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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
158
Code/Tools/LevelEdit/VisPointNode.h
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158
Code/Tools/LevelEdit/VisPointNode.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/VisPointNode.h $*
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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:: 6 $*
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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 __VISPOINT_NODE_H
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#define __VISPOINT_NODE_H
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#include "node.h"
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#include "vector.h"
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#include "icons.h"
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#include "decophys.h"
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// Forward declarations
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class PresetClass;
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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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class VisPointNodeClass : public NodeClass
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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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VisPointNodeClass (PresetClass *preset = NULL);
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VisPointNodeClass (const VisPointNodeClass &src);
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~VisPointNodeClass (void);
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//////////////////////////////////////////////////////////////
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// Public operators
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//////////////////////////////////////////////////////////////
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const VisPointNodeClass &operator= (const VisPointNodeClass &src);
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//////////////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////////////
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//
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// VisPointNodeClass specific
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//
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void Set_Vis_Tile_Location (const Vector3 &location);
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const Vector3 & Get_Vis_Tile_Location (void) const;
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void Save_Camera_Settings (const CameraClass &camera);
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void Setup_Camera (CameraClass &camera);
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//
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// From PersistClass
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//
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virtual const PersistFactoryClass & Get_Factory (void) const;
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//
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// From NodeClass
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//
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void Initialize (void);
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NodeClass * Clone (void) { return new VisPointNodeClass (*this); }
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NODE_TYPE Get_Type (void) const { return NODE_TYPE_VIS_POINT; }
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int Get_Icon_Index (void) const { return VIS_ICON; }
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PhysClass * Peek_Physics_Obj (void) const { return m_PhysObj; }
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bool Is_Static (void) const { return false; }
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bool Show_Settings_Dialog (void) { return true; }
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bool Can_Be_Rotated_Freely (void) const { return true; }
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void Set_Transform (const Matrix3D &tm);
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//
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// Export methods
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//
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void Pre_Export (void);
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void Post_Export (void);
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// From PersistClass
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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protected:
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//////////////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////////////
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bool Load_Variables (ChunkLoadClass &cload);
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//////////////////////////////////////////////////////////////////
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// Protected member data
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//////////////////////////////////////////////////////////////////
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DecorationPhysClass * m_PhysObj;
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Vector3 m_VisTileLocation;
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float m_NearClipPlane;
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float m_HFov;
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float m_VFov;
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};
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//////////////////////////////////////////////////////////////////
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// Set_Vis_Tile_Location
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//////////////////////////////////////////////////////////////////
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inline void
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VisPointNodeClass::Set_Vis_Tile_Location (const Vector3 &location)
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{
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m_VisTileLocation = location;
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// Get_Vis_Tile_Location
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//////////////////////////////////////////////////////////////////
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inline const Vector3 &
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VisPointNodeClass::Get_Vis_Tile_Location (void) const
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{
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return m_VisTileLocation;
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}
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#endif //__VISPOINT_NODE_H
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