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CnC_Renegade/Code/Tools/LevelEdit/DummyObjectNode.cpp

351 lines
10 KiB
C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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/DummyObjectNode.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 12/01/00 2:25p $*
* *
* $Revision:: 11 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "phys.h"
#include "rendobj.h"
#include "dummyobjectnode.h"
#include "dummyobjectdefinition.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
//////////////////////////////////////////////////////////////////////////////
void Remove_Particle_Buffers (RenderObjClass *render_obj);
//////////////////////////////////////////////////////////////////////////////
// Persist factory
//////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass<DummyObjectNodeClass, CHUNKID_DUMMY_OBJECT> _DummyNodePersistFactory;
//////////////////////////////////////////////////////////////////////////////
//
// DummyObjectNodeClass
//
//////////////////////////////////////////////////////////////////////////////
DummyObjectNodeClass::DummyObjectNodeClass (PresetClass *preset)
: m_DisplayObj (NULL),
m_RealObj (NULL),
NodeClass (preset)
{
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// DummyObjectNodeClass
//
//////////////////////////////////////////////////////////////////////////////
DummyObjectNodeClass::DummyObjectNodeClass (const DummyObjectNodeClass &src)
: m_DisplayObj (NULL),
m_RealObj (NULL),
NodeClass (NULL)
{
*this = src;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// ~DummyObjectNodeClass
//
//////////////////////////////////////////////////////////////////////////////
DummyObjectNodeClass::~DummyObjectNodeClass (void)
{
Remove_From_Scene ();
MEMBER_RELEASE (m_DisplayObj);
MEMBER_RELEASE (m_RealObj);
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Initialize
//
// Note: This may be called more than once. It is used as an 'initialize'
// and a 're-initialize'.
//
//////////////////////////////////////////////////////////////////////////////
void
DummyObjectNodeClass::Initialize (void)
{
//
// Build the phys obj that is used as the position locator in the world.
// This is usefull for things like emitters which do not have anything
// to 'grab'...
//
if (m_DisplayObj == NULL) {
m_DisplayObj = new DecorationPhysClass;
m_DisplayObj->Set_Model_By_Name ("DUMMY");
m_DisplayObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
m_DisplayObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
::Set_Model_Collision_Type (m_DisplayObj->Peek_Model (), COLLISION_TYPE_0);
}
DummyObjectDefinitionClass *definition = static_cast<DummyObjectDefinitionClass *> (m_Preset->Get_Definition ());
if (definition != NULL) {
MEMBER_RELEASE (m_RealObj);
//
// Make sure we have all the assets loaded into memory that this object needs.
//
m_Preset->Load_All_Assets ();
//
// Create the real physics object that will get exported to the game
//
m_RealObj = 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) {
//
// Start the emitter if necessary
//
if (render_obj->Class_ID () == RenderObjClass::CLASSID_PARTICLEEMITTER) {
((ParticleEmitterClass *)render_obj)->Start ();
render_obj->Set_User_Data (m_RealObj);
}
m_RealObj->Set_Model (render_obj);
MEMBER_RELEASE (render_obj);
}
//
// Update the transforms of both objects
//
Set_Transform (m_Transform);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Factory
//
////////////////////////////////////////////////////////////////
const PersistFactoryClass &
DummyObjectNodeClass::Get_Factory (void) const
{
return _DummyNodePersistFactory;
}
/////////////////////////////////////////////////////////////////
//
// operator=
//
/////////////////////////////////////////////////////////////////
const DummyObjectNodeClass &
DummyObjectNodeClass::operator= (const DummyObjectNodeClass &src)
{
NodeClass::operator= (src);
return *this;
}
//////////////////////////////////////////////////////////////////////
//
// Pre_Export
//
//////////////////////////////////////////////////////////////////////
void
DummyObjectNodeClass::Pre_Export (void)
{
//
// Remove ourselves from the 'system' so we don't get accidentally
// saved during the export.
//
Add_Ref ();
if (m_DisplayObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Remove_Object (m_DisplayObj);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Post_Export
//
//////////////////////////////////////////////////////////////////////
void
DummyObjectNodeClass::Post_Export (void)
{
//
// Put ourselves back into the system
//
if (m_DisplayObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Add_Dynamic_Object (m_DisplayObj);
}
Release_Ref ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Add_To_Scene
//
//////////////////////////////////////////////////////////////////////
void
DummyObjectNodeClass::Add_To_Scene (void)
{
if (m_RealObj == NULL) {
Initialize ();
}
if (m_RealObj != NULL && m_RealObj->Peek_Model ()->Peek_Scene () == NULL) {
::Get_Scene_Editor ()->Add_Dynamic_Object (m_RealObj);
::Get_Scene_Editor ()->Add_To_Dirty_Cull_List (m_RealObj);
}
NodeClass::Add_To_Scene ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Remove_From_Scene
//
//////////////////////////////////////////////////////////////////////
void
DummyObjectNodeClass::Remove_From_Scene (void)
{
if (m_RealObj != NULL && m_RealObj->Peek_Model ()->Peek_Scene () != NULL) {
//
// If this is a particle emitter, then be sure to remove the buffer as well
//
RenderObjClass *render_obj = m_RealObj->Peek_Model ();
Remove_Particle_Buffers (render_obj);
::Get_Scene_Editor ()->Remove_From_Dirty_Cull_List (m_RealObj);
::Get_Scene_Editor ()->Remove_Object (m_RealObj);
MEMBER_RELEASE (m_RealObj);
}
NodeClass::Remove_From_Scene ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Handle_Emitter_Transform
//
//////////////////////////////////////////////////////////////////////
void
DummyObjectNodeClass::Handle_Emitter_Transform (void)
{
if (m_RealObj != NULL && m_RealObj->Peek_Model () != NULL) {
//
// If this is a particle emitter, then be sure to move the buffer as well
//
RenderObjClass *render_obj = m_RealObj->Peek_Model ();
if (render_obj->Class_ID () == RenderObjClass::CLASSID_PARTICLEEMITTER) {
ParticleBufferClass *buffer = ((ParticleEmitterClass *)render_obj)->Peek_Buffer ();
if (buffer != NULL) {
buffer->Set_Transform (m_Transform);
}
}
}
return ;
}
///////////////////////////////////////////////////////////////
//
// Remove_Particle_Buffers
//
///////////////////////////////////////////////////////////////
void
Remove_Particle_Buffers (RenderObjClass *render_obj)
{
//
// Recursively walk through the objects in the scene
//
for (int index = 0; index < render_obj->Get_Num_Sub_Objects (); index ++) {
RenderObjClass *sub_obj = render_obj->Get_Sub_Object (index);
if (sub_obj != NULL) {
Remove_Particle_Buffers (sub_obj);
}
MEMBER_RELEASE (sub_obj);
}
//
// Is this the emitter we are requesting?
//
if ((render_obj != NULL) &&
(render_obj->Class_ID () == RenderObjClass::CLASSID_PARTICLEEMITTER))
{
ParticleBufferClass *buffer = ((ParticleEmitterClass *)render_obj)->Peek_Buffer ();
if (buffer != NULL && buffer->Peek_Scene () != NULL) {
::Get_Scene_Editor ()->Remove_Render_Object (buffer);
}
}
return ;
}