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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
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211
Code/Tools/LevelEdit/Mover.h
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211
Code/Tools/LevelEdit/Mover.h
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/*
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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/Mover.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 2/15/01 10:16a $*
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* *
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* $Revision:: 10 $*
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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 __MOVER_H
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#define __MOVER_H
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#include "listtypes.h"
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#include "bittype.h"
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#include "collisiongroups.h"
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#include "coltest.h"
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#include "physcoltest.h"
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#include "utils.h"
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#include "sceneeditor.h"
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// Forward declarations
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class NodeClass;
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class Quaternion;
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class Vector3;
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class Matrix3D;
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struct CastResultStruct;
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///////////////////////////////////////////////////////////////////////
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//
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// MoverClass
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//
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///////////////////////////////////////////////////////////////////////
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class MoverClass
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{
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public:
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////////////////////////////////////////////////////////////////////
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// Static methods
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////////////////////////////////////////////////////////////////////
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//
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// Node 'casting' functions.
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// These position a node at the interesction point of a ray cast into the world.
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//
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static void Position_Node (NodeClass *node);
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static void Position_Node_Along_Ray (NodeClass *node);
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static Vector3 Position_Node_Along_Ray (NodeClass *node, const Vector3 &start, const Vector3 &end);
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static void Position_Nodes_Along_Ray (void);
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static void Position_Nodes_Along_Ray (const Vector3 &start, const Vector3 &end);
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static Vector3 Position_Nodes_Along_Ray (NODE_LIST &list, const Vector3 &tracking_pt, const Vector3 &start, const Vector3 &end);
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static Vector3 Calc_New_Position (const Matrix3D &coord_system, const Vector3 &start_point_in_world_coords, LPPOINT mouse_pos = NULL);
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//
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// Translation functions
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//
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static void Move_Node (NodeClass *node, const Vector3 &translation);
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static void Move_Nodes (const Vector3 &translation);
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static Vector3 Move_Nodes (NODE_LIST &list, const Vector3 &tracking_point);
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static void Simple_Move_Nodes (NODE_LIST &list, const Vector3 &translation);
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//
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// Rotation functions
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//
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static void Rotate_Nodes (float deltax, float deltay, const Quaternion &rotation);
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static void Rotate_Nodes (NODE_LIST &list, const Vector3 ¢er, float deltax, float deltay, const Quaternion &rotation);
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static void Rotate_Nodes (NODE_LIST &list, const Matrix3D &rotation_matrix, const Vector3 ¢er);
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static void Rotate_Nodes_Z (float multiplier);
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static void Rotate_Nodes_Z (NODE_LIST &list, const Vector3 ¢er, float multiplier);
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//
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// Low-level rotate and translate functions on a per-node basis.
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// These are called by the other functions once the rotatation or translation params are calculated.
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//
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static void Rotate_Node (NodeClass *node, const Matrix3D &rotation_matrix, const Matrix3D &coord_system);
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static void Rotate_Node_Freely (NodeClass *node, const Matrix3D &rotation_matrix, const Matrix3D &coord_system);
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static void Rotate_Node_Z90 (NodeClass *node, const Matrix3D &rotation_matrix, const Matrix3D &coord_system);
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static void Translate_Node (NodeClass *node, const Vector3 &vector);
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static void Transform_Node (NodeClass *node, const Matrix3D &transform);
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static void Transform_Nodes (NodeClass *node, const Matrix3D &transform);
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static void Transform_Nodes (NODE_LIST &list, NodeClass *node, const Matrix3D &transform);
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//
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// Ray-Cast helper functions
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// These are used to simplify ray casting and line-of-sight casting
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//
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static void Get_LOS_Ray (const POINT &mouse_pos, float length, Vector3 &start, Vector3 &end);
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static void Get_LOS_Ray (float length, Vector3 &start, Vector3 &end);
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static void Get_Mouse_Ray (const POINT &mouse_pos, float length, Vector3 &start, Vector3 &end);
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static void Get_Mouse_Ray (float length, Vector3 &start, Vector3 &end);
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static PhysClass *Cast_Ray (CastResultStruct &result, const Vector3 &start, const Vector3 &end, uint32 group = DEF_COLLISION_GROUP, uint32 type = COLLISION_TYPE_PHYSICAL | COLLISION_TYPE_PROJECTILE | COLLISION_TYPE_6);
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static PhysClass *Cast_Box (CastResultStruct &result, const AABoxClass &box, const Vector3 &move, uint32 group = DEF_COLLISION_GROUP, uint32 type = COLLISION_TYPE_PHYSICAL | COLLISION_TYPE_PROJECTILE | COLLISION_TYPE_6);
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protected:
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////////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////////
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static bool Calc_Ray_Intersection_XY (float plane, const Vector3 &start, const Vector3 &end, Vector3 &result);
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static bool Calc_Ray_Intersection_XZ (float plane, const Vector3 &start, const Vector3 &end, Vector3 &result);
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static bool Calc_Ray_Intersection_YZ (float plane, const Vector3 &start, const Vector3 &end, Vector3 &result);
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private:
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////////////////////////////////////////////////////////////////////
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// Private member data
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////////////////////////////////////////////////////////////////////
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};
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////////////////////////////////////////////////////////////////////
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// Cast_Ray
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////////////////////////////////////////////////////////////////////
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inline PhysClass *
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MoverClass::Cast_Ray
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(
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CastResultStruct & result,
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const Vector3 & start,
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const Vector3 & end,
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uint32 group,
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uint32 type
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)
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{
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bool retval = false;
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LineSegClass ray (start, end);
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PhysRayCollisionTestClass raytest (ray, &result, group, type);
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::Get_Scene_Editor ()->Cast_Ray (raytest);
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//
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// Return a pointer to the collided physics object if the
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// cast hit something
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//
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PhysClass *collided_obj = NULL;
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if (result.Fraction < 1.0F) {
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collided_obj = raytest.CollidedPhysObj;
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}
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return collided_obj;
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}
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////////////////////////////////////////////////////////////////////
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// Cast_Box
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////////////////////////////////////////////////////////////////////
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inline PhysClass *
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MoverClass::Cast_Box
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(
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CastResultStruct & result,
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const AABoxClass & box,
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const Vector3 & move,
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uint32 group,
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uint32 type
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)
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{
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bool retval = false;
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PhysAABoxCollisionTestClass boxtest (box, move, &result, group, type);
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PhysicsSceneClass::Get_Instance()->Cast_AABox (boxtest);
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//
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// Return a pointer to the collided physics object if the
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// cast hit something
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//
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PhysClass *collided_obj = NULL;
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if (result.Fraction < 1.0F) {
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collided_obj = boxtest.CollidedPhysObj;
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}
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return collided_obj;
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}
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#endif //__MOVER_H
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