/* ** 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/EditorLine.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 3/26/01 2:19p $* * * * $Revision:: 3 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __EDITOR_LINE_H #define __EDITOR_LINE_H #include "editorphys.h" #include "segline.h" #include "vector3.h" /////////////////////////////////////////////////////////////////////////////// // // EditorLineClass // /////////////////////////////////////////////////////////////////////////////// class EditorLineClass : public EditorPhysClass { public: //////////////////////////////////////////////////////// // Public contsructors/destructors //////////////////////////////////////////////////////// EditorLineClass (void); virtual ~EditorLineClass (void) { MEMBER_RELEASE (Line); } //////////////////////////////////////////////////////// // Public methods //////////////////////////////////////////////////////// // // Position methods // void Reset (const Vector3 &start, const Vector3 &end); void Reset_Start (const Vector3 &start); void Reset_End (const Vector3 &end); void Hide (bool onoff); void Set_Color (const Vector3 &color) { Line->Set_Color ((Vector3 &)color); } void Set_Width (float width) { Line->Set_Width (width); Update_Cull_Box (); } private: //////////////////////////////////////////////////////// // Private member data //////////////////////////////////////////////////////// Vector3 StartPos; Vector3 EndPos; SegmentedLineClass * Line; }; /////////////////////////////////////////////////////////////////////////////////// // EditorLineClass /////////////////////////////////////////////////////////////////////////////////// inline EditorLineClass::EditorLineClass (void) : StartPos (0, 0, 0), EndPos (1, 1, 1), EditorPhysClass () { Line = new SegmentedLineClass; Vector3 locs[2] = { Vector3 (0,0,0), Vector3 (1,1,1) }; Line->Set_Points (2, locs); Line->Set_Width (0.075F); Line->Set_Color (Vector3 (0, 0, 0.75F)); Line->Set_Opacity (1.0F); //Line->Set_Shader (ShaderClass::_PresetOpaqueSolidShader); Set_Model (Line); return ; } /////////////////////////////////////////////////////////////////////////////////// // Reset /////////////////////////////////////////////////////////////////////////////////// inline void EditorLineClass::Reset (const Vector3 &start, const Vector3 &end) { Reset_Start (start); Reset_End (end); return ; } /////////////////////////////////////////////////////////////////////////////////// // Reset_Start /////////////////////////////////////////////////////////////////////////////////// inline void EditorLineClass::Reset_Start (const Vector3 &start) { StartPos = start; Set_Position (StartPos); Update_Cull_Box (); return ; } /////////////////////////////////////////////////////////////////////////////////// // Reset_End /////////////////////////////////////////////////////////////////////////////////// inline void EditorLineClass::Reset_End (const Vector3 &end) { Matrix3D::Inverse_Transform_Vector (Get_Transform (), end, &EndPos); Line->Set_Point_Location (1, EndPos); Update_Cull_Box (); return ; } /////////////////////////////////////////////////////////////////////////////////// // Hide /////////////////////////////////////////////////////////////////////////////////// inline void EditorLineClass::Hide (bool onoff) { if (Line != NULL) { Line->Set_Hidden (onoff); } return ; } #endif //__EDITOR_LINE_H