//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "T3D/gameTSCtrl.h" #include "console/consoleTypes.h" #include "T3D/gameBase/gameBase.h" #include "T3D/gameBase/gameConnection.h" #include "T3D/shapeBase.h" #include "T3D/gameFunctions.h" #include "console/engineAPI.h" //--------------------------------------------------------------------------- // Debug stuff: Point3F lineTestStart = Point3F(0, 0, 0); Point3F lineTestEnd = Point3F(0, 1000, 0); Point3F lineTestIntersect = Point3F(0, 0, 0); bool gSnapLine = false; //---------------------------------------------------------------------------- // Class: GameTSCtrl //---------------------------------------------------------------------------- IMPLEMENT_CONOBJECT(GameTSCtrl); // See Torque manual (.CHM) for more information ConsoleDocClass( GameTSCtrl, "@brief The main 3D viewport for a Torque 3D game.\n\n" "@ingroup Gui3D\n"); GameTSCtrl::GameTSCtrl() { } //--------------------------------------------------------------------------- bool GameTSCtrl::onAdd() { if ( !Parent::onAdd() ) return false; return true; } //--------------------------------------------------------------------------- bool GameTSCtrl::processCameraQuery(CameraQuery *camq) { GameUpdateCameraFov(); return GameProcessCameraQuery(camq); } //--------------------------------------------------------------------------- void GameTSCtrl::renderWorld(const RectI &updateRect) { GameRenderWorld(); } //--------------------------------------------------------------------------- void GameTSCtrl::makeScriptCall(const char *func, const GuiEvent &evt) const { // write screen position char *sp = Con::getArgBuffer(32); dSprintf(sp, 32, "%d %d", evt.mousePoint.x, evt.mousePoint.y); // write world position char *wp = Con::getArgBuffer(32); Point3F camPos; mLastCameraQuery.cameraMatrix.getColumn(3, &camPos); dSprintf(wp, 32, "%g %g %g", camPos.x, camPos.y, camPos.z); // write click vector char *vec = Con::getArgBuffer(32); Point3F fp(evt.mousePoint.x, evt.mousePoint.y, 1.0); Point3F ray; unproject(fp, &ray); ray -= camPos; ray.normalizeSafe(); dSprintf(vec, 32, "%g %g %g", ray.x, ray.y, ray.z); Con::executef( (SimObject*)this, func, sp, wp, vec ); } void GameTSCtrl::onMouseDown(const GuiEvent &evt) { Parent::onMouseDown(evt); if( isMethod( "onMouseDown" ) ) makeScriptCall( "onMouseDown", evt ); } void GameTSCtrl::onRightMouseDown(const GuiEvent &evt) { Parent::onRightMouseDown(evt); if( isMethod( "onRightMouseDown" ) ) makeScriptCall( "onRightMouseDown", evt ); } void GameTSCtrl::onMiddleMouseDown(const GuiEvent &evt) { Parent::onMiddleMouseDown(evt); if( isMethod( "onMiddleMouseDown" ) ) makeScriptCall( "onMiddleMouseDown", evt ); } void GameTSCtrl::onMouseUp(const GuiEvent &evt) { Parent::onMouseUp(evt); if( isMethod( "onMouseUp" ) ) makeScriptCall( "onMouseUp", evt ); } void GameTSCtrl::onRightMouseUp(const GuiEvent &evt) { Parent::onRightMouseUp(evt); if( isMethod( "onRightMouseUp" ) ) makeScriptCall( "onRightMouseUp", evt ); } void GameTSCtrl::onMiddleMouseUp(const GuiEvent &evt) { Parent::onMiddleMouseUp(evt); if( isMethod( "onMiddleMouseUp" ) ) makeScriptCall( "onMiddleMouseUp", evt ); } void GameTSCtrl::onMouseMove(const GuiEvent &evt) { if(gSnapLine) return; MatrixF mat; Point3F vel; if ( GameGetCameraTransform(&mat, &vel) ) { Point3F pos; mat.getColumn(3,&pos); Point3F screenPoint((F32)evt.mousePoint.x, (F32)evt.mousePoint.y, -1.0f); Point3F worldPoint; if (unproject(screenPoint, &worldPoint)) { Point3F vec = worldPoint - pos; lineTestStart = pos; vec.normalizeSafe(); lineTestEnd = pos + vec * 1000; } } } void GameTSCtrl::onRender(Point2I offset, const RectI &updateRect) { // check if should bother with a render GameConnection * con = GameConnection::getConnectionToServer(); bool skipRender = !con || (con->getWhiteOut() >= 1.f) || (con->getDamageFlash() >= 1.f) || (con->getBlackOut() >= 1.f); if(!skipRender || true) Parent::onRender(offset, updateRect); } //-------------------------------------------------------------------------- DefineEngineFunction(snapToggle, void, (),, "@brief Prevents mouse movement from being processed\n\n" "In the source, whenever a mouse move event occurs " "GameTSCtrl::onMouseMove() is called. Whenever snapToggle() " "is called, it will flag a variable that can prevent this " "from happening: gSnapLine. This variable is not exposed to " "script, so you need to call this function to trigger it.\n\n" "@tsexample\n" "// Snapping is off by default, so we will toggle\n" "// it on first:\n" "PlayGui.snapToggle();\n\n" "// Mouse movement should be disabled\n" "// Let's turn it back on\n" "PlayGui.snapToggle();\n" "@endtsexample\n\n" "@ingroup GuiGame") { gSnapLine = !gSnapLine; } // //ConsoleFunction( snapToggle, void, 1, 1, "()" ) //{ // gSnapLine = !gSnapLine; //}