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CnC_Renegade/Code/Tools/LevelEdit/editoronlyobjectnode.cpp

243 lines
7.4 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/editoronlyobjectnode.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 9/22/01 12:56p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "editoronlyobjectnode.h"
#include "editoronlydefinition.h"
#include "phys.h"
#include "rendobj.h"
#include "sceneeditor.h"
#include "filemgr.h"
#include "_assetmgr.h"
#include "editorassetmgr.h"
#include "w3d_file.h"
#include "cameramgr.h"
#include "collisiongroups.h"
#include "persistfactory.h"
#include "editorchunkids.h"
#include "preset.h"
#include "presetmgr.h"
#include "nodemgr.h"
#include "part_emt.h"
#include "modelutils.h"
//////////////////////////////////////////////////////////////////////////////
// Local prototypes
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Persist factory
//////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass<EditorOnlyObjectNodeClass, CHUNKID_EDITOR_ONLY_OBJECTS> _EditorOnlyObjNodePersistFactory;
//////////////////////////////////////////////////////////////////////////////
//
// EditorOnlyObjectNodeClass
//
//////////////////////////////////////////////////////////////////////////////
EditorOnlyObjectNodeClass::EditorOnlyObjectNodeClass (PresetClass *preset)
: DisplayObj (NULL),
NodeClass (preset)
{
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// EditorOnlyObjectNodeClass
//
//////////////////////////////////////////////////////////////////////////////
EditorOnlyObjectNodeClass::EditorOnlyObjectNodeClass (const EditorOnlyObjectNodeClass &src)
: DisplayObj (NULL),
NodeClass (NULL)
{
*this = src;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// ~EditorOnlyObjectNodeClass
//
//////////////////////////////////////////////////////////////////////////////
EditorOnlyObjectNodeClass::~EditorOnlyObjectNodeClass (void)
{
Remove_From_Scene ();
MEMBER_RELEASE (DisplayObj);
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Initialize
//
// Note: This may be called more than once. It is used as an 'initialize'
// and a 're-initialize'.
//
//////////////////////////////////////////////////////////////////////////////
void
EditorOnlyObjectNodeClass::Initialize (void)
{
EditorOnlyDefinitionClass *definition = static_cast<EditorOnlyDefinitionClass *> (m_Preset->Get_Definition ());
if (definition != NULL) {
MEMBER_RELEASE (DisplayObj);
//
// Make sure we have all the assets loaded into memory that this object needs.
//
m_Preset->Load_All_Assets ();
//
// Create the display object
//
DisplayObj = new DecorationPhysClass;
CString render_obj_name = ::Asset_Name_From_Filename (definition->Get_Model_Name ());
RenderObjClass *render_obj = ::Create_Render_Obj (render_obj_name);
if (render_obj != NULL) {
DisplayObj->Set_Model (render_obj);
MEMBER_RELEASE (render_obj);
DisplayObj->Set_Collision_Group (GAME_COLLISION_GROUP);
DisplayObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
::Set_Model_Collision_Type (DisplayObj->Peek_Model (), 15);
}
//
// Update the transforms of both objects
//
Set_Transform (m_Transform);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Factory
//
////////////////////////////////////////////////////////////////
const PersistFactoryClass &
EditorOnlyObjectNodeClass::Get_Factory (void) const
{
return _EditorOnlyObjNodePersistFactory;
}
/////////////////////////////////////////////////////////////////
//
// operator=
//
/////////////////////////////////////////////////////////////////
const EditorOnlyObjectNodeClass &
EditorOnlyObjectNodeClass::operator= (const EditorOnlyObjectNodeClass &src)
{
NodeClass::operator= (src);
return *this;
}
//////////////////////////////////////////////////////////////////////
//
// Pre_Export
//
//////////////////////////////////////////////////////////////////////
void
EditorOnlyObjectNodeClass::Pre_Export (void)
{
//
// Remove ourselves from the 'system' so we don't get accidentally
// saved during the export.
//
Add_Ref ();
if (DisplayObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Remove_Object (DisplayObj);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Post_Export
//
//////////////////////////////////////////////////////////////////////
void
EditorOnlyObjectNodeClass::Post_Export (void)
{
//
// Put ourselves back into the system
//
if (DisplayObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Add_Dynamic_Object (DisplayObj);
}
Release_Ref ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Add_To_Scene
//
//////////////////////////////////////////////////////////////////////
void
EditorOnlyObjectNodeClass::Add_To_Scene (void)
{
NodeClass::Add_To_Scene ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Remove_From_Scene
//
//////////////////////////////////////////////////////////////////////
void
EditorOnlyObjectNodeClass::Remove_From_Scene (void)
{
NodeClass::Remove_From_Scene ();
return ;
}