992 lines
24 KiB
C++
992 lines
24 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/TerrainNode.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 2/12/02 4:07p $*
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* *
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* $Revision:: 36 $*
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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 "terrainnode.h"
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#include "staticphys.h"
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#include "sceneeditor.h"
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#include "terraindefinition.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 "hlod.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 "collect.h"
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#include "presetmgr.h"
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#include "nodemgr.h"
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#include "editorsaveload.h"
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#include "terrainsectionpersist.h"
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#include "lightphys.h"
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#include "lightnode.h"
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#include "leveleditview.h"
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#include "hlod.h"
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<TerrainNodeClass, CHUNKID_NODE_TERRAIN> _TerrainNodePersistFactory;
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SimplePersistFactoryClass<TerrainNodeClass, CHUNKID_NODE_TERRAIN_SECTION> _TerrainSectionNodePersistFactory;
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enum
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{
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CHUNKID_VARIABLES = 0x10251130,
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CHUNKID_BASE_CLASS,
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CHUNKID_SECTION_PERSISTDATA,
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CHUNKID_SECTION_PERSIST_LIST
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};
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enum
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{
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XXX_VARID_VISID = 0x01,
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VARID_SECTIONID_OLD,
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VARID_SECTIONID,
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VARID_TM
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// TerrainNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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TerrainNodeClass::TerrainNodeClass (PresetClass *preset) :
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Transform (1),
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LoadedTransform (1),
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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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// ~TerrainNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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TerrainNodeClass::~TerrainNodeClass (void)
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{
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Remove_From_Scene ();
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Free_Sections ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Free_Section_Data
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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TerrainNodeClass::Free_Section_Data (void)
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{
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m_TerrainSectionInfo.Free_List ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Free_Sections
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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TerrainNodeClass::Free_Sections (void)
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{
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//
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// Release our hold on all the physics pointers
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//
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for (int index = 0; index < m_Sections.Count (); index ++) {
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NodeClass *sub_node = m_Sections[index];
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MEMBER_RELEASE (sub_node);
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//
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// Remove the file dependencies for this tile from the file manager.
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//
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if (sub_node != NULL && sub_node->Get_Type () != NODE_TYPE_TERRAIN_SECTION) {
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::Get_File_Mgr ()->Update (sub_node, false);
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}
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}
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m_Sections.Delete_All ();
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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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TerrainNodeClass::Add_To_Scene (void)
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{
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SceneEditorClass *scene = ::Get_Scene_Editor ();
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//
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// Add all the sections to the scene
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//
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for (int index = 0; index < m_Sections.Count (); index ++) {
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NodeClass *sub_node = m_Sections[index];
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sub_node->Add_To_Scene ();
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}
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m_IsInScene = true;
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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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TerrainNodeClass::Remove_From_Scene (void)
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{
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SceneEditorClass *scene = ::Get_Scene_Editor ();
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if (scene != NULL && m_IsInScene) {
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Build_Section_ID_List ();
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//
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// Remove all the sections from the scene
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//
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for (int index = 0; index < m_Sections.Count (); index ++) {
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NodeClass *sub_node = m_Sections[index];
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sub_node->Remove_From_Scene ();
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}
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m_IsInScene = false;
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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_Transform
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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TerrainNodeClass::Set_Transform (const Matrix3D &tm)
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{
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Special_Set_Transform (tm);
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Transform = tm;
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Special_Set_Transform
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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TerrainNodeClass::Special_Set_Transform (const Matrix3D &tm)
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{
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Matrix3D curr_tm = Get_Transform ();
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Matrix3D inv_tm (1);
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curr_tm.Get_Orthogonal_Inverse (inv_tm);
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//
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// Move all the sub-sections
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//
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for (int index = 0; index < m_Sections.Count (); index ++) {
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NodeClass *sub_node = (TerrainSectionNodeClass *)m_Sections[index];
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if (sub_node->Get_Type () == NODE_TYPE_TERRAIN_SECTION) {
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//
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// Check to see if this sub-object is a dazzle. If it is, then
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// transform it relative to the terrain...
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//
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RenderObjClass *model = sub_node->Peek_Render_Obj ();
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if (model != NULL && model->Class_ID () == RenderObjClass::CLASSID_DAZZLE) {
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Matrix3D sub_obj_tm = sub_node->Get_Transform ();
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Matrix3D rel_sub_obj_tm = inv_tm * sub_obj_tm;
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Matrix3D new_tm = tm * rel_sub_obj_tm;
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((TerrainSectionNodeClass *)sub_node)->Special_Set_Transform (new_tm);
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} else {
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((TerrainSectionNodeClass *)sub_node)->Special_Set_Transform (tm);
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}
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} else if (sub_node->Get_Type () == NODE_TYPE_TERRAIN) {
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((TerrainNodeClass *)sub_node)->Special_Set_Transform (tm);
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} else {
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//
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// Transform this object relative to the terrain
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//
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Matrix3D sub_obj_tm = sub_node->Get_Transform ();
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Matrix3D rel_sub_obj_tm = inv_tm * sub_obj_tm;
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Matrix3D new_tm = tm * rel_sub_obj_tm;
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sub_node->Set_Transform (new_tm);
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}
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}
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NodeClass::Set_Transform (tm);
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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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TerrainNodeClass::Initialize (void)
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{
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Build_Section_ID_List ();
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Free_Sections ();
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TerrainDefinitionClass *definition = static_cast<TerrainDefinitionClass *> (m_Preset->Get_Definition ());
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if (definition != NULL) {
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//
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// Make sure all assets are loaded into memory before this tile is created...
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//
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m_Preset->Load_All_Assets ();
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CString filename = definition->Get_Model_Name ();
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CString asset_name = ::Asset_Name_From_Filename (filename);
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//
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// Filename valid?
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//
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if (filename.GetLength () > 0) {
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filename = ::Get_File_Mgr ()->Make_Full_Path (filename);
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_pThe3DAssetManager->Set_Current_Directory (::Strip_Filename_From_Path (filename));
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//
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// Create the terrain
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//
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RenderObjClass *terrain = ::Create_Render_Obj (asset_name);
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if (terrain != NULL) {
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//
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// Loop through all the sections inside the mesh collection and
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// create static phys objects for each one.
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//
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int section_count = terrain->Get_Num_Sub_Objects ();
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if (section_count > 0) {
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for (int index = 0; index < section_count; index ++) {
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RenderObjClass *sub_obj = terrain->Get_Sub_Object (index);
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if (sub_obj != NULL) {
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//
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// Create a new terrain section and add it to our list
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//
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TerrainSectionNodeClass *sub_node = new TerrainSectionNodeClass;
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sub_node->Create (sub_obj);
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sub_node->Set_Terrain (this);
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m_Sections.Add (sub_node);
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MEMBER_RELEASE (sub_obj);
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}
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}
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}
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//
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// Build a list of proxy objects
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//
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DynamicVectorClass<ProxyClass> proxy_list;
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if (terrain->Class_ID () == RenderObjClass::CLASSID_COLLECTION) {
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//
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// Add all the proxies from the collection to our list
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//
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CollectionClass *collection = (CollectionClass *)terrain;
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for (int index = 0; index < collection->Get_Proxy_Count (); index ++) {
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ProxyClass proxy;
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if (collection->Get_Proxy (index, proxy)) {
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proxy_list.Add (proxy);
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}
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}
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} else if (terrain->Class_ID () == RenderObjClass::CLASSID_HLOD) {
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//
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// Add all the proxies from the HLOD to our list
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//
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HLodClass *hlod = reinterpret_cast<HLodClass *>(terrain);
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for (int index = 0; index < hlod->Get_Proxy_Count (); index ++) {
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ProxyClass proxy;
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if (hlod->Get_Proxy (index, proxy)) {
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proxy_list.Add (proxy);
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}
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}
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}
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//
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// Create the proxy objects
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//
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Create_Proxies (proxy_list);
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//
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// Create all the lights that are associated with this terrain
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//
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Create_Lights ();
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MEMBER_RELEASE (terrain);
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}
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}
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//
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// Make sure we restore all the VIS ids (if necessary)
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//
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Assign_Section_IDs ();
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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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// Assign_Section_IDs
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//
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////////////////////////////////////////////////////////////////
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void
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TerrainNodeClass::Assign_Section_IDs (void)
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{
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m_TerrainSectionInfo.Assign_Section_IDs (this);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Build_Section_ID_List
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//
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////////////////////////////////////////////////////////////////
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void
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TerrainNodeClass::Build_Section_ID_List (void)
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{
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//
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// Rebuild the list from scratch (if there is anything to do)
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//
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if (In_Scene () && m_Sections.Count () > 0) {
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Free_Section_Data ();
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m_TerrainSectionInfo.Build_List (m_Sections);
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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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TerrainNodeClass::Get_Factory (void) const
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{
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return _TerrainNodePersistFactory;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Add_Vis_Points
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//
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/////////////////////////////////////////////////////////////////
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void
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TerrainNodeClass::Add_Vis_Points
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(
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VisPointGeneratorClass & generator,
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RenderObjClass * render_obj
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)
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{
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/*for (int index = 0; index < m_Sections.Count (); index ++) {
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StaticPhysClass *phys_obj = m_Sections[index];
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//
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// Pass all the sections onto the generator
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//
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RenderObjClass *render_obj = phys_obj->Peek_Model ();
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if (render_obj != NULL) {
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NodeClass::Add_Vis_Points (generator, render_obj);
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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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// Hide
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//
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/////////////////////////////////////////////////////////////////
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void
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TerrainNodeClass::Hide (bool hide)
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{
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for (int index = 0; index < m_Sections.Count (); index ++) {
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NodeClass *node = m_Sections[index];
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node->Hide (hide);
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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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// Is_Hidden
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//
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/////////////////////////////////////////////////////////////////
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bool
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TerrainNodeClass::Is_Hidden (void) const
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{
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bool retval = false;
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if (m_Sections.Count () > 0) {
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NodeClass *node = m_Sections[0];
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retval = node->Is_Hidden ();
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}
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return retval;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Save
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//
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/////////////////////////////////////////////////////////////////
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bool
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TerrainNodeClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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NodeClass::Save (csave);
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csave.End_Chunk ();
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//
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// Write a chunk for each section so we can store instance
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// specific data.
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//
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Build_Section_ID_List ();
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csave.Begin_Chunk (CHUNKID_SECTION_PERSIST_LIST);
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m_TerrainSectionInfo.Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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WRITE_MICRO_CHUNK (csave, VARID_TM, Transform)
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csave.End_Chunk ();
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return true;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Load
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//
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/////////////////////////////////////////////////////////////////
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bool
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TerrainNodeClass::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_BASE_CLASS:
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NodeClass::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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case CHUNKID_SECTION_PERSIST_LIST:
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m_TerrainSectionInfo.Load (cload);
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break;
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}
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cload.Close_Chunk ();
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}
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SaveLoadSystemClass::Register_Post_Load_Callback (this);
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return true;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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/////////////////////////////////////////////////////////////////
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bool
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TerrainNodeClass::Load_Variables (ChunkLoadClass &cload)
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{
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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READ_MICRO_CHUNK (cload, VARID_TM, LoadedTransform)
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case VARID_SECTIONID_OLD:
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case VARID_SECTIONID:
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{
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//
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// Force vis to be reset
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//
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PhysicsSceneClass::Get_Instance ()->Reset_Vis ();
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EditorSaveLoadClass::Set_Loaded_Vis_Valid (false);
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::Output_Message ("Old-style terrain section ID found, resetting VIS data.\r\n");
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}
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break;
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}
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cload.Close_Micro_Chunk ();
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}
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Create_Lights
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//
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////////////////////////////////////////////////////////////////
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void
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TerrainNodeClass::Create_Lights (void)
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{
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if (::Get_Scene_Editor ()->Is_Proxy_Creation_Enabled () == false) {
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return ;
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}
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//
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// Get the terrain's definition
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//
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TerrainDefinitionClass *definition = static_cast<TerrainDefinitionClass *> (m_Preset->Get_Definition ());
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if (definition == NULL) {
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return ;
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}
|
|
::Get_Main_View ()->Allow_Repaint (false);
|
|
|
|
//
|
|
// Get the filename for the light database
|
|
//
|
|
CString full_path = ::Get_File_Mgr ()->Make_Full_Path (definition->Get_Light_Filename ());
|
|
DynamicVectorClass<StringClass> filename_list;
|
|
filename_list.Add ((LPCTSTR)full_path);
|
|
|
|
//
|
|
// Import the lights into the level
|
|
//
|
|
DynamicVectorClass<LightNodeClass *> node_list;
|
|
::Get_Scene_Editor ()->Import_Lights (filename_list, &node_list);
|
|
|
|
//
|
|
// Add all these lights to our section list
|
|
//
|
|
for (int index = 0; index < node_list.Count (); index ++) {
|
|
LightNodeClass *node = node_list[index];
|
|
if (node != NULL) {
|
|
|
|
//
|
|
// Transform this light from world-relative to terrain relative
|
|
//
|
|
node->Set_Transform (Get_Transform () * node->Get_Transform ());
|
|
|
|
//
|
|
// Add the light to our section list and 'remove' it from the node manager
|
|
//
|
|
node->Lock (true);
|
|
m_Sections.Add (node);
|
|
NodeMgrClass::Remove_Node (node);
|
|
}
|
|
}
|
|
|
|
::Get_Main_View ()->Allow_Repaint (true);
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Find_Proxy_Preset
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
PresetClass *
|
|
TerrainNodeClass::Find_Proxy_Preset (const char *preset_name)
|
|
{
|
|
bool is_restricted_user = ::Get_File_Mgr ()->Is_Special_User ();
|
|
|
|
PresetClass *retval = NULL;
|
|
|
|
//
|
|
// Loop over all the presets, until we've found one that matches the
|
|
// requirements
|
|
//
|
|
bool keep_going = true;
|
|
bool is_preferred = false;
|
|
for ( PresetClass *preset = PresetMgrClass::Get_First ();
|
|
preset != NULL && keep_going;
|
|
preset = PresetMgrClass::Get_Next (preset))
|
|
{
|
|
//
|
|
// Is this the preset we are looking for?
|
|
//
|
|
if (::lstrcmpi (preset->Get_Name (), preset_name) == 0) {
|
|
|
|
if (is_preferred == false) {
|
|
retval = preset;
|
|
}
|
|
|
|
if (preset->Is_A_Parent (PROXY_TESTS_FOLDER)) {
|
|
retval = preset;
|
|
keep_going = false;
|
|
} else if (is_restricted_user == preset->Is_A_Parent (SPECIAL_USER_FOLDER)) {
|
|
|
|
//
|
|
// Restricted users prefer presets under their folder, other's prefer
|
|
// presets not under the restricted presets folder.
|
|
//
|
|
is_preferred = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return retval;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Create_Proxies
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
TerrainNodeClass::Create_Proxies (DynamicVectorClass<ProxyClass> &proxy_list)
|
|
{
|
|
if (::Get_Scene_Editor ()->Is_Proxy_Creation_Enabled () == false) {
|
|
return ;
|
|
}
|
|
|
|
//
|
|
// Loop over all the proxy objects in the list
|
|
//
|
|
int count = proxy_list.Count ();
|
|
for (int index = 0; index < count; index ++) {
|
|
|
|
//
|
|
// Get information about this proxy
|
|
//
|
|
Matrix3D rel_transform = proxy_list[index].Get_Transform ();
|
|
CString preset_name = proxy_list[index].Get_Name ();
|
|
|
|
//
|
|
// Find the preset this placeholder references
|
|
//
|
|
PresetClass *preset = Find_Proxy_Preset (preset_name);
|
|
if (preset != NULL) {
|
|
|
|
//
|
|
// Create the node from the base
|
|
//
|
|
NodeClass *node = ::Get_Scene_Editor ()->Create_Node (preset, &rel_transform, 0, false);
|
|
ASSERT (node != NULL);
|
|
if (node != NULL) {
|
|
|
|
//
|
|
// Change some flags on the object
|
|
//
|
|
node->Restrict_Rotation (false);
|
|
node->Set_Is_Proxied (true);
|
|
|
|
//
|
|
// Is the node configured correctly?
|
|
//
|
|
if (node->Peek_Physics_Obj () != NULL || node->Get_Type () == NODE_TYPE_TERRAIN) {
|
|
|
|
//
|
|
// Normalize the rotation of this node
|
|
//
|
|
node->Rotate (Matrix3D (1), Matrix3D (1));
|
|
node->Lock (true);
|
|
|
|
//
|
|
// We have to tell the terrain it can really be moved...
|
|
//
|
|
if (node->Get_Type () == NODE_TYPE_TERRAIN) {
|
|
((TerrainNodeClass *)node)->Special_Set_Transform (rel_transform);
|
|
}
|
|
|
|
//
|
|
// Remove this node from the system, and add it to our
|
|
// local sub-node list.
|
|
//
|
|
node->Add_Ref ();
|
|
m_Sections.Add (node);
|
|
NodeMgrClass::Remove_Node (node);
|
|
::Get_File_Mgr ()->Update (node, true);
|
|
|
|
} else {
|
|
|
|
::Get_Scene_Editor ()->Delete_Node (node, false);
|
|
|
|
CString message;
|
|
message.Format ("Unable to create physics object for placeholder %s.\r\n", (LPCTSTR)preset_name);
|
|
::Output_Message (message);
|
|
}
|
|
}
|
|
|
|
} else {
|
|
|
|
CString message;
|
|
message.Format ("Unable to find preset for placeholder %s.\r\n", (LPCTSTR)preset_name);
|
|
::Output_Message (message);
|
|
}
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////
|
|
//
|
|
// Update_Cached_Vis_IDs
|
|
//
|
|
/////////////////////////////////////////////////////////////////
|
|
void
|
|
TerrainNodeClass::Update_Cached_Vis_IDs (void)
|
|
{
|
|
//
|
|
// Pass this call onto all subobjects
|
|
//
|
|
for (int index = 0; index < m_Sections.Count (); index ++) {
|
|
NodeClass *node = m_Sections[index];
|
|
if (node != NULL) {
|
|
node->Update_Cached_Vis_IDs ();
|
|
}
|
|
}
|
|
|
|
Build_Section_ID_List ();
|
|
return ;
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////
|
|
//
|
|
// Reload
|
|
//
|
|
/////////////////////////////////////////////////////////////////
|
|
void
|
|
TerrainNodeClass::Reload (void)
|
|
{
|
|
NodeClass::Reload ();
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Pre_Export
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
void
|
|
TerrainNodeClass::Pre_Export (void)
|
|
{
|
|
NodeClass::Pre_Export ();
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Post_Export
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
void
|
|
TerrainNodeClass::Post_Export (void)
|
|
{
|
|
NodeClass::Post_Export ();
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Is_A_Child_Node
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
bool
|
|
TerrainNodeClass::Is_A_Child_Node (NodeClass *node) const
|
|
{
|
|
bool retval = false;
|
|
|
|
//
|
|
// Test each sub object
|
|
//
|
|
for (int index = 0; retval == false && index < m_Sections.Count (); index ++) {
|
|
NodeClass *curr_node = m_Sections[index];
|
|
if (curr_node != NULL) {
|
|
|
|
//
|
|
// Is this the node we are looking for?
|
|
//
|
|
if (curr_node == node) {
|
|
retval = true;
|
|
} else {
|
|
|
|
//
|
|
// Pass this call onto the child
|
|
//
|
|
retval = curr_node->Is_A_Child_Node (node);
|
|
}
|
|
}
|
|
}
|
|
|
|
return retval;
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
//
|
|
// On_Post_Load
|
|
//
|
|
///////////////////////////////////////////////////////////////////////
|
|
void
|
|
TerrainNodeClass::On_Post_Load (void)
|
|
{
|
|
m_TerrainSectionInfo.Initialize_Virgin_Sections ();
|
|
|
|
//
|
|
// Transform the terrain to its new position
|
|
//
|
|
if (m_IsProxied == false && LoadedTransform != Matrix3D::Identity) {
|
|
Set_Transform (LoadedTransform);
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
//******************************************************************************//
|
|
//*
|
|
//* Start of TerrainSectionNodeClass
|
|
//*
|
|
//******************************************************************************//
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Get_Factory
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
const PersistFactoryClass &
|
|
TerrainSectionNodeClass::Get_Factory (void) const
|
|
{
|
|
return _TerrainSectionNodePersistFactory;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Create
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
TerrainSectionNodeClass::Create (RenderObjClass *render_obj)
|
|
{
|
|
MEMBER_RELEASE (m_PhysObj);
|
|
|
|
//
|
|
// Create the new terrain section from the render object
|
|
//
|
|
m_PhysObj = new StaticPhysClass;
|
|
m_PhysObj->Set_Model (render_obj);
|
|
m_PhysObj->Set_Transform (render_obj->Get_Transform ());
|
|
|
|
//
|
|
// Give this section an ID (and pass it along to its physics obj)
|
|
//
|
|
m_PhysObj->Set_ID (Get_ID ());
|
|
Set_ID (NodeMgrClass::Get_Node_ID (Get_Type ()));
|
|
m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
|
|
|
|
//
|
|
// Give the new node a name
|
|
//
|
|
Set_Name (render_obj->Get_Name ());
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Set_Transform
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
void
|
|
TerrainSectionNodeClass::Set_Transform (const Matrix3D &tm)
|
|
{
|
|
if (Terrain == NULL) {
|
|
return ;
|
|
}
|
|
|
|
//
|
|
// Get the inverse tranform of the terrain section
|
|
//
|
|
Matrix3D curr_tm = Get_Transform ();
|
|
Matrix3D inv_tm;
|
|
curr_tm.Get_Orthogonal_Inverse (inv_tm);
|
|
|
|
Matrix3D delta_tm = inv_tm * tm;
|
|
|
|
//
|
|
// Transform the terrain object relative to this section
|
|
//
|
|
Matrix3D terrain_obj_tm = Terrain->Get_Transform ();
|
|
//Matrix3D rel_terrain_obj_tm = inv_tm * terrain_obj_tm;
|
|
|
|
Matrix3D new_tm = terrain_obj_tm * delta_tm;
|
|
Terrain->Set_Transform (new_tm);
|
|
return ;
|
|
}
|