/*
** 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/VisPointNode.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 3/26/01 2:46p $*
* *
* $Revision:: 11 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "vispointnode.h"
#include "sceneeditor.h"
#include "collisiongroups.h"
#include "persistfactory.h"
#include "editorchunkids.h"
#include "preset.h"
#include "chunkio.h"
#include "visenum.h"
#include "camera.h"
#include "ccamera.h"
#include "combat.h"
#include "nodemgr.h"
#include "modelutils.h"
//////////////////////////////////////////////////////////////////////////////
// Persist factory
//////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass _VisPointodePersistFactory;
enum
{
CHUNKID_VARIABLES = 0x11011130,
CHUNKID_BASE_CLASS
};
enum
{
VARID_TILE_LOCATION = 0x01,
VARID_NEAR_CLIP_DOUBLE,
VARID_HFOV,
VARID_VFOV,
VARID_NEAR_CLIP
};
//////////////////////////////////////////////////////////////////////////////
//
// VisPointNodeClass
//
//////////////////////////////////////////////////////////////////////////////
VisPointNodeClass::VisPointNodeClass (PresetClass *preset)
: m_PhysObj (NULL),
m_VisTileLocation (0, 0, 0),
m_NearClipPlane (0),
m_HFov (0),
m_VFov (0),
NodeClass (preset)
{
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// VisPointNodeClass
//
//////////////////////////////////////////////////////////////////////////////
VisPointNodeClass::VisPointNodeClass (const VisPointNodeClass &src)
: m_PhysObj (NULL),
m_VisTileLocation (0, 0, 0),
NodeClass (NULL)
{
*this = src;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// ~VisPointNodeClass
//
//////////////////////////////////////////////////////////////////////////////
VisPointNodeClass::~VisPointNodeClass (void)
{
Remove_From_Scene ();
MEMBER_RELEASE (m_PhysObj);
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Initialize
//
// Note: This may be called more than once. It is used as an 'initialize'
// and a 're-initialize'.
//
//////////////////////////////////////////////////////////////////////////////
void
VisPointNodeClass::Initialize (void)
{
MEMBER_RELEASE (m_PhysObj);
//
// Create the camera render object
//
RenderObjClass *render_obj = ::Create_Render_Obj ("CAMERA");
WWASSERT (render_obj != NULL);
if (render_obj != NULL) {
// Create the new physics object
m_PhysObj = new DecorationPhysClass;
//
// Configure the physics object with information about
// its new render object and collision data.
//
m_PhysObj->Set_Model (render_obj);
m_PhysObj->Set_Transform (Matrix3D(1));
m_PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
m_PhysObj->Set_Transform (m_Transform);
::Set_Model_Collision_Type (m_PhysObj->Peek_Model (), COLLISION_TYPE_6);
// Release our hold on the render object pointer
MEMBER_RELEASE (render_obj);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Factory
//
////////////////////////////////////////////////////////////////
const PersistFactoryClass &
VisPointNodeClass::Get_Factory (void) const
{
return _VisPointodePersistFactory;
}
/////////////////////////////////////////////////////////////////
//
// Save
//
/////////////////////////////////////////////////////////////////
bool
VisPointNodeClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
NodeClass::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
WRITE_MICRO_CHUNK (csave, VARID_TILE_LOCATION, m_VisTileLocation);
WRITE_MICRO_CHUNK (csave, VARID_NEAR_CLIP, m_NearClipPlane);
WRITE_MICRO_CHUNK (csave, VARID_HFOV, m_HFov);
WRITE_MICRO_CHUNK (csave, VARID_VFOV, m_VFov);
csave.End_Chunk ();
return true;
}
/////////////////////////////////////////////////////////////////
//
// Load
//
/////////////////////////////////////////////////////////////////
bool
VisPointNodeClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_BASE_CLASS:
NodeClass::Load (cload);
break;
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
}
cload.Close_Chunk ();
}
return true;
}
///////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
///////////////////////////////////////////////////////////////////////
bool
VisPointNodeClass::Load_Variables (ChunkLoadClass &cload)
{
//
// Loop through all the microchunks that define the variables
//
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
READ_MICRO_CHUNK (cload, VARID_TILE_LOCATION, m_VisTileLocation);
READ_MICRO_CHUNK (cload, VARID_NEAR_CLIP, m_NearClipPlane);
READ_MICRO_CHUNK (cload, VARID_HFOV, m_HFov);
READ_MICRO_CHUNK (cload, VARID_VFOV, m_VFov);
case VARID_NEAR_CLIP_DOUBLE:
{
double double_value = 0;
cload.Read (&double_value, sizeof (double_value));
m_NearClipPlane = double_value;
}
break;
}
cload.Close_Micro_Chunk ();
}
//
// Copy the game camera's settings if we hadn't saved the settings
// the last time.
//
if (m_NearClipPlane == 0 || m_HFov == 0 || m_VFov == 0) {
m_NearClipPlane = 0.5;
m_HFov = 0.8726F;
m_VFov = 0.6544F;
}
return true;
}
///////////////////////////////////////////////////////////////////////
//
// Set_Transform
//
///////////////////////////////////////////////////////////////////////
void
VisPointNodeClass::Set_Transform (const Matrix3D &tm)
{
NodeClass::Set_Transform (tm);
m_VisTileLocation = m_Transform.Get_Translation ();
return ;
}
/////////////////////////////////////////////////////////////////
//
// operator=
//
/////////////////////////////////////////////////////////////////
const VisPointNodeClass &
VisPointNodeClass::operator= (const VisPointNodeClass &src)
{
m_VisTileLocation = src.m_VisTileLocation;
NodeClass::operator= (src);
return *this;
}
/////////////////////////////////////////////////////////////////
//
// Save_Camera_Settings
//
/////////////////////////////////////////////////////////////////
void
VisPointNodeClass::Save_Camera_Settings (const CameraClass &camera)
{
float far_clip = 0;
camera.Get_Clip_Planes (m_NearClipPlane, far_clip);
m_HFov = camera.Get_Horizontal_FOV ();
m_VFov = camera.Get_Vertical_FOV ();
return ;
}
/////////////////////////////////////////////////////////////////
//
// Setup_Camera
//
/////////////////////////////////////////////////////////////////
void
VisPointNodeClass::Setup_Camera (CameraClass &camera)
{
camera.Set_View_Plane (m_HFov, m_VFov);
camera.Set_Clip_Planes (m_NearClipPlane, VIS_FAR_CLIP);
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Pre_Export
//
//////////////////////////////////////////////////////////////////////
void
VisPointNodeClass::Pre_Export (void)
{
//
// Remove ourselves from the 'system' so we don't get accidentally
// saved during the export.
//
Add_Ref ();
if (m_PhysObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Remove_Object (m_PhysObj);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Post_Export
//
//////////////////////////////////////////////////////////////////////
void
VisPointNodeClass::Post_Export (void)
{
//
// Put ourselves back into the system
//
if (m_PhysObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj);
}
Release_Ref ();
return ;
}