351 lines
10 KiB
C++
351 lines
10 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/DummyObjectNode.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 12/01/00 2:25p $*
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* *
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* $Revision:: 11 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stdafx.h"
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#include "phys.h"
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#include "rendobj.h"
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#include "dummyobjectnode.h"
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#include "dummyobjectdefinition.h"
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#include "sceneeditor.h"
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#include "filemgr.h"
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#include "_assetmgr.h"
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#include "editorassetmgr.h"
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#include "w3d_file.h"
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#include "cameramgr.h"
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#include "collisiongroups.h"
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#include "persistfactory.h"
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#include "editorchunkids.h"
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#include "preset.h"
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#include "presetmgr.h"
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#include "nodemgr.h"
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#include "part_emt.h"
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#include "modelutils.h"
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//////////////////////////////////////////////////////////////////////////////
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// Local prototypes
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//////////////////////////////////////////////////////////////////////////////
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void Remove_Particle_Buffers (RenderObjClass *render_obj);
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<DummyObjectNodeClass, CHUNKID_DUMMY_OBJECT> _DummyNodePersistFactory;
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//////////////////////////////////////////////////////////////////////////////
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//
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// DummyObjectNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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DummyObjectNodeClass::DummyObjectNodeClass (PresetClass *preset)
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: m_DisplayObj (NULL),
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m_RealObj (NULL),
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NodeClass (preset)
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{
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// DummyObjectNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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DummyObjectNodeClass::DummyObjectNodeClass (const DummyObjectNodeClass &src)
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: m_DisplayObj (NULL),
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m_RealObj (NULL),
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NodeClass (NULL)
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{
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*this = src;
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// ~DummyObjectNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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DummyObjectNodeClass::~DummyObjectNodeClass (void)
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{
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Remove_From_Scene ();
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MEMBER_RELEASE (m_DisplayObj);
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MEMBER_RELEASE (m_RealObj);
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Initialize
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//
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// Note: This may be called more than once. It is used as an 'initialize'
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// and a 're-initialize'.
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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DummyObjectNodeClass::Initialize (void)
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{
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//
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// Build the phys obj that is used as the position locator in the world.
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// This is usefull for things like emitters which do not have anything
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// to 'grab'...
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//
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if (m_DisplayObj == NULL) {
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m_DisplayObj = new DecorationPhysClass;
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m_DisplayObj->Set_Model_By_Name ("DUMMY");
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m_DisplayObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
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m_DisplayObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
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::Set_Model_Collision_Type (m_DisplayObj->Peek_Model (), COLLISION_TYPE_0);
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}
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DummyObjectDefinitionClass *definition = static_cast<DummyObjectDefinitionClass *> (m_Preset->Get_Definition ());
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if (definition != NULL) {
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MEMBER_RELEASE (m_RealObj);
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//
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// Make sure we have all the assets loaded into memory that this object needs.
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//
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m_Preset->Load_All_Assets ();
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//
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// Create the real physics object that will get exported to the game
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//
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m_RealObj = new DecorationPhysClass;
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CString render_obj_name = ::Asset_Name_From_Filename (definition->Get_Model_Name ());
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RenderObjClass *render_obj = ::Create_Render_Obj (render_obj_name);
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if (render_obj != NULL) {
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//
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// Start the emitter if necessary
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//
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if (render_obj->Class_ID () == RenderObjClass::CLASSID_PARTICLEEMITTER) {
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((ParticleEmitterClass *)render_obj)->Start ();
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render_obj->Set_User_Data (m_RealObj);
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}
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m_RealObj->Set_Model (render_obj);
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MEMBER_RELEASE (render_obj);
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}
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//
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// Update the transforms of both objects
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//
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Set_Transform (m_Transform);
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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DummyObjectNodeClass::Get_Factory (void) const
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{
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return _DummyNodePersistFactory;
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}
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/////////////////////////////////////////////////////////////////
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//
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// operator=
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//
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/////////////////////////////////////////////////////////////////
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const DummyObjectNodeClass &
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DummyObjectNodeClass::operator= (const DummyObjectNodeClass &src)
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{
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NodeClass::operator= (src);
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return *this;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Pre_Export
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//
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//////////////////////////////////////////////////////////////////////
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void
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DummyObjectNodeClass::Pre_Export (void)
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{
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//
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// Remove ourselves from the 'system' so we don't get accidentally
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// saved during the export.
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//
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Add_Ref ();
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if (m_DisplayObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Remove_Object (m_DisplayObj);
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Post_Export
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//
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//////////////////////////////////////////////////////////////////////
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void
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DummyObjectNodeClass::Post_Export (void)
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{
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//
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// Put ourselves back into the system
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//
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if (m_DisplayObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Add_Dynamic_Object (m_DisplayObj);
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}
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Release_Ref ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Add_To_Scene
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//
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//////////////////////////////////////////////////////////////////////
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void
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DummyObjectNodeClass::Add_To_Scene (void)
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{
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if (m_RealObj == NULL) {
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Initialize ();
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}
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if (m_RealObj != NULL && m_RealObj->Peek_Model ()->Peek_Scene () == NULL) {
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::Get_Scene_Editor ()->Add_Dynamic_Object (m_RealObj);
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::Get_Scene_Editor ()->Add_To_Dirty_Cull_List (m_RealObj);
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}
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NodeClass::Add_To_Scene ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Remove_From_Scene
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//
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//////////////////////////////////////////////////////////////////////
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void
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DummyObjectNodeClass::Remove_From_Scene (void)
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{
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if (m_RealObj != NULL && m_RealObj->Peek_Model ()->Peek_Scene () != NULL) {
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//
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// If this is a particle emitter, then be sure to remove the buffer as well
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//
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RenderObjClass *render_obj = m_RealObj->Peek_Model ();
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Remove_Particle_Buffers (render_obj);
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::Get_Scene_Editor ()->Remove_From_Dirty_Cull_List (m_RealObj);
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::Get_Scene_Editor ()->Remove_Object (m_RealObj);
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MEMBER_RELEASE (m_RealObj);
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}
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NodeClass::Remove_From_Scene ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Handle_Emitter_Transform
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//
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//////////////////////////////////////////////////////////////////////
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void
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DummyObjectNodeClass::Handle_Emitter_Transform (void)
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{
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if (m_RealObj != NULL && m_RealObj->Peek_Model () != NULL) {
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//
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// If this is a particle emitter, then be sure to move the buffer as well
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//
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RenderObjClass *render_obj = m_RealObj->Peek_Model ();
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if (render_obj->Class_ID () == RenderObjClass::CLASSID_PARTICLEEMITTER) {
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ParticleBufferClass *buffer = ((ParticleEmitterClass *)render_obj)->Peek_Buffer ();
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if (buffer != NULL) {
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buffer->Set_Transform (m_Transform);
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}
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}
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}
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return ;
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}
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///////////////////////////////////////////////////////////////
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//
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// Remove_Particle_Buffers
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//
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///////////////////////////////////////////////////////////////
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void
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Remove_Particle_Buffers (RenderObjClass *render_obj)
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{
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//
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// Recursively walk through the objects in the scene
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//
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for (int index = 0; index < render_obj->Get_Num_Sub_Objects (); index ++) {
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RenderObjClass *sub_obj = render_obj->Get_Sub_Object (index);
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if (sub_obj != NULL) {
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Remove_Particle_Buffers (sub_obj);
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}
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MEMBER_RELEASE (sub_obj);
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}
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//
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// Is this the emitter we are requesting?
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//
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if ((render_obj != NULL) &&
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(render_obj->Class_ID () == RenderObjClass::CLASSID_PARTICLEEMITTER))
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{
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ParticleBufferClass *buffer = ((ParticleEmitterClass *)render_obj)->Peek_Buffer ();
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if (buffer != NULL && buffer->Peek_Scene () != NULL) {
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::Get_Scene_Editor ()->Remove_Render_Object (buffer);
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}
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}
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return ;
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}
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