (void) const;
//
// From NodeClass
//
NodeClass * Clone (void) { return NULL; }
void Initialize (void) {}
NODE_TYPE Get_Type (void) const { return NODE_TYPE_TERRAIN_SECTION; }
int Get_Icon_Index (void) const { return TERRAIN_ICON; }
void Set_Transform (const Matrix3D &tm);
void Special_Set_Transform (const Matrix3D &tm) { NodeClass::Set_Transform (tm); }
void Pre_Export (void) {}
void Post_Export (void) {}
//
// Terrain Section specific
//
void Create (RenderObjClass *render_obj);
TerrainNodeClass * Peek_Terrain (void) const { return Terrain; }
void Set_Terrain (TerrainNodeClass *terrain) { Terrain = terrain; }
private:
//////////////////////////////////////////////////////////////////
// Private member data
//////////////////////////////////////////////////////////////////
TerrainNodeClass * Terrain;
};
////////////////////////////////////////////////////////////////////////////
//
// TerrainNodeClass
//
////////////////////////////////////////////////////////////////////////////
class TerrainNodeClass : public NodeClass
{
public:
//////////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////////
TerrainNodeClass (PresetClass *preset = NULL);
~TerrainNodeClass (void);
//////////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////////
//
// From PersistClass
//
virtual const PersistFactoryClass & Get_Factory (void) const;
void On_Post_Load (void);
//
// RTTI
//
TerrainNodeClass *As_TerrainNodeClass (void) { return this; }
//
// From NodeClass
//
NodeClass * Clone (void) { return NULL; }
void Initialize (void);
NODE_TYPE Get_Type (void) const { return NODE_TYPE_TERRAIN; }
int Get_Icon_Index (void) const { return TERRAIN_ICON; }
void Add_To_Scene (void);
void Remove_From_Scene (void);
void Set_Transform (const Matrix3D &tm);
Matrix3D Get_Transform (void) { return Transform; }
PhysClass * Peek_Physics_Obj (void) const { return NULL; }
bool Is_Static (void) const { return true; }
void Add_Vis_Points (VisPointGeneratorClass &generator, RenderObjClass *render_obj = NULL);
void Hide (bool hide);
bool Is_Hidden (void) const;
void Update_Cached_Vis_IDs (void);
void Reload (void);
void Pre_Export (void);
void Post_Export (void);
bool Is_A_Child_Node (NodeClass *node) const;
// Terrain specific
int Get_Sub_Node_Count (void) const { return m_Sections.Count (); }
NodeClass * Get_Sub_Node (int index) { return m_Sections[index]; }
void Special_Set_Transform (const Matrix3D &tm);
//
// From PersistClass
//
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
protected:
//////////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////////
void Free_Sections (void);
void Assign_Section_IDs (void);
void Build_Section_ID_List (void);
bool Load_Variables (ChunkLoadClass &cload);
void Create_Proxies (DynamicVectorClass &proxy_list);
void Create_Lights (void);
void Free_Section_Data (void);
PresetClass *Find_Proxy_Preset (const char *preset_name);
//////////////////////////////////////////////////////////////////
// Protected member data
//////////////////////////////////////////////////////////////////
DynamicVectorClass m_Sections;
TerrainSectionPersistListClass m_TerrainSectionInfo;
friend TerrainSectionPersistClass;
friend TerrainSectionPersistListClass;
Matrix3D Transform;
Matrix3D LoadedTransform;
};
/////////////////////////////////////////////////////////////
// Get_Transform
/////////////////////////////////////////////////////////////
/*inline Matrix3D
TerrainNodeClass::Get_Transform (void)
{
return Matrix3D (1);
}*/
#endif //__TERRAIN_NODE_H