266 lines
8.5 KiB
C++
266 lines
8.5 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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//
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// SelectionBoxClass.cpp
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//
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// Class declaration for a selected item's bounding box.
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//
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#include "stdafx.h"
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#include "selectionbox.h"
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#include "matrix3d.h"
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#include "sceneeditor.h"
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#include "rendobj.h"
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#include "node.h"
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//////////////////////////////////////////////////////////////////////
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//
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// SelectionBoxClass::DecorationLineClass
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//
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//////////////////////////////////////////////////////////////////////
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SelectionBoxClass::DecorationLineClass::DecorationLineClass (void)
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: m_pLine3D (NULL)
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{
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m_pLine3D = new Line3DClass (Vector3 (0,0,0), Vector3 (10,10,10), 0.3F, 0.8F, 0.8F, 0.8F);
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// Don't do collision detections on us
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Inc_Ignore_Counter();
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// Let the base class know who the model is
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Set_Model (m_pLine3D);
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// SelectionBoxClass::DecorationLineClass::~DecorationLineClass
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//
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//////////////////////////////////////////////////////////////////////
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SelectionBoxClass::DecorationLineClass::~DecorationLineClass (void)
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{
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MEMBER_RELEASE (m_pLine3D);
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// SelectionBoxClass
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//
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//////////////////////////////////////////////////////////////////////
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SelectionBoxClass::SelectionBoxClass (void)
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: m_bIsAddedToScene (false)
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{
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//
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// Loop through and create all the line segments
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//
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for (int line = 0; line < 24; line ++) {
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m_pBoundingLines[line] = new SelectionBoxClass::DecorationLineClass;
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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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// ~SelectionBoxClass
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//
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//////////////////////////////////////////////////////////////////////
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SelectionBoxClass::~SelectionBoxClass (void)
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{
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// Remove this item from the scene
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Remove_From_Scene ();
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// Loop through and release all the line segments
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for (int line = 0; line < 24; line ++) {
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MEMBER_RELEASE (m_pBoundingLines[line]);
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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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// Display_Around_Node
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//
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//////////////////////////////////////////////////////////////////////
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void
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SelectionBoxClass::Display_Around_Node (const NodeClass &node)
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{
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RenderObjClass *render_obj = node.Peek_Render_Obj ();
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if (render_obj != NULL) {
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Display_Around_Node (*render_obj);
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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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// Display_Around_Node
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//
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//////////////////////////////////////////////////////////////////////
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void
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SelectionBoxClass::Display_Around_Node (const RenderObjClass &render_obj)
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{
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// Get the bounding box of the item
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AABoxClass bounding_box;
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render_obj.Get_Obj_Space_Bounding_Box (bounding_box);
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const Matrix3D &transform = render_obj.Get_Transform ();
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// Alias the extent vector
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Vector3 extent = bounding_box.Extent;
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extent.X += extent.X / 50.0F;
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extent.Y += extent.Y / 50.0F;
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extent.Z += extent.Z / 50.0F;
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//
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// Calculate the positions of the eight verticies
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//
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Vector3 verticies[8];
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verticies[0] = bounding_box.Center + Vector3 (extent.X, extent.Y, extent.Z);
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verticies[1] = bounding_box.Center + Vector3 (-extent.X, extent.Y, extent.Z);
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verticies[2] = bounding_box.Center + Vector3 (-extent.X, extent.Y, -extent.Z);
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verticies[3] = bounding_box.Center + Vector3 (extent.X, extent.Y, -extent.Z);
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verticies[4] = bounding_box.Center + Vector3 (extent.X, -extent.Y, extent.Z);
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verticies[5] = bounding_box.Center + Vector3 (-extent.X, -extent.Y, extent.Z);
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verticies[6] = bounding_box.Center + Vector3 (-extent.X, -extent.Y, -extent.Z);
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verticies[7] = bounding_box.Center + Vector3 (extent.X, -extent.Y, -extent.Z);
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//
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// Rotate these verticies using the item's current transform
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//
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for (int vertex = 0; vertex < 8; vertex ++) {
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verticies[vertex] = transform * verticies[vertex];
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}
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//
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// Determine the new size for each grab handle
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//
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float largest_dim = max (extent.X, extent.Y);
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largest_dim = max (largest_dim, extent.Z);
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float width = max (largest_dim / 55.0F, 0.02F);
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//
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// Set the positions of the line segments that make up the box
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//
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m_pBoundingLines[0]->Reset (verticies[0], verticies[0] + (verticies[1]-verticies[0])/4.00F, width);
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m_pBoundingLines[4]->Reset (verticies[0], verticies[0] + (verticies[4]-verticies[0])/4.00F, width);
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m_pBoundingLines[12]->Reset (verticies[0], verticies[0] + (verticies[3]-verticies[0])/4.00F, width);
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m_pBoundingLines[1]->Reset (verticies[1], verticies[1] + (verticies[2]-verticies[1])/4.00F, width);
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m_pBoundingLines[5]->Reset (verticies[1], verticies[1] + (verticies[5]-verticies[1])/4.00F, width);
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m_pBoundingLines[13]->Reset (verticies[1], verticies[1] + (verticies[0]-verticies[1])/4.00F, width);
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m_pBoundingLines[2]->Reset (verticies[2], verticies[2] + (verticies[3]-verticies[2])/4.00F, width);
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m_pBoundingLines[6]->Reset (verticies[2], verticies[2] + (verticies[6]-verticies[2])/4.00F, width);
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m_pBoundingLines[14]->Reset (verticies[2], verticies[2] + (verticies[1]-verticies[2])/4.00F, width);
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m_pBoundingLines[3]->Reset (verticies[3], verticies[3] + (verticies[0]-verticies[3])/4.00F, width);
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m_pBoundingLines[7]->Reset (verticies[3], verticies[3] + (verticies[7]-verticies[3])/4.00F, width);
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m_pBoundingLines[15]->Reset (verticies[3], verticies[3] + (verticies[2]-verticies[3])/4.00F, width);
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m_pBoundingLines[8]->Reset (verticies[4], verticies[4] + (verticies[5]-verticies[4])/4.00F, width);
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m_pBoundingLines[16]->Reset (verticies[4], verticies[4] + (verticies[0]-verticies[4])/4.00F, width);
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m_pBoundingLines[17]->Reset (verticies[4], verticies[4] + (verticies[7]-verticies[4])/4.00F, width);
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m_pBoundingLines[9]->Reset (verticies[5], verticies[5] + (verticies[6]-verticies[5])/4.00F, width);
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m_pBoundingLines[18]->Reset (verticies[5], verticies[5] + (verticies[4]-verticies[5])/4.00F, width);
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m_pBoundingLines[19]->Reset (verticies[5], verticies[5] + (verticies[1]-verticies[5])/4.00F, width);
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m_pBoundingLines[10]->Reset (verticies[6], verticies[6] + (verticies[7]-verticies[6])/4.00F, width);
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m_pBoundingLines[20]->Reset (verticies[6], verticies[6] + (verticies[5]-verticies[6])/4.00F, width);
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m_pBoundingLines[21]->Reset (verticies[6], verticies[6] + (verticies[2]-verticies[6])/4.00F, width);
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m_pBoundingLines[11]->Reset (verticies[7], verticies[7] + (verticies[4]-verticies[7])/4.00F, width);
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m_pBoundingLines[22]->Reset (verticies[7], verticies[7] + (verticies[6]-verticies[7])/4.00F, width);
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m_pBoundingLines[23]->Reset (verticies[7], verticies[7] + (verticies[3]-verticies[7])/4.00F, width);
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//
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// Add the lines to the scene if necessary
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//
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if (m_bIsAddedToScene == false) {
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SceneEditorClass *scene = ::Get_Scene_Editor ();
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if (scene != NULL) {
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// Loop through all the line segments and add them to the scene
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for (int line = 0; line < 24; line ++) {
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scene->Add_Dynamic_Object (m_pBoundingLines[line]);
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}
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// Success!
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m_bIsAddedToScene = true;
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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_From_Scene
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//
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//////////////////////////////////////////////////////////////////////
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void
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SelectionBoxClass::Remove_From_Scene (void)
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{
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// Get a pointer to the current scene
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SceneEditorClass *scene = ::Get_Scene_Editor ();
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if (scene != NULL) {
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// Remove all the lines from the scene
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for (int line = 0; line < 24; line ++) {
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scene->Remove_Object (m_pBoundingLines[line]);
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}
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// Success!
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m_bIsAddedToScene = true;
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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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// Set_Color
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//
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//////////////////////////////////////////////////////////////////////
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void
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SelectionBoxClass::Set_Color (const Vector3 &color)
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{
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// Change the color of all the lines
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for (int line = 0; line < 24; line ++) {
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m_pBoundingLines[line]->Set_Color (color);
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}
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return ;
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}
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