This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Tools/LevelEdit/AttenuationSphere.cpp

208 lines
6.1 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/AttenuationSphere.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 5/04/00 9:58a $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "StdAfx.h"
#include "AttenuationSphere.h"
#include "SphereObj.h"
#include "Utils.h"
#include "Node.h"
#include "SceneEditor.h"
///////////////////////////////////////////////////////////////////////////////
//
// AttenuationSphereClass
//
///////////////////////////////////////////////////////////////////////////////
AttenuationSphereClass::AttenuationSphereClass (void)
: m_IsInScene (false),
m_Color (1, 1, 1),
m_Radius (1.0F),
m_Opacity (1.0F)
{
return ;
}
///////////////////////////////////////////////////////////////////////////////
//
// ~AttenuationSphereClass
//
///////////////////////////////////////////////////////////////////////////////
AttenuationSphereClass::~AttenuationSphereClass (void)
{
Remove_From_Scene ();
return ;
}
///////////////////////////////////////////////////////////////////////////////
//
// Display_Around_Node
//
///////////////////////////////////////////////////////////////////////////////
void
AttenuationSphereClass::Display_Around_Node (const NodeClass &node)
{
RenderObjClass *render_obj = node.Peek_Render_Obj ();
if (render_obj != NULL) {
Display_Around_Node (*render_obj);
}
return ;
}
///////////////////////////////////////////////////////////////////////////////
//
// Display_Around_Node
//
///////////////////////////////////////////////////////////////////////////////
void
AttenuationSphereClass::Display_Around_Node (const RenderObjClass &render_obj)
{
//
// Make sure we have a sphere object
//
SphereRenderObjClass *sphere = (SphereRenderObjClass *)Peek_Model ();
if (sphere == NULL) {
sphere = new SphereRenderObjClass;
sphere->Set_Flag (SphereRenderObjClass::USE_ALPHA_VECTOR, false);
Set_Model (sphere);
Set_Color (m_Color);
Set_Radius (m_Radius);
Set_Opacity (m_Opacity);
MEMBER_RELEASE (sphere);
}
//
// Update the sphere's position
//
Set_Transform (render_obj.Get_Transform ());
//
// Put the sphere into the scene
//
if (m_IsInScene == false) {
::Get_Scene_Editor ()->Add_Dynamic_Object (this);
m_IsInScene = true;
}
return ;
}
///////////////////////////////////////////////////////////////////////////////
//
// Remove_From_Scene
//
///////////////////////////////////////////////////////////////////////////////
void
AttenuationSphereClass::Remove_From_Scene (void)
{
//
// Remove the sphere from the scene
//
if (m_IsInScene) {
::Get_Scene_Editor ()->Remove_Object (this);
m_IsInScene = false;
}
return ;
}
///////////////////////////////////////////////////////////////////////////////
//
// Set_Color
//
///////////////////////////////////////////////////////////////////////////////
void
AttenuationSphereClass::Set_Color (const Vector3 &color)
{
SphereRenderObjClass *sphere = (SphereRenderObjClass *)Peek_Model ();
SANITY_CHECK (sphere != NULL) {
return ;
}
m_Color = color;
sphere->Set_Color (m_Color);
return ;
}
///////////////////////////////////////////////////////////////////////////////
//
// Set_Radius
//
///////////////////////////////////////////////////////////////////////////////
void
AttenuationSphereClass::Set_Radius (float radius)
{
SphereRenderObjClass *sphere = (SphereRenderObjClass *)Peek_Model ();
SANITY_CHECK (sphere != NULL) {
return ;
}
m_Radius = radius;
sphere->Set_Extent (Vector3 (m_Radius, m_Radius, m_Radius));
sphere->Set_Transform (sphere->Get_Transform ());
Update_Cull_Box ();
return ;
}
///////////////////////////////////////////////////////////////////////////////
//
// Set_Opacity
//
///////////////////////////////////////////////////////////////////////////////
void
AttenuationSphereClass::Set_Opacity (float opacity)
{
SphereRenderObjClass *sphere = (SphereRenderObjClass *)Peek_Model ();
SANITY_CHECK (sphere != NULL) {
return ;
}
m_Opacity = opacity;
sphere->Set_Alpha (m_Opacity);
return ;
}