316 lines
13 KiB
C++
316 lines
13 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/SceneEditor.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 9/08/01 10:48a $*
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* *
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* $Revision:: 58 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __SCENEEDITOR_H
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#define __SCENEEDITOR_H
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#include "pscene.h"
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#include "listtypes.h"
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#include "undomgr.h"
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#include "vector.h"
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#include "vislog.h"
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#include "viswindowdialog.h"
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//////////////////////////////////////////////////////////////////////////////////////////////////
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// Forward declarations
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//////////////////////////////////////////////////////////////////////////////////////////////////
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class Vector3;
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class Matrix3D;
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class NodeBaseClass;
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class NodeMgrClass;
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class SelectionMgrClass;
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class AudibleSoundClass;
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class DecorationPhysClass;
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class Phys3Class;
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class PresetClass;
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class SkyClass;
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class LightNodeClass;
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//////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// SceneEditorClass
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//////////////////////////////////////////////////////////////////////////////////////////////////
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class SceneEditorClass : public PhysicsSceneClass
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{
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public:
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//////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////
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SceneEditorClass (void);
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virtual ~SceneEditorClass (void);
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//////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////
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//
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// Object creation/destruction
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//
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virtual void Add_Node (NodeClass *node);
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virtual NodeClass * Create_Node (PresetClass *preset, Matrix3D *transform = NULL, DWORD obj_id = 0, bool add_to_scene = true);
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virtual NodeClass * Clone_Node (NodeClass *node);
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virtual bool Delete_Node (NodeClass *node, bool allow_undo = true);
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virtual void Delete_Nodes (void);
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virtual bool Delete_Nodes (PresetClass *preset);
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virtual void Update_File_Mgr (NodeClass *node, bool badd = true);
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//
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// Cut/copy/paste/undo methods
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//
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virtual bool Cut_Objects (void);
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virtual bool Cut_Object (NodeClass *pnode) { return false; }
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virtual bool Copy_Objects (void);
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virtual bool Copy_Object (NodeClass *pnode) { return false; }
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virtual bool Paste_Objects (void);
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virtual bool Paste_Object (NodeClass *pnode) { return false; }
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virtual bool Can_Paste (void);
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virtual bool Clone_Objects (void);
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virtual bool Clone_Object (NodeClass *pnode) { return false; }
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virtual bool Undo (void);
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virtual void Begin_Operation (OPERATION_TYPE type, NodeClass *node);
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virtual void Begin_Operation (OPERATION_TYPE type, NODE_LIST *affected_list = NULL);
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virtual void End_Operation (void);
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//
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// Object transformation methods
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//
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virtual void Lock_Nodes (bool lock);
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virtual Vector3 Build_Node_List (NODE_LIST &node_list);
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//
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// Inline accessors
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//
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virtual SelectionMgrClass & Get_Selection_Mgr (void) { return *m_SelectionMgr; }
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virtual UndoMgrClass & Get_Undo_Mgr (void) { return m_UndoMgr; }
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virtual GROUP_LIST & Get_Group_List (void) { return m_GroupsList; }
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//
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// Group methods
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//
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virtual GroupMgrClass * Add_Global_Group (const CString &name, NODE_LIST *initial_list = NULL);
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virtual void Remove_Global_Group (GroupMgrClass *pgroup);
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virtual void Add_Group_To_Toolbar (GroupMgrClass *pgroup);
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virtual void Remove_Group_From_Toolbar (GroupMgrClass *pgroup);
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virtual void Reset_Global_Groups_List (void);
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//
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// Initialization methods
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//
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virtual void Initialize (void);
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virtual void Cleanup_Resources (void);
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//
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// Selection methods
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//
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void Set_Selection (NodeClass *node);
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void Toggle_Selection (NodeClass *node);
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void Update_Selection_Boxes (void);
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void Replace_Selection (void);
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//
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// Hit test methods
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//
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bool Execute_Function_At_Point (CPoint point);
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NodeClass * Find_Node_At_Point (CPoint point, Vector3 *intersect_pt = NULL);
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void Select_Node_At_Point (CPoint point) { Set_Selection (Find_Node_At_Point (point)); }
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void Toggle_Node_Selection_At_Point (CPoint point) { Toggle_Selection (Find_Node_At_Point (point)); }
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//
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// Vis generation methods
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//
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void Record_Vis_Info (const Matrix3D & view_transform, const Vector3 &store_loc);
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void Display_Vis_Points (bool onoff);
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bool Are_Vis_Points_Displayed (void) const { return m_bVisPointsDisplayed; }
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void Create_Vis_Point (const Matrix3D &transform);
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void Remove_All_Vis_Points (void);
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virtual void Reset_Vis (bool doitnow = false);
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virtual void Internal_Vis_Reset (void);
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void Get_Vis_Camera_FOV (double &hov, double &vfov);
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void Get_Vis_Camera_Clip_Planes (float &znear, float &zfar);
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VisLogClass & Get_Vis_Log (void) { return m_VisLog; }
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void Set_Total_Vis_Points (int total) { m_TotalVisPoints = total; }
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int Get_Total_Vis_Points (void) const { return m_TotalVisPoints; }
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CameraClass * Get_Render_Camera (void);
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void Export_VIS (LPCTSTR filename);
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void Discard_Vis (void);
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void Reset_Dynamic_Object_Visibility_Status (void);
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void Reset_Vis_For_Node (NodeClass *node);
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void Generate_Uniform_Sampled_Vis (float granularity, float sample_height, bool ignore_bias, bool selection_only, bool farm_mode = false,int farm_cpu_index = 1,int farm_cpu_total = 1);
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void Generate_Edge_Sampled_Vis (float granularity, bool ignore_bias,bool farm_mode = false,int farm_cpu_index = 1,int farm_cpu_total = 1);
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void Generate_Light_Vis(bool farm_mode = false, int farm_cpu_index = 1, int farm_cpu_total = 1);
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void Generate_Manual_Vis(bool farm_mode = false, int farm_cpu_index = 1, int farm_cpu_total = 1);
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bool Are_Manual_Vis_Points_Visible (void);
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void Show_Manual_Vis_Points (bool show_points);
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bool Is_Vis_Window_Visible (void);
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void Show_Vis_Window (bool onoff);
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//
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// Update methods
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//
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void On_Frame (void);
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//
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// Sphere methods
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//
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bool Are_Sound_Spheres_Displayed (void) const { return m_DisplaySoundSpheres; }
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void Display_Sound_Spheres (bool onoff);
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bool Are_Light_Spheres_Displayed (void) const { return m_DisplayLightSpheres; }
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void Display_Light_Spheres (bool onoff);
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//
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// Light methods
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//
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bool Are_Lights_On (void) const { return m_bLightsOn; }
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void Turn_Lights_On (bool onoff);
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void Reload_Lightmap_Models (void);
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void Export_Lights (LPCTSTR filename);
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void Import_Lights (DynamicVectorClass<StringClass> &filename_list, DynamicVectorClass<LightNodeClass *> *node_list = NULL);
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void Import_Sunlight (LPCTSTR filename);
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void Build_Light_List (ChunkLoadClass &cload, DynamicVectorClass<LightClass *> &light_list, int group_id = 0);
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void Filter_Lights (DynamicVectorClass<LightClass *> &light_list);
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bool Compare_Lights (LightClass *light1, LightClass *light2);
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void Update_Lighting (void);
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void Set_Sun_Light_Orientation (float yaw, float pitch);
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//
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// Background sound methods
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//
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void Set_Background_Music (LPCTSTR filename);
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LPCTSTR Get_Background_Music_Filename (void) const { return m_BackgroundSoundFilename; }
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//
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// Pathfinding methods
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//
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void Generate_Pathfind_Portals (void);
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void Pathfind_Floodfill (Phys3Class &char_sim, const Vector3 &start_pos);
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void DoObjectGoto (NodeClass *node1, NodeClass *node2);
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//
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// Aggregate methods
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//
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void View_Aggregate_Children (bool view = true);
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bool Are_Aggregate_Children_Visible (void) const { return m_bAggregateChildrenVisible; }
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//
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// Culling system accessors
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//
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void Re_Partition_Dynamic_Objects (DynamicVectorClass<AABoxClass> & virtual_occludees) { Re_Partition_Dynamic_Culling_System (virtual_occludees); }
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void Re_Partition_Audio_System (void);
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//
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// Miscellaneous
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//
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bool Are_Static_Anim_Phys_Displayed (void) const { return m_ShowStaticAnimPhys; }
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void Display_Static_Anim_Phys (bool onoff);
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bool Are_Editor_Objects_Displayed (void) const { return m_ShowEditorObjects; }
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void Display_Editor_Objects (bool onoff);
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void Enable_Proxy_Creation (bool onoff) { m_CreateProxies = onoff; }
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bool Is_Proxy_Creation_Enabled (void) const { return m_CreateProxies; }
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//
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// Building methods
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//
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void Enable_Building_Power (bool onoff);
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bool Is_Building_Power_Enabled (void) const { return m_BuildingPowerEnabled; }
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protected:
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//////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////
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virtual void Add_Groups_To_List (NodeClass &node, GROUP_LIST &group_list);
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virtual void Add_Nodes_To_List (NodeClass &node, NODE_LIST &node_list);
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virtual void Build_Group_List (GROUP_LIST &group_list, NodeClass *node = NULL);
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virtual void Build_Node_List (NODE_LIST &node_list, NodeClass *node);
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virtual void Update_Toolbars (void);
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virtual void Empty_Local_Clipboard (void);
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void Move_Selected_Nodes (void);
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//
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// From base class
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//
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virtual void On_Vis_Occluders_Rendered(VisRenderContextClass & context,VisSampleClass & sample);
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private:
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//////////////////////////////////////////////////////////
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// Private member data
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//////////////////////////////////////////////////////////
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//SkyClass * m_Sky;
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SelectionMgrClass * m_SelectionMgr;
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UndoMgrClass m_UndoMgr;
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UINT m_uiClipboardFormat;
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GROUP_LIST m_GroupsList;
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DynamicVectorClass<NodeClass *> m_LocalClipboard;
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bool m_bLightsOn;
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bool m_bAggregateChildrenVisible;
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bool m_DisplaySoundSpheres;
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bool m_DisplayLightSpheres;
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CString m_BackgroundSoundFilename;
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CString m_SkyTexture;
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bool m_bVisPointsDisplayed;
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DynamicVectorClass<DecorationPhysClass *> m_VisPoints;
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VisLogClass m_VisLog;
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int m_TotalVisPoints;
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bool m_ManualVisPointsVisible;
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bool m_ShowStaticAnimPhys;
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bool m_ShowEditorObjects;
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bool m_BuildingPowerEnabled;
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bool m_CreateProxies;
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VisWindowDialogClass m_VisWindow;
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NodeClass * m_MovingObject;
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};
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#endif //__SCENEEDITOR_H
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