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CnC_Renegade/Code/Tools/LevelEdit/VisPointNode.h

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/*
** 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/VisPointNode.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 3/26/01 2:46p $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __VISPOINT_NODE_H
#define __VISPOINT_NODE_H
#include "node.h"
#include "vector.h"
#include "icons.h"
#include "decophys.h"
// Forward declarations
class PresetClass;
////////////////////////////////////////////////////////////////////////////
//
// VisPointNodeClass
//
////////////////////////////////////////////////////////////////////////////
class VisPointNodeClass : public NodeClass
{
public:
//////////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////////
VisPointNodeClass (PresetClass *preset = NULL);
VisPointNodeClass (const VisPointNodeClass &src);
~VisPointNodeClass (void);
//////////////////////////////////////////////////////////////
// Public operators
//////////////////////////////////////////////////////////////
const VisPointNodeClass &operator= (const VisPointNodeClass &src);
//////////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////////
//
// VisPointNodeClass specific
//
void Set_Vis_Tile_Location (const Vector3 &location);
const Vector3 & Get_Vis_Tile_Location (void) const;
void Save_Camera_Settings (const CameraClass &camera);
void Setup_Camera (CameraClass &camera);
//
// From PersistClass
//
virtual const PersistFactoryClass & Get_Factory (void) const;
//
// From NodeClass
//
void Initialize (void);
NodeClass * Clone (void) { return new VisPointNodeClass (*this); }
NODE_TYPE Get_Type (void) const { return NODE_TYPE_VIS_POINT; }
int Get_Icon_Index (void) const { return VIS_ICON; }
PhysClass * Peek_Physics_Obj (void) const { return m_PhysObj; }
bool Is_Static (void) const { return false; }
bool Show_Settings_Dialog (void) { return true; }
bool Can_Be_Rotated_Freely (void) const { return true; }
void Set_Transform (const Matrix3D &tm);
//
// Export methods
//
void Pre_Export (void);
void Post_Export (void);
// From PersistClass
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
protected:
//////////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////////
bool Load_Variables (ChunkLoadClass &cload);
//////////////////////////////////////////////////////////////////
// Protected member data
//////////////////////////////////////////////////////////////////
DecorationPhysClass * m_PhysObj;
Vector3 m_VisTileLocation;
float m_NearClipPlane;
float m_HFov;
float m_VFov;
};
//////////////////////////////////////////////////////////////////
// Set_Vis_Tile_Location
//////////////////////////////////////////////////////////////////
inline void
VisPointNodeClass::Set_Vis_Tile_Location (const Vector3 &location)
{
m_VisTileLocation = location;
return ;
}
//////////////////////////////////////////////////////////////////
// Get_Vis_Tile_Location
//////////////////////////////////////////////////////////////////
inline const Vector3 &
VisPointNodeClass::Get_Vis_Tile_Location (void) const
{
return m_VisTileLocation;
}
#endif //__VISPOINT_NODE_H