/* ** 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/editoronlyobjectnode.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 9/22/01 12:56p $* * * * $Revision:: 3 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "stdafx.h" #include "editoronlyobjectnode.h" #include "editoronlydefinition.h" #include "phys.h" #include "rendobj.h" #include "sceneeditor.h" #include "filemgr.h" #include "_assetmgr.h" #include "editorassetmgr.h" #include "w3d_file.h" #include "cameramgr.h" #include "collisiongroups.h" #include "persistfactory.h" #include "editorchunkids.h" #include "preset.h" #include "presetmgr.h" #include "nodemgr.h" #include "part_emt.h" #include "modelutils.h" ////////////////////////////////////////////////////////////////////////////// // Local prototypes ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// // Persist factory ////////////////////////////////////////////////////////////////////////////// SimplePersistFactoryClass _EditorOnlyObjNodePersistFactory; ////////////////////////////////////////////////////////////////////////////// // // EditorOnlyObjectNodeClass // ////////////////////////////////////////////////////////////////////////////// EditorOnlyObjectNodeClass::EditorOnlyObjectNodeClass (PresetClass *preset) : DisplayObj (NULL), NodeClass (preset) { return ; } ////////////////////////////////////////////////////////////////////////////// // // EditorOnlyObjectNodeClass // ////////////////////////////////////////////////////////////////////////////// EditorOnlyObjectNodeClass::EditorOnlyObjectNodeClass (const EditorOnlyObjectNodeClass &src) : DisplayObj (NULL), NodeClass (NULL) { *this = src; return ; } ////////////////////////////////////////////////////////////////////////////// // // ~EditorOnlyObjectNodeClass // ////////////////////////////////////////////////////////////////////////////// EditorOnlyObjectNodeClass::~EditorOnlyObjectNodeClass (void) { Remove_From_Scene (); MEMBER_RELEASE (DisplayObj); return ; } ////////////////////////////////////////////////////////////////////////////// // // Initialize // // Note: This may be called more than once. It is used as an 'initialize' // and a 're-initialize'. // ////////////////////////////////////////////////////////////////////////////// void EditorOnlyObjectNodeClass::Initialize (void) { EditorOnlyDefinitionClass *definition = static_cast (m_Preset->Get_Definition ()); if (definition != NULL) { MEMBER_RELEASE (DisplayObj); // // Make sure we have all the assets loaded into memory that this object needs. // m_Preset->Load_All_Assets (); // // Create the display object // DisplayObj = new DecorationPhysClass; CString render_obj_name = ::Asset_Name_From_Filename (definition->Get_Model_Name ()); RenderObjClass *render_obj = ::Create_Render_Obj (render_obj_name); if (render_obj != NULL) { DisplayObj->Set_Model (render_obj); MEMBER_RELEASE (render_obj); DisplayObj->Set_Collision_Group (GAME_COLLISION_GROUP); DisplayObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE); ::Set_Model_Collision_Type (DisplayObj->Peek_Model (), 15); } // // Update the transforms of both objects // Set_Transform (m_Transform); } return ; } //////////////////////////////////////////////////////////////// // // Get_Factory // //////////////////////////////////////////////////////////////// const PersistFactoryClass & EditorOnlyObjectNodeClass::Get_Factory (void) const { return _EditorOnlyObjNodePersistFactory; } ///////////////////////////////////////////////////////////////// // // operator= // ///////////////////////////////////////////////////////////////// const EditorOnlyObjectNodeClass & EditorOnlyObjectNodeClass::operator= (const EditorOnlyObjectNodeClass &src) { NodeClass::operator= (src); return *this; } ////////////////////////////////////////////////////////////////////// // // Pre_Export // ////////////////////////////////////////////////////////////////////// void EditorOnlyObjectNodeClass::Pre_Export (void) { // // Remove ourselves from the 'system' so we don't get accidentally // saved during the export. // Add_Ref (); if (DisplayObj != NULL && m_IsInScene) { ::Get_Scene_Editor ()->Remove_Object (DisplayObj); } return ; } ////////////////////////////////////////////////////////////////////// // // Post_Export // ////////////////////////////////////////////////////////////////////// void EditorOnlyObjectNodeClass::Post_Export (void) { // // Put ourselves back into the system // if (DisplayObj != NULL && m_IsInScene) { ::Get_Scene_Editor ()->Add_Dynamic_Object (DisplayObj); } Release_Ref (); return ; } ////////////////////////////////////////////////////////////////////// // // Add_To_Scene // ////////////////////////////////////////////////////////////////////// void EditorOnlyObjectNodeClass::Add_To_Scene (void) { NodeClass::Add_To_Scene (); return ; } ////////////////////////////////////////////////////////////////////// // // Remove_From_Scene // ////////////////////////////////////////////////////////////////////// void EditorOnlyObjectNodeClass::Remove_From_Scene (void) { NodeClass::Remove_From_Scene (); return ; }