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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
363
Code/Tools/LevelEdit/VisPointNode.cpp
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363
Code/Tools/LevelEdit/VisPointNode.cpp
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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/VisPointNode.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 3/26/01 2:46p $*
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* *
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* $Revision:: 11 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stdafx.h"
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#include "vispointnode.h"
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#include "sceneeditor.h"
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#include "collisiongroups.h"
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#include "persistfactory.h"
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#include "editorchunkids.h"
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#include "preset.h"
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#include "chunkio.h"
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#include "visenum.h"
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#include "camera.h"
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#include "ccamera.h"
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#include "combat.h"
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#include "nodemgr.h"
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#include "modelutils.h"
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<VisPointNodeClass, CHUNKID_NODE_VIS_POINT> _VisPointodePersistFactory;
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enum
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{
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CHUNKID_VARIABLES = 0x11011130,
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CHUNKID_BASE_CLASS
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};
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enum
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{
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VARID_TILE_LOCATION = 0x01,
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VARID_NEAR_CLIP_DOUBLE,
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VARID_HFOV,
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VARID_VFOV,
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VARID_NEAR_CLIP
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// VisPointNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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VisPointNodeClass::VisPointNodeClass (PresetClass *preset)
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: m_PhysObj (NULL),
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m_VisTileLocation (0, 0, 0),
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m_NearClipPlane (0),
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m_HFov (0),
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m_VFov (0),
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NodeClass (preset)
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{
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// VisPointNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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VisPointNodeClass::VisPointNodeClass (const VisPointNodeClass &src)
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: m_PhysObj (NULL),
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m_VisTileLocation (0, 0, 0),
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NodeClass (NULL)
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{
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*this = src;
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// ~VisPointNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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VisPointNodeClass::~VisPointNodeClass (void)
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{
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Remove_From_Scene ();
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MEMBER_RELEASE (m_PhysObj);
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Initialize
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//
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// Note: This may be called more than once. It is used as an 'initialize'
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// and a 're-initialize'.
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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VisPointNodeClass::Initialize (void)
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{
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MEMBER_RELEASE (m_PhysObj);
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//
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// Create the camera render object
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//
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RenderObjClass *render_obj = ::Create_Render_Obj ("CAMERA");
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WWASSERT (render_obj != NULL);
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if (render_obj != NULL) {
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// Create the new physics object
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m_PhysObj = new DecorationPhysClass;
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//
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// Configure the physics object with information about
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// its new render object and collision data.
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//
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m_PhysObj->Set_Model (render_obj);
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m_PhysObj->Set_Transform (Matrix3D(1));
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m_PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
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m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
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m_PhysObj->Set_Transform (m_Transform);
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::Set_Model_Collision_Type (m_PhysObj->Peek_Model (), COLLISION_TYPE_6);
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// Release our hold on the render object pointer
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MEMBER_RELEASE (render_obj);
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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VisPointNodeClass::Get_Factory (void) const
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{
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return _VisPointodePersistFactory;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Save
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//
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/////////////////////////////////////////////////////////////////
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bool
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VisPointNodeClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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NodeClass::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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WRITE_MICRO_CHUNK (csave, VARID_TILE_LOCATION, m_VisTileLocation);
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WRITE_MICRO_CHUNK (csave, VARID_NEAR_CLIP, m_NearClipPlane);
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WRITE_MICRO_CHUNK (csave, VARID_HFOV, m_HFov);
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WRITE_MICRO_CHUNK (csave, VARID_VFOV, m_VFov);
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csave.End_Chunk ();
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return true;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Load
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//
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/////////////////////////////////////////////////////////////////
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bool
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VisPointNodeClass::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_BASE_CLASS:
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NodeClass::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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}
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cload.Close_Chunk ();
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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///////////////////////////////////////////////////////////////////////
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bool
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VisPointNodeClass::Load_Variables (ChunkLoadClass &cload)
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{
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//
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// Loop through all the microchunks that define the variables
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//
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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READ_MICRO_CHUNK (cload, VARID_TILE_LOCATION, m_VisTileLocation);
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READ_MICRO_CHUNK (cload, VARID_NEAR_CLIP, m_NearClipPlane);
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READ_MICRO_CHUNK (cload, VARID_HFOV, m_HFov);
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READ_MICRO_CHUNK (cload, VARID_VFOV, m_VFov);
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case VARID_NEAR_CLIP_DOUBLE:
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{
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double double_value = 0;
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cload.Read (&double_value, sizeof (double_value));
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m_NearClipPlane = double_value;
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}
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break;
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}
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cload.Close_Micro_Chunk ();
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}
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//
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// Copy the game camera's settings if we hadn't saved the settings
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// the last time.
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//
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if (m_NearClipPlane == 0 || m_HFov == 0 || m_VFov == 0) {
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m_NearClipPlane = 0.5;
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m_HFov = 0.8726F;
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m_VFov = 0.6544F;
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Set_Transform
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//
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///////////////////////////////////////////////////////////////////////
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void
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VisPointNodeClass::Set_Transform (const Matrix3D &tm)
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{
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NodeClass::Set_Transform (tm);
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m_VisTileLocation = m_Transform.Get_Translation ();
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return ;
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}
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/////////////////////////////////////////////////////////////////
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//
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// operator=
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//
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/////////////////////////////////////////////////////////////////
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const VisPointNodeClass &
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VisPointNodeClass::operator= (const VisPointNodeClass &src)
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{
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m_VisTileLocation = src.m_VisTileLocation;
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NodeClass::operator= (src);
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return *this;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Save_Camera_Settings
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//
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/////////////////////////////////////////////////////////////////
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void
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VisPointNodeClass::Save_Camera_Settings (const CameraClass &camera)
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{
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float far_clip = 0;
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camera.Get_Clip_Planes (m_NearClipPlane, far_clip);
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m_HFov = camera.Get_Horizontal_FOV ();
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m_VFov = camera.Get_Vertical_FOV ();
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return ;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Setup_Camera
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//
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/////////////////////////////////////////////////////////////////
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void
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VisPointNodeClass::Setup_Camera (CameraClass &camera)
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{
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camera.Set_View_Plane (m_HFov, m_VFov);
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camera.Set_Clip_Planes (m_NearClipPlane, VIS_FAR_CLIP);
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Pre_Export
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//
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//////////////////////////////////////////////////////////////////////
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void
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VisPointNodeClass::Pre_Export (void)
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{
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//
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// Remove ourselves from the 'system' so we don't get accidentally
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// saved during the export.
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//
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Add_Ref ();
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if (m_PhysObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Remove_Object (m_PhysObj);
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Post_Export
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//
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//////////////////////////////////////////////////////////////////////
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void
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VisPointNodeClass::Post_Export (void)
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{
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//
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// Put ourselves back into the system
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//
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if (m_PhysObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj);
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}
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Release_Ref ();
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return ;
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}
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