/* ** 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