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CnC_Renegade/Code/Tools/LevelEdit/Node.h

453 lines
14 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/Node.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 4/20/01 10:37a $*
* *
* $Revision:: 25 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __NODE_H
#define __NODE_H
#include "refcount.h"
#include "phys.h"
#include "utils.h"
#include "quat.h"
#include "persist.h"
#include "hittestinfo.h"
#include "preset.h"
#include "wwstring.h"
//////////////////////////////////////////////////////////////////
// Forward declarations
//////////////////////////////////////////////////////////////////
class SelectionBoxClass;
class VisPointGeneratorClass;
class ObjectNodeClass;
class TileNodeClass;
class TerrainNodeClass;
class SoundNodeClass;
class LightNodeClass;
class WaypathNodeClass;
class WaypointNodeClass;
//////////////////////////////////////////////////////////////////
//
// NodeClass
//
//////////////////////////////////////////////////////////////////
class NodeClass : public PersistClass, public RefCountClass
{
public:
//////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////
NodeClass (PresetClass *preset = NULL);
NodeClass (const NodeClass &src);
virtual ~NodeClass (void);
//////////////////////////////////////////////////////////////
// Public operators
//////////////////////////////////////////////////////////////
const NodeClass &operator= (const NodeClass &src);
//////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////
//
// Creation methods
//
virtual void Initialize (void) = 0;
virtual NodeClass * Clone (void) = 0;
//
// Identification methods
//
virtual NODE_TYPE Get_Type (void) const = 0;
virtual const char * Get_Name (void) const;
virtual void Set_Name (const char *name);
virtual uint32 Get_ID (void) const;
virtual void Set_ID (uint32 id);
virtual int Get_Icon_Index (void) const = 0;
virtual const char * Get_Comments (void) const;
virtual void Set_Comments (const char *comments);
//
// RTTI
//
virtual ObjectNodeClass * As_ObjectNodeClass (void) { return NULL; }
virtual TileNodeClass * As_TileNodeClass (void) { return NULL; }
virtual TerrainNodeClass * As_TerrainNodeClass (void) { return NULL; }
virtual SoundNodeClass * As_SoundNodeClass (void) { return NULL; }
virtual LightNodeClass * As_LightNodeClass (void) { return NULL; }
virtual WaypathNodeClass * As_WaypathNodeClass (void) { return NULL; }
virtual WaypointNodeClass * As_WaypointNodeClass (void) { return NULL; }
//
// Scene methods
//
virtual void Add_To_Scene (void);
virtual void Remove_From_Scene (void);
virtual bool In_Scene (void) const;
virtual void Reload (void);
virtual uint32 Get_Cull_Link (void) const { return m_CullLink; }
virtual void Set_Cull_Link (uint32 link) { m_CullLink = link; }
virtual void Update_Cached_Cull_Link (void);
//
// Transformation methods
//
virtual void Set_Transform (const Matrix3D &tm);
virtual Matrix3D Get_Transform (void);
virtual void Set_Position (const Vector3 &pos);
virtual Vector3 Get_Position (void) const;
virtual void Set_Orientation (const Quaternion &quat);
virtual const Quaternion & Get_Orientation (void) const;
virtual void Translate (const Vector3 &vector);
virtual void Rotate (const Matrix3D &rotation_matrix, const Matrix3D &coord_system);
//
// Movement restriction methods
//
virtual bool Can_Be_Rotated_Freely (void) const;
virtual bool Is_Rotation_Restricted (void) const;
virtual void Restrict_Rotation (bool restrict);
virtual bool Is_Locked (void) const;
virtual void Lock (bool lock);
//
// Intrinsic behavior methods
//
virtual bool Is_Static (void) const = 0;
//
// Notifications
//
virtual void On_Rotate (void);
virtual void On_Translate (void);
virtual void On_Transform (void);
virtual void On_Delete (void) { }
virtual void On_Restore (void) { }
//
// Accessors
//
virtual PhysClass * Peek_Physics_Obj (void) const = 0;
virtual RenderObjClass * Peek_Render_Obj (void) const;
virtual PhysClass * Peek_Collision_Obj (void) const;
virtual LPCTSTR Get_Model_Name (void) const;
void Set_Preset (PresetClass *preset);
PresetClass * Get_Preset (void) const;
uint32 Get_Preset_ID (void) const;
//
// Visibility methods
//
virtual void Show_Selection_Box (bool onoff);
virtual void Hide (bool hide);
virtual bool Is_Hidden (void) const;
//
// Attenuation methods
//
virtual bool Is_Attenuation_Sphere_Shown (void) { return false; }
virtual void Show_Attenuation_Spheres (bool onoff) { }
virtual float Get_Attenuation_Radius (void) { return 0.0F; }
virtual void Set_Attenuation_Radius (float radius) { }
//
// Editing methods
//
virtual bool Show_Settings_Dialog (void);
virtual NodeClass * Add_Child_Node (const Matrix3D &tm) { return NULL; }
virtual NodeClass * Get_Parent_Node (void) const { return NULL; }
virtual bool Can_Add_Child_Nodes (void) const { return false; }
virtual bool Is_A_Child_Node (NodeClass *) const { return false; }
virtual bool Is_Proxied (void) const { return m_IsProxied; }
virtual void Set_Is_Proxied (bool onoff) { m_IsProxied = onoff; }
virtual uint32 Get_Container_Preset_ID (void) const { return m_ContainerPresetID; }
virtual void Set_Container_Preset_ID (int id) { m_ContainerPresetID = id; }
//
// Export methods
//
virtual void Pre_Export (void) { }
virtual void Post_Export (void) { }
//
// Vis-related methods
//
virtual void Add_Vis_Points (VisPointGeneratorClass &generator, RenderObjClass *render_obj = NULL);
virtual bool Has_Vis_Sectors (RenderObjClass *render_obj = NULL);
virtual void Update_Cached_Vis_IDs (void) { };
//
// Sub-node Enumeration
//
virtual int Get_Sub_Node_Count (void) const { return 0; }
virtual NodeClass * Get_Sub_Node (int index) { return NULL; }
//
// From PersistClass
//
virtual bool Save (ChunkSaveClass &csave);
virtual bool Load (ChunkLoadClass &cload);
//
// Save filtering
//
virtual bool Needs_Save (void) const { return m_NeedsSave; }
virtual void Set_Needs_Save (bool onoff) { m_NeedsSave = onoff; }
//
// Selection box methods
//
virtual void Update_Selection_Color (void);
virtual void Update_Selection_Box (void);
//
// Zone edit methods
//
virtual void On_Vertex_Drag_Begin (int vertex_index) { }
virtual void On_Vertex_Drag (int vertex_index, POINT point) { }
virtual void On_Vertex_Drag_End (int vertex_index) { }
protected:
//////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////
//
// Save/load methods
//
bool Load_Variables (ChunkLoadClass &cload);
//////////////////////////////////////////////////////////////
// Protected member data
//////////////////////////////////////////////////////////////
StringClass m_Name;
StringClass m_Comments;
uint32 m_ID;
uint32 m_PresetID;
bool m_IsLocked;
bool m_RotationRestricted;
bool m_IsInScene;
bool m_NeedsSave;
bool m_IsProxied;
PresetClass * m_Preset;
uint32 m_ContainerPresetID;
SelectionBoxClass * m_SelectionBox;
Quaternion m_Orientation;
Vector3 m_SelColor;
Matrix3D m_Transform;
uint32 m_CullLink;
// For hit-test feedback
HITTESTINFO m_HitTestInfo;
// For use with NodeMgrClass
NodeClass * m_NextNode;
NodeClass * m_PrevNode;
//////////////////////////////////////////////////////////////
// Friends
//////////////////////////////////////////////////////////////
friend class NodeMgrClass;
};
//////////////////////////////////////////////////////////////////
// Set_Transform
//////////////////////////////////////////////////////////////////
inline void
NodeClass::Set_Transform (const Matrix3D &tm)
{
m_Transform = tm;
PhysClass *phys_obj = Peek_Physics_Obj ();
if (phys_obj != NULL) {
phys_obj->Set_Transform (tm);
On_Transform ();
}
return ;
}
//////////////////////////////////////////////////////////////////
// Get_Transform
//////////////////////////////////////////////////////////////////
inline Matrix3D
NodeClass::Get_Transform (void)
{
Matrix3D tm (1);
PhysClass *phys_obj = Peek_Physics_Obj ();
if (phys_obj != NULL) {
tm = phys_obj->Get_Transform ();
}
return tm;
}
//////////////////////////////////////////////////////////////////
// Set_Position
//////////////////////////////////////////////////////////////////
inline void
NodeClass::Set_Position (const Vector3 &pos)
{
m_Transform.Set_Translation (pos);
PhysClass *phys_obj = Peek_Physics_Obj ();
if (phys_obj != NULL) {
phys_obj->Set_Transform (m_Transform);
On_Translate ();
}
return ;
}
//////////////////////////////////////////////////////////////////
// Get_Position
//////////////////////////////////////////////////////////////////
inline Vector3
NodeClass::Get_Position (void) const
{
return m_Transform.Get_Translation ();
}
//////////////////////////////////////////////////////////////////
// Can_Be_Rotated_Freely
//////////////////////////////////////////////////////////////////
inline bool
NodeClass::Can_Be_Rotated_Freely (void) const
{
return true;
}
//////////////////////////////////////////////////////////////////
// Is_Rotation_Restricted
//////////////////////////////////////////////////////////////////
inline bool
NodeClass::Is_Rotation_Restricted (void) const
{
return m_RotationRestricted;
}
//////////////////////////////////////////////////////////////////
// Restrict_Rotation
//////////////////////////////////////////////////////////////////
inline void
NodeClass::Restrict_Rotation (bool restrict)
{
m_RotationRestricted = restrict;
return ;
}
//////////////////////////////////////////////////////////////////
// Get_Preset_ID
//////////////////////////////////////////////////////////////////
inline uint32
NodeClass::Get_Preset_ID (void) const
{
return m_PresetID;
}
//////////////////////////////////////////////////////////////////
// Get_Preset
//////////////////////////////////////////////////////////////////
inline PresetClass *
NodeClass::Get_Preset (void) const
{
return m_Preset;
}
//////////////////////////////////////////////////////////////////
// Set_Preset
//////////////////////////////////////////////////////////////////
inline void
NodeClass::Set_Preset (PresetClass *preset)
{
m_Preset = preset;
if (m_Preset != NULL) {
m_PresetID = m_Preset->Get_ID ();
}
return ;
}
//////////////////////////////////////////////////////////////////
// In_Scene
//////////////////////////////////////////////////////////////////
inline bool
NodeClass::In_Scene (void) const
{
return m_IsInScene;
}
//////////////////////////////////////////////////////////////////
// Get_ID
//////////////////////////////////////////////////////////////////
inline uint32
NodeClass::Get_ID (void) const
{
return m_ID;
}
//////////////////////////////////////////////////////////////////
// Peek_Collision_Obj
//////////////////////////////////////////////////////////////////
inline PhysClass *
NodeClass::Peek_Collision_Obj (void) const
{
return Peek_Physics_Obj ();
}
INLINE_ACCESSOR_CONST (const Quaternion &, NodeClass, Orientation);
INLINE_ACCESSOR_CONST (const char *, NodeClass, Name);
//INLINE_ACCESSOR_CONST (uint32, NodeClass, ID);
INLINE_ACCESSOR_CONST (const char *, NodeClass, Comments);
#endif //__NODE_H