tge/engine/editor/editTSCtrl.cc
2017-04-17 06:17:10 -06:00

628 lines
18 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "platform/event.h"
#include "core/dnet.h"
#include "editor/editTSCtrl.h"
#include "sceneGraph/sceneGraph.h"
#include "editor/editor.h"
#include "game/gameConnection.h"
#include "game/gameBase.h"
#include "game/missionArea.h"
#include "console/consoleTypes.h"
#include "terrain/terrData.h"
#include "game/game.h"
#include "game/sphere.h"
#include "gui/core/guiCanvas.h"
IMPLEMENT_CONOBJECT(EditTSCtrl);
//------------------------------------------------------------------------------
Point3F EditTSCtrl::smCamPos;
EulerF EditTSCtrl::smCamRot;
MatrixF EditTSCtrl::smCamMatrix;
F32 EditTSCtrl::smVisibleDistance = 2100.f;
EditTSCtrl::EditTSCtrl() :
mEditManager(0)
{
mRenderMissionArea = true;
mMissionAreaFillColor.set(255,0,0,20);
mMissionAreaFrameColor.set(255,0,0,128);
mConsoleFrameColor.set(255,0,0,255);
mConsoleFillColor.set(255,0,0,120);
mConsoleSphereLevel = 1;
mConsoleCircleSegments = 32;
mConsoleLineWidth = 1;
mRightMousePassThru = true;
mConsoleRendering = false;
}
EditTSCtrl::~EditTSCtrl()
{
}
//------------------------------------------------------------------------------
bool EditTSCtrl::onAdd()
{
if(!Parent::onAdd())
return(false);
// give all derived access to the fields
setModStaticFields(true);
return true;
}
void EditTSCtrl::onRender(Point2I offset, const RectI &updateRect)
{
updateGuiInfo();
Parent::onRender(offset, updateRect);
// We have to do this because of how GuiTSCtrl deals with filters.
if(!mApplyFilterToChildren)
Parent::renderChildControls(offset, updateRect);
}
//------------------------------------------------------------------------------
void EditTSCtrl::initPersistFields()
{
Parent::initPersistFields();
addGroup("Mission Area");
addField("renderMissionArea", TypeBool, Offset(mRenderMissionArea, EditTSCtrl));
addField("missionAreaFillColor", TypeColorI, Offset(mMissionAreaFillColor, EditTSCtrl));
addField("missionAreaFrameColor", TypeColorI, Offset(mMissionAreaFrameColor, EditTSCtrl));
endGroup("Mission Area");
addGroup("Misc");
addField("consoleFrameColor", TypeColorI, Offset(mConsoleFrameColor, EditTSCtrl));
addField("consoleFillColor", TypeColorI, Offset(mConsoleFillColor, EditTSCtrl));
addField("consoleSphereLevel", TypeS32, Offset(mConsoleSphereLevel, EditTSCtrl));
addField("consoleCircleSegments", TypeS32, Offset(mConsoleCircleSegments, EditTSCtrl));
addField("consoleLineWidth", TypeS32, Offset(mConsoleLineWidth, EditTSCtrl));
endGroup("Misc");
}
void EditTSCtrl::consoleInit()
{
Con::addVariable("pref::Editor::visibleDistance", TypeF32, &EditTSCtrl::smVisibleDistance);
}
//------------------------------------------------------------------------------
void EditTSCtrl::make3DMouseEvent(Gui3DMouseEvent & gui3DMouseEvent, const GuiEvent & event)
{
(GuiEvent&)(gui3DMouseEvent) = event;
// get the eye pos and the mouse vec from that...
Point3F sp(event.mousePoint.x, event.mousePoint.y, 1);
Point3F wp;
unproject(sp, &wp);
gui3DMouseEvent.pos = smCamPos;
gui3DMouseEvent.vec = wp - smCamPos;
gui3DMouseEvent.vec.normalize();
}
//------------------------------------------------------------------------------
void EditTSCtrl::getCursor(GuiCursor *&cursor, bool &visible, const GuiEvent &event)
{
make3DMouseEvent(mLastEvent, event);
get3DCursor(cursor, visible, mLastEvent);
}
void EditTSCtrl::get3DCursor(GuiCursor *&cursor, bool &visible, const Gui3DMouseEvent &event)
{
event;
cursor = NULL;
visible = true;
}
//------------------------------------------------------------------------------
void EditTSCtrl::onMouseUp(const GuiEvent & event)
{
make3DMouseEvent(mLastEvent, event);
on3DMouseUp(mLastEvent);
}
void EditTSCtrl::onMouseDown(const GuiEvent & event)
{
make3DMouseEvent(mLastEvent, event);
on3DMouseDown(mLastEvent);
}
void EditTSCtrl::onMouseMove(const GuiEvent & event)
{
make3DMouseEvent(mLastEvent, event);
on3DMouseMove(mLastEvent);
}
void EditTSCtrl::onMouseDragged(const GuiEvent & event)
{
make3DMouseEvent(mLastEvent, event);
on3DMouseDragged(mLastEvent);
}
void EditTSCtrl::onMouseEnter(const GuiEvent & event)
{
make3DMouseEvent(mLastEvent, event);
on3DMouseEnter(mLastEvent);
}
void EditTSCtrl::onMouseLeave(const GuiEvent & event)
{
make3DMouseEvent(mLastEvent, event);
on3DMouseLeave(mLastEvent);
}
void EditTSCtrl::onRightMouseDown(const GuiEvent & event)
{
// always process the right mouse event first...
make3DMouseEvent(mLastEvent, event);
on3DRightMouseDown(mLastEvent);
if(mRightMousePassThru && mProfile->mCanKeyFocus)
{
// ok, gotta disable the mouse
// script functions are lockMouse(true); Canvas.cursorOff();
Platform::setWindowLocked(true);
Canvas->setCursorON(false);
setFirstResponder();
}
}
void EditTSCtrl::onRightMouseUp(const GuiEvent & event)
{
make3DMouseEvent(mLastEvent, event);
on3DRightMouseUp(mLastEvent);
}
void EditTSCtrl::onRightMouseDragged(const GuiEvent & event)
{
make3DMouseEvent(mLastEvent, event);
on3DRightMouseDragged(mLastEvent);
}
bool EditTSCtrl::onInputEvent(const InputEvent & event)
{
if(mRightMousePassThru && event.deviceType == MouseDeviceType &&
event.objInst == KEY_BUTTON1 && event.action == SI_BREAK)
{
// if the right mouse pass thru is enabled,
// we want to reactivate mouse on a right mouse button up
Platform::setWindowLocked(false);
Canvas->setCursorON(true);
}
// we return false so that the canvas can properly process the right mouse button up...
return false;
}
//------------------------------------------------------------------------------
void EditTSCtrl::renderWorld(const RectI & updateRect)
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_CULL_FACE);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
dglSetCanonicalState();
gClientSceneGraph->renderScene();
if(mRenderMissionArea)
renderMissionArea();
glDisable(GL_DEPTH_TEST);
// render through console callbacks
SimSet * missionGroup = static_cast<SimSet*>(Sim::findObject("MissionGroup"));
if(missionGroup)
{
mConsoleRendering = true;
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
for(SimSetIterator itr(missionGroup); *itr; ++itr)
{
char buf[2][16];
dSprintf(buf[0], 16, (*itr)->isSelected() ? "true" : "false");
dSprintf(buf[1], 16, (*itr)->isExpanded() ? "true" : "false");
Con::executef(*itr, 4, "onEditorRender", getIdString(), buf[0], buf[1]);
}
glDisable(GL_DEPTH_TEST);
mConsoleRendering = false;
}
// render the editor stuff
renderScene(updateRect);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
dglSetClipRect(updateRect);
}
void EditTSCtrl::renderMissionArea()
{
MissionArea * obj = dynamic_cast<MissionArea*>(Sim::findObject("MissionArea"));
TerrainBlock * terrain = dynamic_cast<TerrainBlock*>(Sim::findObject("Terrain"));
if(!terrain || !obj)
{
mRenderMissionArea = false;
return;
}
GridSquare * gs = terrain->findSquare(TerrainBlock::BlockShift, Point2I(0,0));
F32 height = F32(gs->maxHeight) * 0.03125f + 10.f;
//
const RectI &area = obj->getArea();
Point2F min(area.point.x, area.point.y);
Point2F max(area.point.x + area.extent.x, area.point.y + area.extent.y);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
ColorI & a = mMissionAreaFillColor;
ColorI & b = mMissionAreaFrameColor;
for(U32 i = 0; i < 2; i++)
{
//
if(i){glColor4ub(a.red,a.green,a.blue,a.alpha);glBegin(GL_QUADS);} else {glColor4f(b.red,b.green,b.blue,b.alpha); glBegin(GL_LINE_LOOP);}
glVertex3f(min.x, min.y, 0);
glVertex3f(max.x, min.y, 0);
glVertex3f(max.x, min.y, height);
glVertex3f(min.x, min.y, height);
glEnd();
//
if(i){glColor4ub(a.red,a.green,a.blue,a.alpha);glBegin(GL_QUADS);} else {glColor4f(b.red,b.green,b.blue,b.alpha); glBegin(GL_LINE_LOOP);}
glVertex3f(min.x, max.y, 0);
glVertex3f(max.x, max.y, 0);
glVertex3f(max.x, max.y, height);
glVertex3f(min.x, max.y, height);
glEnd();
//
if(i){glColor4ub(a.red,a.green,a.blue,a.alpha);glBegin(GL_QUADS);} else {glColor4f(b.red,b.green,b.blue,b.alpha); glBegin(GL_LINE_LOOP);}
glVertex3f(min.x, min.y, 0);
glVertex3f(min.x, max.y, 0);
glVertex3f(min.x, max.y, height);
glVertex3f(min.x, min.y, height);
glEnd();
//
if(i){glColor4ub(a.red,a.green,a.blue,a.alpha);glBegin(GL_QUADS);} else {glColor4f(b.red,b.green,b.blue,b.alpha); glBegin(GL_LINE_LOOP);}
glVertex3f(max.x, min.y, 0);
glVertex3f(max.x, max.y, 0);
glVertex3f(max.x, max.y, height);
glVertex3f(max.x, min.y, height);
glEnd();
}
glDisable(GL_BLEND);
}
//------------------------------------------------------------------------------
bool EditTSCtrl::processCameraQuery(CameraQuery * query)
{
GameConnection* connection = dynamic_cast<GameConnection *>(NetConnection::getConnectionToServer());
if (connection)
{
if (connection->getControlCameraTransform(0.032,&query->cameraMatrix)) {
query->nearPlane = 0.1;
query->farPlane = getMax(smVisibleDistance, 50.f);
query->fov = 3.1415 / 2;
query->ortho = false;
smCamMatrix = query->cameraMatrix;
smCamMatrix.getColumn(3,&smCamPos);
smCamRot.set(0,0,0);
return(true);
}
}
return(false);
}
//------------------------------------------------------------------------------
// sort the surfaces: not correct when camera is inside sphere but not
// inside tesselated representation of sphere....
struct SortInfo
{
U32 idx;
F32 dot;
};
static int QSORT_CALLBACK alphaSort(const void* p1, const void* p2)
{
const SortInfo* ip1 = (const SortInfo*)p1;
const SortInfo* ip2 = (const SortInfo*)p2;
if(ip1->dot > ip2->dot)
return(1);
if(ip1->dot == ip2->dot)
return(0);
return(-1);
}
//------------------------------------------------------------------------------
ConsoleMethod(EditTSCtrl, renderSphere, void, 4, 5, "(Point3F pos, float radius, int subdivisions=NULL)")
{
if(!object->mConsoleRendering)
return;
static Sphere sphere(Sphere::Icosahedron);
if(!object->mConsoleFrameColor.alpha && !object->mConsoleFillColor.alpha)
return;
S32 sphereLevel = object->mConsoleSphereLevel;
if(argc == 5)
sphereLevel = dAtoi(argv[4]);
const Sphere::TriangleMesh * mesh = sphere.getMesh(sphereLevel);
Point3F pos;
dSscanf(argv[2], "%g %g %g", &pos.x, &pos.y, &pos.z);
F32 radius = dAtoi(argv[3]);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// sort the surfaces back->front
Vector<SortInfo> sortInfos;
Point3F camNormal = object->smCamPos - pos;
camNormal.normalize();
sortInfos.setSize(mesh->numPoly);
for(U32 i = 0; i < mesh->numPoly; i++)
{
sortInfos[i].idx = i;
sortInfos[i].dot = mDot(camNormal, mesh->poly[i].normal);
}
dQsort(sortInfos.address(), sortInfos.size(), sizeof(SortInfo), alphaSort);
// frame
if(object->mConsoleFrameColor.alpha)
{
glColor4ub(object->mConsoleFrameColor.red,
object->mConsoleFrameColor.green,
object->mConsoleFrameColor.blue,
object->mConsoleFrameColor.alpha);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glLineWidth(object->mConsoleLineWidth);
glBegin(GL_TRIANGLES);
for(U32 i = 0; i < mesh->numPoly; i++)
{
Sphere::Triangle & tri = mesh->poly[sortInfos[i].idx];
for(S32 j = 2; j >= 0; j--)
glVertex3f(tri.pnt[j].x * radius + pos.x,
tri.pnt[j].y * radius + pos.y,
tri.pnt[j].z * radius + pos.z);
}
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glLineWidth(1);
}
// fill
if(object->mConsoleFillColor.alpha)
{
glColor4ub(object->mConsoleFillColor.red,
object->mConsoleFillColor.green,
object->mConsoleFillColor.blue,
object->mConsoleFillColor.alpha);
glBegin(GL_TRIANGLES);
for(U32 i = 0; i < mesh->numPoly; i++)
{
Sphere::Triangle & tri = mesh->poly[sortInfos[i].idx];
for(S32 j = 2; j >= 0; j--)
glVertex3f(tri.pnt[j].x * radius + pos.x,
tri.pnt[j].y * radius + pos.y,
tri.pnt[j].z * radius + pos.z);
}
glEnd();
}
glDisable(GL_BLEND);
}
ConsoleMethod( EditTSCtrl, renderCircle, void, 5, 6, "(Point3F pos, Point3F normal, float radius, int segments=NULL)")
{
if(!object->mConsoleRendering)
return;
if(!object->mConsoleFrameColor.alpha && !object->mConsoleFillColor.alpha)
return;
Point3F pos, normal;
dSscanf(argv[2], "%g %g %g", &pos.x, &pos.y, &pos.z);
dSscanf(argv[3], "%g %g %g", &normal.x, &normal.y, &normal.z);
F32 radius = dAtoi(argv[4]);
S32 segments = object->mConsoleCircleSegments;
if(argc == 6)
segments = dAtoi(argv[5]);
normal.normalize();
AngAxisF aa;
mCross(normal, Point3F(0,0,1), &aa.axis);
aa.axis.normalizeSafe();
aa.angle = mAcos(mClampF(mDot(normal, Point3F(0,0,1)), -1.f, 1.f));
if(aa.angle == 0.f)
aa.axis.set(0,0,1);
MatrixF mat;
aa.setMatrix(&mat);
F32 step = M_2PI / segments;
F32 angle = 0.f;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Vector<Point3F> points;
segments--;
for(U32 i = 0; i < segments; i++)
{
Point3F pnt(mCos(angle), mSin(angle), 0.f);
mat.mulP(pnt);
pnt *= radius;
pnt += pos;
points.push_back(pnt);
angle += step;
}
// framed
if(object->mConsoleFrameColor.alpha)
{
glColor4ub(object->mConsoleFrameColor.red,
object->mConsoleFrameColor.green,
object->mConsoleFrameColor.blue,
object->mConsoleFrameColor.alpha);
glLineWidth(object->mConsoleLineWidth);
glBegin(GL_LINE_LOOP);
for(U32 i = 0; i < points.size(); i++)
glVertex3f(points[i].x, points[i].y, points[i].z);
glEnd();
glLineWidth(1);
}
// filled
if(object->mConsoleFillColor.alpha)
{
glColor4ub(object->mConsoleFillColor.red,
object->mConsoleFillColor.green,
object->mConsoleFillColor.blue,
object->mConsoleFillColor.alpha);
glBegin(GL_TRIANGLES);
for(S32 i = 0; i < points.size(); i++)
{
S32 j = (i + 1) % points.size();
glVertex3f(points[i].x, points[i].y, points[i].z);
glVertex3f(points[j].x, points[j].y, points[j].z);
glVertex3f(pos.x, pos.y, pos.z);
}
glEnd();
}
glDisable(GL_BLEND);
}
ConsoleMethod( EditTSCtrl, renderTriangle, void, 5, 5, "(Point3F a, Point3F b, Point3F c)")
{
if(!object->mConsoleRendering)
return;
if(!object->mConsoleFrameColor.alpha && !object->mConsoleFillColor.alpha)
return;
Point3F pnts[3];
for(U32 i = 0; i < 3; i++)
dSscanf(argv[i+2], "%g %g %g", &pnts[i].x, &pnts[i].y, &pnts[i].z);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// frame
if(object->mConsoleFrameColor.alpha)
{
glColor4ub(object->mConsoleFrameColor.red,
object->mConsoleFrameColor.green,
object->mConsoleFrameColor.blue,
object->mConsoleFrameColor.alpha);
glLineWidth(object->mConsoleLineWidth);
glBegin(GL_LINE_LOOP);
for(U32 i = 0; i < 3; i++)
glVertex3f(pnts[i].x, pnts[i].y, pnts[i].z);
glEnd();
glLineWidth(1);
}
// fill
if(object->mConsoleFillColor.alpha)
{
glColor4ub(object->mConsoleFillColor.red,
object->mConsoleFillColor.green,
object->mConsoleFillColor.blue,
object->mConsoleFillColor.alpha);
glBegin(GL_TRIANGLES);
for(U32 i = 0; i < 3; i++)
glVertex3f(pnts[i].x, pnts[i].y, pnts[i].z);
glEnd();
}
glDisable(GL_BLEND);
}
ConsoleMethod( EditTSCtrl, renderLine, void, 4, 5, "(Point3F start, Point3F end, int width)")
{
if(!object->mConsoleRendering)
return;
if(!object->mConsoleFrameColor.alpha)
return;
Point3F start, end;
dSscanf(argv[2], "%g %g %g", &start.x, &start.y, &start.z);
dSscanf(argv[3], "%g %g %g", &end.x, &end.y, &end.z);
S32 width = object->mConsoleLineWidth;
if(argc == 5)
width = dAtoi(argv[4]);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub(object->mConsoleFrameColor.red,
object->mConsoleFrameColor.green,
object->mConsoleFrameColor.blue,
object->mConsoleFrameColor.alpha);
glLineWidth(width);
glBegin(GL_LINES);
glVertex3f(start.x, start.y, start.z);
glVertex3f(end.x, end.y, end.z);
glEnd();
glLineWidth(1);
glDisable(GL_BLEND);
}