guiRiverEditorCtrl.cpp 41 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "environment/editors/guiRiverEditorCtrl.h"
  24. #include "console/consoleTypes.h"
  25. #include "console/engineAPI.h"
  26. #include "environment/river.h"
  27. #include "renderInstance/renderPassManager.h"
  28. #include "collision/collision.h"
  29. #include "math/util/frustum.h"
  30. #include "math/mathUtils.h"
  31. #include "gfx/gfxPrimitiveBuffer.h"
  32. #include "gfx/gfxTextureHandle.h"
  33. #include "gfx/gfxTransformSaver.h"
  34. #include "gfx/primBuilder.h"
  35. #include "gfx/gfxDrawUtil.h"
  36. #include "scene/sceneRenderState.h"
  37. #include "scene/sceneManager.h"
  38. #include "gui/core/guiCanvas.h"
  39. #include "gui/buttons/guiButtonCtrl.h"
  40. #include "gui/worldEditor/undoActions.h"
  41. #include "T3D/gameBase/gameConnection.h"
  42. #include "T3D/prefab.h"
  43. IMPLEMENT_CONOBJECT(GuiRiverEditorCtrl);
  44. ConsoleDocClass( GuiRiverEditorCtrl,
  45. "@brief GUI tool that makes up the River Editor\n\n"
  46. "Editor use only.\n\n"
  47. "@internal"
  48. );
  49. GuiRiverEditorCtrl::GuiRiverEditorCtrl()
  50. : mDefaultNormal( 0, 0, 1 ),
  51. mDefaultWidth( 10.0f ),
  52. mDefaultDepth( 5.0f )
  53. {
  54. // Each of the mode names directly correlates with the River Editor's
  55. // tool palette
  56. mSelectRiverMode = "RiverEditorSelectMode";
  57. mAddRiverMode = "RiverEditorAddRiverMode";
  58. mMovePointMode = "RiverEditorMoveMode";
  59. mRotatePointMode = "RiverEditorRotateMode";
  60. mScalePointMode = "RiverEditorScaleMode";
  61. mAddNodeMode = "RiverEditorAddNodeMode";
  62. mInsertPointMode = "RiverEditorInsertPointMode";
  63. mRemovePointMode = "RiverEditorRemovePointMode";
  64. mMode = mSelectRiverMode;
  65. mRiverSet = NULL;
  66. mSelNode = -1;
  67. mSelRiver = NULL;
  68. mHoverRiver = NULL;
  69. mAddNodeIdx = 0;
  70. mHoverNode = -1;
  71. mInsertIdx = -1;
  72. mStartWidth = -1.0f;
  73. mStartHeight = -1.0f;
  74. mStartX = 0;
  75. mIsDirty = false;
  76. mNodeHalfSize.set(4,4);
  77. mNodeSphereRadius = 15.0f;
  78. mNodeSphereFillColor.set( 15,15,100,145 );
  79. mNodeSphereLineColor.set( 25,25,25,0 );
  80. mHoverSplineColor.set( 255,0,0,255 );
  81. mSelectedSplineColor.set( 0,255,0,255 );
  82. mHoverNodeColor.set( 255,255,255,255 );
  83. mStartDragMousePoint = InvalidMousePoint;
  84. //mMoveNodeCursor = NULL;
  85. //mAddNodeCursor = NULL;
  86. //mInsertNodeCursor = NULL;
  87. //mResizeNodeCursor = NULL;
  88. }
  89. GuiRiverEditorCtrl::~GuiRiverEditorCtrl()
  90. {
  91. // nothing to do
  92. }
  93. void GuiRiverEditorUndoAction::undo()
  94. {
  95. River *river = NULL;
  96. if ( !Sim::findObject( mObjId, river ) )
  97. return;
  98. // Temporarily save the Rivers current data.
  99. F32 metersPerSeg = river->mMetersPerSegment;
  100. Vector<RiverNode> nodes;
  101. nodes.merge( river->mNodes );
  102. // Restore the River properties saved in the UndoAction
  103. river->mMetersPerSegment = mMetersPerSegment;
  104. // Restore the Nodes saved in the UndoAction
  105. river->mNodes.clear();
  106. for ( U32 i = 0; i < mNodes.size(); i++ )
  107. {
  108. river->_addNode( mNodes[i].point, mNodes[i].width, mNodes[i].depth, mNodes[i].normal );
  109. }
  110. // Regenerate the River
  111. river->regenerate();
  112. // If applicable set the selected River and node
  113. mRiverEditor->mSelRiver = river;
  114. mRiverEditor->mSelNode = -1;
  115. // Now save the previous River data in this UndoAction
  116. // since an undo action must become a redo action and vice-versa
  117. mMetersPerSegment = metersPerSeg;
  118. mNodes.clear();
  119. mNodes.merge( nodes );
  120. }
  121. bool GuiRiverEditorCtrl::onAdd()
  122. {
  123. if( !Parent::onAdd() )
  124. return false;
  125. mRiverSet = River::getServerSet();
  126. GFXStateBlockDesc desc;
  127. desc.fillMode = GFXFillSolid;
  128. desc.setBlend( false );
  129. desc.setZReadWrite( false, false );
  130. desc.setCullMode( GFXCullNone );
  131. mZDisableSB = GFX->createStateBlock(desc);
  132. desc.setZReadWrite( true, true );
  133. mZEnableSB = GFX->createStateBlock(desc);
  134. SceneManager::getPreRenderSignal().notify( this, &GuiRiverEditorCtrl::_prepRenderImage );
  135. return true;
  136. }
  137. void GuiRiverEditorCtrl::initPersistFields()
  138. {
  139. addField( "DefaultWidth", TypeF32, Offset( mDefaultWidth, GuiRiverEditorCtrl ) );
  140. addField( "DefaultDepth", TypeF32, Offset( mDefaultDepth, GuiRiverEditorCtrl ) );
  141. addField( "DefaultNormal", TypePoint3F,Offset( mDefaultNormal, GuiRiverEditorCtrl ) );
  142. addField( "HoverSplineColor", TypeColorI, Offset( mHoverSplineColor, GuiRiverEditorCtrl ) );
  143. addField( "SelectedSplineColor", TypeColorI, Offset( mSelectedSplineColor, GuiRiverEditorCtrl ) );
  144. addField( "HoverNodeColor", TypeColorI, Offset( mHoverNodeColor, GuiRiverEditorCtrl ) );
  145. addField( "isDirty", TypeBool, Offset( mIsDirty, GuiRiverEditorCtrl ) );
  146. //addField( "MoveNodeCursor", TYPEID< SimObject >(), Offset( mMoveNodeCursor, GuiRiverEditorCtrl) );
  147. //addField( "AddNodeCursor", TYPEID< SimObject >(), Offset( mAddNodeCursor, GuiRiverEditorCtrl) );
  148. //addField( "InsertNodeCursor", TYPEID< SimObject >(), Offset( mInsertNodeCursor, GuiRiverEditorCtrl) );
  149. //addField( "ResizeNodeCursor", TYPEID< SimObject >(), Offset( mResizeNodeCursor, GuiRiverEditorCtrl) );
  150. Parent::initPersistFields();
  151. }
  152. void GuiRiverEditorCtrl::onSleep()
  153. {
  154. Parent::onSleep();
  155. mMode = mSelectRiverMode;
  156. mHoverNode = -1;
  157. mHoverRiver = NULL;
  158. setSelectedNode(-1);
  159. //mSelRiver = NULL;
  160. //mSelNode = -1;
  161. }
  162. void GuiRiverEditorCtrl::get3DCursor( GuiCursor *&cursor,
  163. bool &visible,
  164. const Gui3DMouseEvent &event_ )
  165. {
  166. //cursor = mAddNodeCursor;
  167. //visible = false;
  168. cursor = NULL;
  169. visible = false;
  170. GuiCanvas *root = getRoot();
  171. if ( !root )
  172. return;
  173. S32 currCursor = PlatformCursorController::curArrow;
  174. if ( root->mCursorChanged == currCursor )
  175. return;
  176. PlatformWindow *window = root->getPlatformWindow();
  177. PlatformCursorController *controller = window->getCursorController();
  178. // We've already changed the cursor,
  179. // so set it back before we change it again.
  180. if( root->mCursorChanged != -1)
  181. controller->popCursor();
  182. // Now change the cursor shape
  183. controller->pushCursor(currCursor);
  184. root->mCursorChanged = currCursor;
  185. }
  186. void GuiRiverEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
  187. {
  188. _process3DMouseDown( event );
  189. mGizmo->on3DMouseDown( event );
  190. if ( !isFirstResponder() )
  191. setFirstResponder();
  192. }
  193. void GuiRiverEditorCtrl::_process3DMouseDown( const Gui3DMouseEvent& event )
  194. {
  195. // Get the raycast collision position
  196. Point3F tPos;
  197. if ( !getStaticPos( event, tPos ) )
  198. return;
  199. mouseLock();
  200. // Construct a LineSegment from the camera position to 1000 meters away in
  201. // the direction clicked.
  202. // If that segment hits the terrain, truncate the ray to only be that length.
  203. // We will use a LineSegment/Sphere intersection test to determine if a RiverNode
  204. // was clicked.
  205. Point3F startPnt = event.pos;
  206. Point3F endPnt = event.pos + event.vec * 1000.0f;
  207. RayInfo ri;
  208. if ( gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri) )
  209. endPnt = ri.point;
  210. River *riverPtr = NULL;
  211. River *clickedRiverPtr = NULL;
  212. // Did we click on a river? check current selection first
  213. U32 insertNodeIdx = -1;
  214. Point3F collisionPnt;
  215. if ( mSelRiver != NULL && mSelRiver->collideRay( event.pos, event.vec, &insertNodeIdx, &collisionPnt ) )
  216. {
  217. clickedRiverPtr = mSelRiver;
  218. }
  219. else
  220. {
  221. for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
  222. {
  223. riverPtr = static_cast<River*>( *iter );
  224. // Do not select or edit a River within a Prefab.
  225. if ( Prefab::getPrefabByChild(riverPtr) )
  226. continue;
  227. if ( riverPtr->collideRay( event.pos, event.vec, &insertNodeIdx, &collisionPnt ) )
  228. {
  229. clickedRiverPtr = riverPtr;
  230. break;
  231. }
  232. }
  233. }
  234. // Did we click on a riverNode?
  235. bool nodeClicked = false;
  236. S32 clickedNodeIdx = -1;
  237. F32 clickedNodeDist = mNodeSphereRadius;
  238. // If we clicked on the currently selected river, only scan its nodes
  239. if ( mSelRiver != NULL && clickedRiverPtr == mSelRiver )
  240. {
  241. for ( U32 i = 0; i < mSelRiver->mNodes.size(); i++ )
  242. {
  243. const Point3F &nodePos = mSelRiver->mNodes[i].point;
  244. Point3F screenPos;
  245. project( nodePos, &screenPos );
  246. F32 dist = ( event.mousePoint - Point2I(screenPos.x, screenPos.y) ).len();
  247. if ( dist < clickedNodeDist )
  248. {
  249. clickedNodeDist = dist;
  250. clickedNodeIdx = i;
  251. insertNodeIdx = i;
  252. nodeClicked = true;
  253. }
  254. }
  255. }
  256. else
  257. {
  258. for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
  259. {
  260. riverPtr = static_cast<River*>( *iter );
  261. // Do not select or edit a River within a Prefab.
  262. if ( Prefab::getPrefabByChild(riverPtr) )
  263. continue;
  264. for ( U32 i = 0; i < riverPtr->mNodes.size(); i++ )
  265. {
  266. const Point3F &nodePos = riverPtr->mNodes[i].point;
  267. Point3F screenPos;
  268. project( nodePos, &screenPos );
  269. F32 dist = ( event.mousePoint - Point2I(screenPos.x, screenPos.y) ).len();
  270. if ( dist < clickedNodeDist )
  271. {
  272. // we found a hit!
  273. clickedNodeDist = dist;
  274. clickedNodeIdx = i;
  275. insertNodeIdx = i;
  276. nodeClicked = true;
  277. clickedRiverPtr = riverPtr;
  278. }
  279. }
  280. }
  281. }
  282. // shortcuts
  283. bool dblClick = ( event.mouseClickCount > 1 );
  284. if( dblClick )
  285. {
  286. if( mMode == mSelectRiverMode )
  287. {
  288. setMode( mAddRiverMode, true );
  289. return;
  290. }
  291. if( mMode == mAddNodeMode )
  292. {
  293. // Delete the node attached to the cursor.
  294. deleteSelectedNode();
  295. mMode = mAddRiverMode;
  296. return;
  297. }
  298. }
  299. //this check is here in order to bounce back from deleting a whole road with ctrl+z
  300. //this check places the editor back into addrivermode
  301. if ( mMode == mAddNodeMode )
  302. {
  303. if ( !mSelRiver )
  304. mMode = mAddRiverMode;
  305. }
  306. if ( mMode == mSelectRiverMode )
  307. {
  308. // Did not click on a River or a node.
  309. if ( !clickedRiverPtr )
  310. {
  311. setSelectedRiver( NULL );
  312. setSelectedNode( -1 );
  313. return;
  314. }
  315. // Clicked on a River that wasn't the currently selected River.
  316. if ( clickedRiverPtr != mSelRiver )
  317. {
  318. setSelectedRiver( clickedRiverPtr );
  319. setSelectedNode( clickedNodeIdx );
  320. return;
  321. }
  322. // Clicked on a node in the currently selected River that wasn't
  323. // the currently selected node.
  324. if ( nodeClicked )
  325. {
  326. setSelectedNode( clickedNodeIdx );
  327. return;
  328. }
  329. }
  330. else if ( mMode == mAddRiverMode )
  331. {
  332. if ( nodeClicked )
  333. {
  334. // A double-click on a node in Normal mode means set AddNode mode.
  335. if ( clickedNodeIdx == 0 )
  336. {
  337. setSelectedRiver( clickedRiverPtr );
  338. setSelectedNode( clickedNodeIdx );
  339. mAddNodeIdx = clickedNodeIdx;
  340. mMode = mAddNodeMode;
  341. mSelNode = mSelRiver->insertNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal, mAddNodeIdx );
  342. mIsDirty = true;
  343. return;
  344. }
  345. else if ( clickedNodeIdx == clickedRiverPtr->mNodes.size() - 1 )
  346. {
  347. setSelectedRiver( clickedRiverPtr );
  348. setSelectedNode( clickedNodeIdx );
  349. mAddNodeIdx = U32_MAX;
  350. mMode = mAddNodeMode;
  351. mSelNode = mSelRiver->addNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal);
  352. mIsDirty = true;
  353. setSelectedNode( mSelNode );
  354. return;
  355. }
  356. }
  357. if ( !isMethod( "createRiver" ) )
  358. {
  359. Con::errorf( "GuiRiverEditorCtrl::on3DMouseDown - createRiver method does not exist." );
  360. return;
  361. }
  362. const char *res = Con::executef( this, "createRiver" );
  363. River *newRiver;
  364. if ( !Sim::findObject( res, newRiver ) )
  365. {
  366. Con::errorf( "GuiRiverEditorCtrl::on3DMouseDown - createRiver method did not return a river object." );
  367. return;
  368. }
  369. // Add to MissionGroup
  370. SimGroup *missionGroup;
  371. if ( !Sim::findObject( "MissionGroup", missionGroup ) )
  372. Con::errorf( "GuiRiverEditorCtrl - could not find MissionGroup to add new River" );
  373. else
  374. missionGroup->addObject( newRiver );
  375. Point3F pos( endPnt );
  376. pos.z += mDefaultDepth * 0.5f;
  377. newRiver->insertNode( pos, mDefaultWidth, mDefaultDepth, mDefaultNormal, 0 );
  378. U32 newNode = newRiver->insertNode( pos, mDefaultWidth, mDefaultDepth, mDefaultNormal, 1 );
  379. // Always add to the end of the road, the first node is the start.
  380. mAddNodeIdx = U32_MAX;
  381. setSelectedRiver( newRiver );
  382. setSelectedNode( newNode );
  383. mMode = mAddNodeMode;
  384. // Disable the hover node while in addNodeMode, we
  385. // don't want some random node enlarged.
  386. mHoverNode = -1;
  387. // Grab the mission editor undo manager.
  388. UndoManager *undoMan = NULL;
  389. if ( !Sim::findObject( "EUndoManager", undoMan ) )
  390. {
  391. Con::errorf( "GuiMeshRoadEditorCtrl::on3DMouseDown() - EUndoManager not found!" );
  392. return;
  393. }
  394. // Create the UndoAction.
  395. MECreateUndoAction *action = new MECreateUndoAction("Create MeshRoad");
  396. action->addObject( newRiver );
  397. // Submit it.
  398. undoMan->addAction( action );
  399. return;
  400. }
  401. else if ( mMode == mAddNodeMode )
  402. {
  403. // Oops the road got deleted, maybe from an undo action?
  404. // Back to NormalMode.
  405. if ( mSelRiver )
  406. {
  407. // A double-click on a node in Normal mode means set AddNode mode.
  408. if ( clickedNodeIdx == 0 )
  409. {
  410. submitUndo( "Add Node" );
  411. mAddNodeIdx = clickedNodeIdx;
  412. mMode = mAddNodeMode;
  413. mSelNode = mSelRiver->insertNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal, mAddNodeIdx );
  414. mIsDirty = true;
  415. setSelectedNode( mSelNode );
  416. return;
  417. }
  418. else
  419. {
  420. if( clickedRiverPtr && clickedNodeIdx == clickedRiverPtr->mNodes.size() - 1 )
  421. {
  422. submitUndo( "Add Node" );
  423. mAddNodeIdx = U32_MAX;
  424. mMode = mAddNodeMode;
  425. U32 newNode = mSelRiver->addNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal);
  426. mIsDirty = true;
  427. setSelectedNode( newNode );
  428. return;
  429. }
  430. else
  431. {
  432. submitUndo( "Insert Node" );
  433. // A single-click on empty space while in
  434. // AddNode mode means insert / add a node.
  435. //submitUndo( "Add Node" );
  436. //F32 width = mSelRiver->getNodeWidth( mSelNode );
  437. U32 newNode = mSelRiver->insertNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal, mAddNodeIdx);
  438. mIsDirty = true;
  439. setSelectedNode( newNode );
  440. return;
  441. }
  442. }
  443. }
  444. }
  445. else if ( mMode == mInsertPointMode && mSelRiver != NULL )
  446. {
  447. if ( clickedRiverPtr == mSelRiver )
  448. {
  449. // NOTE: I guess we have to determine the if the clicked ray intersects a road but not a specific node...
  450. // in order to handle inserting nodes in the same way as for DecalRoad
  451. U32 prevNodeIdx = insertNodeIdx;
  452. U32 nextNodeIdx = ( prevNodeIdx + 1 > mSelRiver->mNodes.size() - 1 ) ? prevNodeIdx : prevNodeIdx + 1;
  453. const RiverNode &prevNode = mSelRiver->mNodes[prevNodeIdx];
  454. const RiverNode &nextNode = mSelRiver->mNodes[nextNodeIdx];
  455. F32 width = ( prevNode.width + nextNode.width ) * 0.5f;
  456. F32 depth = ( prevNode.depth + nextNode.depth ) * 0.5f;
  457. Point3F normal = ( prevNode.normal + nextNode.normal ) * 0.5f;
  458. normal.normalize();
  459. submitUndo( "Insert Node" );
  460. U32 newNode = mSelRiver->insertNode( collisionPnt, width, depth, normal, insertNodeIdx + 1 );
  461. mIsDirty = true;
  462. setSelectedNode( newNode );
  463. return;
  464. }
  465. }
  466. else if ( mMode == mRemovePointMode && mSelRiver != NULL )
  467. {
  468. if ( nodeClicked && clickedRiverPtr == mSelRiver )
  469. {
  470. setSelectedNode( clickedNodeIdx );
  471. deleteSelectedNode();
  472. return;
  473. }
  474. }
  475. else if ( mMode == mMovePointMode )
  476. {
  477. if ( nodeClicked && clickedRiverPtr == mSelRiver )
  478. {
  479. setSelectedNode( clickedNodeIdx );
  480. return;
  481. }
  482. }
  483. else if ( mMode == mScalePointMode )
  484. {
  485. if ( nodeClicked && clickedRiverPtr == mSelRiver )
  486. {
  487. setSelectedNode( clickedNodeIdx );
  488. return;
  489. }
  490. }
  491. else if ( mMode == mRotatePointMode )
  492. {
  493. if ( nodeClicked && clickedRiverPtr == mSelRiver )
  494. {
  495. setSelectedNode( clickedNodeIdx );
  496. return;
  497. }
  498. }
  499. }
  500. void GuiRiverEditorCtrl::on3DRightMouseDown(const Gui3DMouseEvent & event)
  501. {
  502. //mIsPanning = true;
  503. }
  504. void GuiRiverEditorCtrl::on3DRightMouseUp(const Gui3DMouseEvent & event)
  505. {
  506. //mIsPanning = false;
  507. }
  508. void GuiRiverEditorCtrl::on3DMouseUp(const Gui3DMouseEvent & event)
  509. {
  510. // Keep the Gizmo up to date.
  511. mGizmo->on3DMouseUp( event );
  512. mStartWidth = -1.0f;
  513. mStartHeight = -1.0f;
  514. mSavedDrag = false;
  515. mouseUnlock();
  516. }
  517. void GuiRiverEditorCtrl::on3DMouseMove(const Gui3DMouseEvent & event)
  518. {
  519. if ( mSelRiver != NULL && mMode == mAddNodeMode )
  520. {
  521. Point3F pos;
  522. if ( getStaticPos( event, pos ) )
  523. {
  524. pos.z += mSelRiver->getNodeDepth(mSelNode) * 0.5f;
  525. mSelRiver->setNodePosition( mSelNode, pos );
  526. mIsDirty = true;
  527. }
  528. return;
  529. }
  530. if ( mSelRiver != NULL && mSelNode != -1 )
  531. mGizmo->on3DMouseMove( event );
  532. // Is cursor hovering over a river?
  533. if ( mMode == mSelectRiverMode )
  534. {
  535. mHoverRiver = NULL;
  536. Point3F startPnt = event.pos;
  537. Point3F endPnt = event.pos + event.vec * 1000.0f;
  538. RayInfo ri;
  539. if ( gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri) )
  540. endPnt = ri.point;
  541. River *pRiver = NULL;
  542. for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
  543. {
  544. pRiver = static_cast<River*>( *iter );
  545. // Do not select or edit a River within a Prefab.
  546. if ( Prefab::getPrefabByChild(pRiver) )
  547. continue;
  548. if ( pRiver->collideRay( event.pos, event.vec ) )
  549. {
  550. mHoverRiver = pRiver;
  551. break;
  552. }
  553. }
  554. }
  555. // Is cursor hovering over a RiverNode?
  556. if ( mHoverRiver )
  557. {
  558. River *pRiver = mHoverRiver;
  559. S32 hoverNodeIdx = -1;
  560. F32 hoverNodeDist = mNodeSphereRadius;
  561. //for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
  562. //{
  563. // River *pRiver = static_cast<River*>( *iter );
  564. for ( U32 i = 0; i < pRiver->mNodes.size(); i++ )
  565. {
  566. const Point3F &nodePos = pRiver->mNodes[i].point;
  567. Point3F screenPos;
  568. project( nodePos, &screenPos );
  569. F32 dist = ( event.mousePoint - Point2I(screenPos.x, screenPos.y) ).len();
  570. if ( dist < hoverNodeDist )
  571. {
  572. // we found a hit!
  573. hoverNodeDist = dist;
  574. hoverNodeIdx = i;
  575. }
  576. }
  577. //}
  578. mHoverNode = hoverNodeIdx;
  579. }
  580. }
  581. void GuiRiverEditorCtrl::on3DMouseDragged(const Gui3DMouseEvent & event)
  582. {
  583. // Drags are only used to transform nodes
  584. if ( !mSelRiver || mSelNode == -1 ||
  585. ( mMode != mMovePointMode && mMode != mScalePointMode && mMode != mRotatePointMode ) )
  586. return;
  587. // If we haven't already saved,
  588. // save an undo action to get back to this state,
  589. // before we make any modifications to the selected node.
  590. if ( !mSavedDrag )
  591. {
  592. submitUndo( "Modify Node" );
  593. mSavedDrag = true;
  594. }
  595. // Let the gizmo handle the drag, eg, modify its transforms
  596. mGizmo->on3DMouseDragged( event );
  597. if ( mGizmo->isDirty() )
  598. {
  599. Point3F pos = mGizmo->getPosition();
  600. Point3F scale = mGizmo->getScale();
  601. const MatrixF &mat = mGizmo->getTransform();
  602. VectorF normal;
  603. mat.getColumn( 2, &normal );
  604. mSelRiver->setNode( pos, scale.x, scale.z, normal, mSelNode );
  605. mIsDirty = true;
  606. }
  607. Con::executef( this, "onNodeModified", Con::getIntArg(mSelNode) );
  608. /*
  609. // If we are just starting a new drag,
  610. // we need to save the starting screen position of the mouse,
  611. // and the starting position of the selected node.
  612. if ( mStartDragMousePoint == InvalidMousePoint )
  613. {
  614. mStartDragMousePoint = event.mousePoint;
  615. mStartDragNodePos = mSelRiver->getNodePosition( mSelNode );
  616. }
  617. MathUtils::Line clickLine;
  618. clickLine.p = event.pos;
  619. clickLine.d = event.vec;
  620. MathUtils::Line axisLine;
  621. axisLine.p = mStartDragNodePos;
  622. axisLine.d = mGizmo.selectionToAxisVector( mGizmoSelection );
  623. MathUtils::LineSegment segment;
  624. MathUtils::mShortestSegmentBetweenLines( clickLine, axisLine, segment );
  625. // Segment.p1 is the closest point on the axis line,
  626. // We want to put the selected gizmo handle at that point,
  627. // So calculate the offset from the handle to the centerPoint to
  628. // determine the gizmo's position.
  629. mSelRiver->setNodePosition( mSelNode, segment.p1 );
  630. */
  631. /*
  632. // Convert the delta (dragged mouse distance) from screen space
  633. // into world space.
  634. Point2I deltaScreen = event.mousePoint - mStartDragMousePoint;
  635. F32 worldDist = ( event.pos - mStartDragNodePos ).len();
  636. Point2F deltaWorld;
  637. deltaWorld.x = GFX->unprojectRadius( worldDist, deltaScreen.x );
  638. deltaWorld.y = GFX->unprojectRadius( worldDist, deltaScreen.y );
  639. // Now modify the selected node depending on the kind of operation we are doing.
  640. if ( mGizmoSelection == Gizmo::Axis_X )
  641. {
  642. Point3F newPos = mStartDragNodePos;
  643. newPos.x += deltaWorld.x;
  644. mSelRiver->setNodePosition( mSelNode, newPos );
  645. }
  646. else if ( mGizmoSelection == Gizmo::Axis_Y )
  647. {
  648. Point3F newPos = mStartDragNodePos;
  649. newPos.y += deltaWorld.x;
  650. mSelRiver->setNodePosition( mSelNode, newPos );
  651. }
  652. else if ( mGizmoSelection == Gizmo::Axis_Z )
  653. {
  654. Point3F newPos = mStartDragNodePos;
  655. newPos.z += deltaWorld.y;
  656. mSelRiver->setNodePosition( mSelNode, newPos );
  657. }
  658. */
  659. /*
  660. F32 height = mStartHeight + deltaWorldX;
  661. Con::printf( "height = %g", height );
  662. mSelRiver->setNodeHeight( mSelNode, height );
  663. Con::executef( this, "onNodeHeightModified", Con::getFloatArg(height) );
  664. if ( event.modifier & SI_PRIMARY_CTRL )
  665. {
  666. //Point3F tPos;
  667. //if ( !getStaticPos( event, tPos ) )
  668. // return;
  669. if ( mStartHeight == -1.0f )
  670. {
  671. mStartHeight = mSelRiver->mNodes[mSelNode].point.z;
  672. mStartX = event.mousePoint.x;
  673. mStartWorld = mSelRiver->mNodes[mSelNode].point;
  674. }
  675. S32 deltaScreenX = event.mousePoint.x - mStartX;
  676. F32 worldDist = ( event.pos - mStartWorld ).len();
  677. F32 deltaWorldX = GFX->unprojectRadius( worldDist, deltaScreenX );
  678. F32 height = mStartHeight + deltaWorldX;
  679. Con::printf( "height = %g", height );
  680. mSelRiver->setNodeHeight( mSelNode, height );
  681. Con::executef( this, "onNodeHeightModified", Con::getFloatArg(height) );
  682. }
  683. else if ( event.modifier & SI_SHIFT )
  684. {
  685. Point3F tPos;
  686. if ( !getStaticPos( event, tPos ) )
  687. return;
  688. if ( mStartWidth == -1.0f )
  689. {
  690. mStartWidth = mSelRiver->mNodes[mSelNode].width;
  691. mStartX = event.mousePoint.x;
  692. mStartWorld = tPos;
  693. }
  694. S32 deltaScreenX = event.mousePoint.x - mStartX;
  695. F32 worldDist = ( event.pos - mStartWorld ).len();
  696. F32 deltaWorldX = GFX->unprojectRadius( worldDist, deltaScreenX );
  697. F32 width = mStartWidth + deltaWorldX;
  698. mSelRiver->setNodeWidth( mSelNode, width );
  699. Con::executef( this, "onNodeWidthModified", Con::getFloatArg(width) );
  700. }
  701. else
  702. {
  703. Point3F tPos;
  704. if ( !getStaticPos( event, tPos ) )
  705. return;
  706. else if ( mGizmoSelection == Gizmo::Axis_Y )
  707. {
  708. Point3F newPos = mStartDragNodePos;
  709. newPos.y += deltaWorld.x;
  710. mSelRiver->setNodePosition( mSelNode, newPos );
  711. }
  712. mSelRiver->setNodePosition( mSelNode, tPos );
  713. }
  714. */
  715. }
  716. void GuiRiverEditorCtrl::on3DMouseEnter(const Gui3DMouseEvent & event)
  717. {
  718. // nothing to do
  719. }
  720. void GuiRiverEditorCtrl::on3DMouseLeave(const Gui3DMouseEvent & event)
  721. {
  722. // nothing to do
  723. }
  724. bool GuiRiverEditorCtrl::onKeyDown(const GuiEvent& event)
  725. {
  726. if( event.keyCode == KEY_RETURN && mMode == mAddNodeMode )
  727. {
  728. // Delete the node attached to the cursor.
  729. deleteSelectedNode();
  730. mMode = mAddRiverMode;
  731. return true;
  732. }
  733. return false;
  734. }
  735. void GuiRiverEditorCtrl::updateGuiInfo()
  736. {
  737. // nothing to do
  738. }
  739. void GuiRiverEditorCtrl::onRender( Point2I offset, const RectI &updateRect )
  740. {
  741. PROFILE_SCOPE( GuiRiverEditorCtrl_OnRender );
  742. Parent::onRender( offset, updateRect );
  743. return;
  744. }
  745. void GuiRiverEditorCtrl::renderScene(const RectI & updateRect)
  746. {
  747. //GFXDrawUtil *drawer = GFX->getDrawUtil();
  748. GFX->setStateBlock( mZDisableSB );
  749. // get the projected size...
  750. GameConnection* connection = GameConnection::getConnectionToServer();
  751. if(!connection)
  752. return;
  753. // Grab the camera's transform
  754. MatrixF mat;
  755. connection->getControlCameraTransform(0, &mat);
  756. // Get the camera position
  757. Point3F camPos;
  758. mat.getColumn(3,&camPos);
  759. if ( mHoverRiver && mHoverRiver != mSelRiver )
  760. {
  761. _drawRiverSpline( mHoverRiver, mHoverSplineColor );
  762. }
  763. if ( mSelRiver )
  764. {
  765. _drawRiverSpline( mSelRiver, mSelectedSplineColor );
  766. // Render Gizmo for selected node if were in either of the three transform modes
  767. if ( mSelNode != -1 && ( mMode == mMovePointMode || mMode == mScalePointMode || mMode == mRotatePointMode ) )
  768. {
  769. if( mMode == mMovePointMode )
  770. {
  771. mGizmo->getProfile()->mode = MoveMode;
  772. }
  773. else if( mMode == mScalePointMode )
  774. {
  775. mGizmo->getProfile()->mode = ScaleMode;
  776. }
  777. else if( mMode == mRotatePointMode )
  778. {
  779. mGizmo->getProfile()->mode = RotateMode;
  780. }
  781. const RiverNode &node = mSelRiver->mNodes[mSelNode];
  782. MatrixF objMat = mSelRiver->getNodeTransform(mSelNode);
  783. Point3F objScale( node.width, 1.0f, node.depth );
  784. Point3F worldPos = node.point;
  785. mGizmo->set( objMat, worldPos, objScale );
  786. mGizmo->renderGizmo( mLastCameraQuery.cameraMatrix, mLastCameraQuery.fov );
  787. // Render Gizmo text
  788. //mGizmo->renderText( mSaveViewport, mSaveModelview, mSaveProjection );
  789. }
  790. }
  791. // Now draw all the 2d stuff!
  792. GFX->setClipRect(updateRect);
  793. // Draw Control nodes for selecting and highlighted rivers
  794. if ( mHoverRiver )
  795. _drawRiverControlNodes( mHoverRiver, mHoverSplineColor );
  796. if ( mSelRiver )
  797. _drawRiverControlNodes( mSelRiver, mSelectedSplineColor );
  798. }
  799. void GuiRiverEditorCtrl::_drawRiverSpline( River *river, const ColorI &color )
  800. {
  801. if ( river->mSlices.size() <= 1 )
  802. return;
  803. if ( River::smShowSpline )
  804. {
  805. // Render the River center-line
  806. PrimBuild::color( color );
  807. PrimBuild::begin( GFXLineStrip, river->mSlices.size() );
  808. for ( U32 i = 0; i < river->mSlices.size(); i++ )
  809. {
  810. PrimBuild::vertex3fv( river->mSlices[i].p1 );
  811. }
  812. PrimBuild::end();
  813. }
  814. if ( River::smWireframe )
  815. {
  816. // Left-side line
  817. PrimBuild::color3i( 100, 100, 100 );
  818. PrimBuild::begin( GFXLineStrip, river->mSlices.size() );
  819. for ( U32 i = 0; i < river->mSlices.size(); i++ )
  820. {
  821. PrimBuild::vertex3fv( river->mSlices[i].p0 );
  822. }
  823. PrimBuild::end();
  824. // Right-side line
  825. PrimBuild::begin( GFXLineStrip, river->mSlices.size() );
  826. for ( U32 i = 0; i < river->mSlices.size(); i++ )
  827. {
  828. PrimBuild::vertex3fv( river->mSlices[i].p2 );
  829. }
  830. PrimBuild::end();
  831. // Cross-sections
  832. PrimBuild::begin( GFXLineList, river->mSlices.size() * 2 );
  833. for ( U32 i = 0; i < river->mSlices.size(); i++ )
  834. {
  835. PrimBuild::vertex3fv( river->mSlices[i].p0 );
  836. PrimBuild::vertex3fv( river->mSlices[i].p2 );
  837. }
  838. PrimBuild::end();
  839. }
  840. // Segment
  841. }
  842. void GuiRiverEditorCtrl::_drawRiverControlNodes( River *river, const ColorI &color )
  843. {
  844. if ( !River::smShowSpline )
  845. return;
  846. RectI bounds = getBounds();
  847. GFXDrawUtil *drawer = GFX->getDrawUtil();
  848. bool isSelected = ( river == mSelRiver );
  849. bool isHighlighted = ( river == mHoverRiver );
  850. for ( U32 i = 0; i < river->mNodes.size(); i++ )
  851. {
  852. if ( false && isSelected && mSelNode == i )
  853. continue;
  854. const Point3F &wpos = river->mNodes[i].point;
  855. Point3F spos;
  856. project( wpos, &spos );
  857. if ( spos.z > 1.0f )
  858. continue;
  859. Point2I posi;
  860. posi.x = spos.x;
  861. posi.y = spos.y;
  862. if ( !bounds.pointInRect( posi ) )
  863. continue;
  864. ColorI theColor = color;
  865. Point2I nodeHalfSize = mNodeHalfSize;
  866. if ( isHighlighted && mHoverNode == i )
  867. {
  868. //theColor = mHoverNodeColor;
  869. nodeHalfSize += Point2I(2,2);
  870. }
  871. if ( isSelected )
  872. {
  873. if ( mSelNode == i )
  874. {
  875. theColor.set(0,0,255);
  876. }
  877. else if ( i == 0 )
  878. {
  879. theColor.set(0,255,0);
  880. }
  881. else if ( i == river->mNodes.size() - 1 )
  882. {
  883. theColor.set(255,0,0);
  884. }
  885. }
  886. drawer->drawRectFill( posi - nodeHalfSize, posi + nodeHalfSize, theColor );
  887. }
  888. }
  889. bool GuiRiverEditorCtrl::getStaticPos( const Gui3DMouseEvent & event, Point3F &tpos )
  890. {
  891. // Find clicked point on the terrain
  892. Point3F startPnt = event.pos;
  893. Point3F endPnt = event.pos + event.vec * 1000.0f;
  894. RayInfo ri;
  895. bool hit;
  896. hit = gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri);
  897. tpos = ri.point;
  898. return hit;
  899. }
  900. void GuiRiverEditorCtrl::deleteSelectedNode()
  901. {
  902. if ( !mSelRiver || mSelNode == -1 )
  903. return;
  904. // If the River has only two nodes remaining,
  905. // delete the whole River.
  906. if ( mSelRiver->mNodes.size() <= 2 )
  907. {
  908. deleteSelectedRiver( mMode != mAddNodeMode );
  909. }
  910. else
  911. {
  912. if ( mMode != mAddNodeMode )
  913. submitUndo( "Delete Node" );
  914. // Delete the SelectedNode of the SelectedRiver
  915. mSelRiver->deleteNode(mSelNode);
  916. mIsDirty = true;
  917. // We deleted the Node but not the River (it has nodes left)
  918. // so decrement the currently selected node.
  919. if ( mSelRiver->mNodes.size() <= mSelNode )
  920. setSelectedNode( mSelNode - 1 );
  921. else
  922. {
  923. // force gizmo to update to the selected nodes position
  924. // the index didn't change but the node it refers to did.
  925. U32 i = mSelNode;
  926. mSelNode = -1;
  927. setSelectedNode( i );
  928. }
  929. }
  930. // If you were in addNodeMode,
  931. // deleting a node should ends it.
  932. //mMode = smNormalMode;
  933. }
  934. void GuiRiverEditorCtrl::deleteSelectedRiver( bool undoAble )
  935. {
  936. AssertFatal( mSelRiver != NULL, "GuiRiverEditorCtrl::deleteSelectedRiver() - No River IS selected" );
  937. // Not undoAble? Just delete it.
  938. if ( !undoAble )
  939. {
  940. mSelRiver->deleteObject();
  941. mIsDirty = true;
  942. Con::executef( this, "onRiverSelected" );
  943. mSelNode = -1;
  944. return;
  945. }
  946. // Grab the mission editor undo manager.
  947. UndoManager *undoMan = NULL;
  948. if ( !Sim::findObject( "EUndoManager", undoMan ) )
  949. {
  950. // Couldn't find it? Well just delete the River.
  951. Con::errorf( "GuiRiverEditorCtrl::on3DMouseDown() - EUndoManager not found!" );
  952. return;
  953. }
  954. else
  955. {
  956. // Create the UndoAction.
  957. MEDeleteUndoAction *action = new MEDeleteUndoAction("Deleted River");
  958. action->deleteObject( mSelRiver );
  959. mIsDirty = true;
  960. // Submit it.
  961. undoMan->addAction( action );
  962. }
  963. // ScriptCallback with 'NULL' parameter for no River currently selected.
  964. Con::executef( this, "onRiverSelected" );
  965. // Clear the SelectedNode (it has been deleted along with the River).
  966. setSelectedNode( -1 );
  967. mSelNode = -1;
  968. // SelectedRiver is a SimObjectPtr and will be NULL automatically.
  969. }
  970. void GuiRiverEditorCtrl::setMode( String mode, bool sourceShortcut = false )
  971. {
  972. mMode = mode;
  973. if( sourceShortcut )
  974. Con::executef( this, "paletteSync", mode );
  975. }
  976. void GuiRiverEditorCtrl::setSelectedRiver( River *river )
  977. {
  978. mSelRiver = river;
  979. if ( mSelRiver != NULL )
  980. Con::executef( this, "onRiverSelected", river->getIdString() );
  981. else
  982. Con::executef( this, "onRiverSelected" );
  983. if ( mSelRiver != river )
  984. setSelectedNode(-1);
  985. }
  986. void GuiRiverEditorCtrl::setNodeWidth( F32 width )
  987. {
  988. if ( mSelRiver && mSelNode != -1 )
  989. {
  990. mSelRiver->setNodeWidth( mSelNode, width );
  991. mIsDirty = true;
  992. }
  993. }
  994. F32 GuiRiverEditorCtrl::getNodeWidth()
  995. {
  996. if ( mSelRiver && mSelNode != -1 )
  997. return mSelRiver->getNodeWidth( mSelNode );
  998. return 0.0f;
  999. }
  1000. void GuiRiverEditorCtrl::setNodeDepth(F32 depth)
  1001. {
  1002. if ( mSelRiver && mSelNode != -1 )
  1003. {
  1004. mSelRiver->setNodeDepth( mSelNode, depth );
  1005. mIsDirty = true;
  1006. }
  1007. }
  1008. F32 GuiRiverEditorCtrl::getNodeDepth()
  1009. {
  1010. if ( mSelRiver && mSelNode != -1 )
  1011. return mSelRiver->getNodeDepth( mSelNode );
  1012. return 0.0f;
  1013. }
  1014. void GuiRiverEditorCtrl::setNodePosition(const Point3F& pos)
  1015. {
  1016. if ( mSelRiver && mSelNode != -1 )
  1017. {
  1018. mSelRiver->setNodePosition( mSelNode, pos );
  1019. mIsDirty = true;
  1020. }
  1021. }
  1022. Point3F GuiRiverEditorCtrl::getNodePosition()
  1023. {
  1024. if ( mSelRiver && mSelNode != -1 )
  1025. return mSelRiver->getNodePosition( mSelNode );
  1026. return Point3F( 0, 0, 0 );
  1027. }
  1028. void GuiRiverEditorCtrl::setNodeNormal( const VectorF &normal )
  1029. {
  1030. if ( mSelRiver && mSelNode != -1 )
  1031. {
  1032. mSelRiver->setNodeNormal( mSelNode, normal );
  1033. mIsDirty = true;
  1034. }
  1035. }
  1036. VectorF GuiRiverEditorCtrl::getNodeNormal()
  1037. {
  1038. if ( mSelRiver && mSelNode != -1 )
  1039. return mSelRiver->getNodeNormal( mSelNode );
  1040. return VectorF::Zero;
  1041. }
  1042. void GuiRiverEditorCtrl::setSelectedNode( S32 node )
  1043. {
  1044. //if ( mSelNode == node )
  1045. // return;
  1046. mSelNode = node;
  1047. if ( mSelNode != -1 )
  1048. {
  1049. const RiverNode &node = mSelRiver->mNodes[mSelNode];
  1050. MatrixF objMat = mSelRiver->getNodeTransform(mSelNode);
  1051. Point3F objScale( node.width, 1.0f, node.depth );
  1052. Point3F worldPos = node.point;
  1053. mGizmo->set( objMat, worldPos, objScale );
  1054. }
  1055. if ( mSelNode != -1 )
  1056. Con::executef( this, "onNodeSelected", Con::getIntArg(mSelNode) );
  1057. else
  1058. Con::executef( this, "onNodeSelected", Con::getIntArg(-1) );
  1059. }
  1060. void GuiRiverEditorCtrl::submitUndo( const UTF8 *name )
  1061. {
  1062. // Grab the mission editor undo manager.
  1063. UndoManager *undoMan = NULL;
  1064. if ( !Sim::findObject( "EUndoManager", undoMan ) )
  1065. {
  1066. Con::errorf( "GuiRiverEditorCtrl::submitUndo() - EUndoManager not found!" );
  1067. return;
  1068. }
  1069. // Setup the action.
  1070. GuiRiverEditorUndoAction *action = new GuiRiverEditorUndoAction( name );
  1071. action->mObjId = mSelRiver->getId();
  1072. action->mMetersPerSegment = mSelRiver->mMetersPerSegment;
  1073. action->mSegmentsPerBatch = mSelRiver->mSegmentsPerBatch;
  1074. action->mRiverEditor = this;
  1075. for( U32 i = 0; i < mSelRiver->mNodes.size(); i++ )
  1076. {
  1077. action->mNodes.push_back( mSelRiver->mNodes[i] );
  1078. }
  1079. undoMan->addAction( action );
  1080. }
  1081. void GuiRiverEditorCtrl::_prepRenderImage( SceneManager* sceneGraph, const SceneRenderState* state )
  1082. {
  1083. if ( isAwake() && River::smEditorOpen && mSelRiver )
  1084. {
  1085. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  1086. ri->type = RenderPassManager::RIT_Editor;
  1087. ri->renderDelegate.bind( this, &GuiRiverEditorCtrl::_renderSelectedRiver );
  1088. ri->defaultKey = 100;
  1089. state->getRenderPass()->addInst( ri );
  1090. }
  1091. }
  1092. void GuiRiverEditorCtrl::_renderSelectedRiver( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *matInst )
  1093. {
  1094. if ( !mSelRiver || !River::smEditorOpen)
  1095. return;
  1096. GFXTransformSaver saver;
  1097. GFX->setStateBlock( mZEnableSB );
  1098. if ( River::smShowWalls && mSelRiver->mSlices.size() > 1 )
  1099. {
  1100. Point3F offset(0,0,1);
  1101. // Render the River volume
  1102. PrimBuild::begin( GFXTriangleList, 18 * mSelRiver->mSlices.size() - 1 );
  1103. for ( U32 i = 0; i < mSelRiver->mSlices.size() - 1; i++ )
  1104. {
  1105. const RiverSlice &slice = mSelRiver->mSlices[i];
  1106. const RiverSlice &nextSlice = mSelRiver->mSlices[i+1];
  1107. // Top face
  1108. //drawer->drawQuad( slice.p0, nextSlice.p0, nextSlice.p2, slice.p2, colorRed, true );
  1109. //PrimBuild::color3i( 0, 0, 255 );
  1110. //PrimBuild::vertex3fv( slice.p0 );
  1111. //PrimBuild::vertex3fv( nextSlice.p0 );
  1112. //PrimBuild::vertex3fv( nextSlice.p2 );
  1113. //PrimBuild::vertex3fv( slice.p0 );
  1114. //PrimBuild::vertex3fv( nextSlice.p2 );
  1115. //PrimBuild::vertex3fv( slice.p2 );
  1116. // Bottom face
  1117. PrimBuild::color3i( 0, 255, 0 );
  1118. PrimBuild::vertex3fv( slice.pb0 );
  1119. PrimBuild::vertex3fv( nextSlice.pb0 );
  1120. PrimBuild::vertex3fv( nextSlice.pb2 );
  1121. PrimBuild::vertex3fv( slice.pb0 );
  1122. PrimBuild::vertex3fv( nextSlice.pb2 );
  1123. PrimBuild::vertex3fv( slice.pb2 );
  1124. // Left face
  1125. PrimBuild::color3i( 255, 0, 0 );
  1126. PrimBuild::vertex3fv( slice.pb0 );
  1127. PrimBuild::vertex3fv( nextSlice.pb0 );
  1128. PrimBuild::vertex3fv( nextSlice.p0 );
  1129. PrimBuild::vertex3fv( slice.pb0 );
  1130. PrimBuild::vertex3fv( nextSlice.p0 );
  1131. PrimBuild::vertex3fv( slice.p0 );
  1132. // Right face
  1133. PrimBuild::color3i( 255, 0, 0 );
  1134. PrimBuild::vertex3fv( slice.p2 );
  1135. PrimBuild::vertex3fv( nextSlice.p2 );
  1136. PrimBuild::vertex3fv( nextSlice.pb2 );
  1137. PrimBuild::vertex3fv( slice.p2 );
  1138. PrimBuild::vertex3fv( nextSlice.pb2 );
  1139. PrimBuild::vertex3fv( slice.pb2 );
  1140. }
  1141. PrimBuild::end();
  1142. }
  1143. }
  1144. DefineConsoleMethod( GuiRiverEditorCtrl, deleteNode, void, (), , "deleteNode()" )
  1145. {
  1146. object->deleteSelectedNode();
  1147. }
  1148. DefineConsoleMethod( GuiRiverEditorCtrl, getMode, const char*, (), , "" )
  1149. {
  1150. return object->getMode();
  1151. }
  1152. DefineConsoleMethod( GuiRiverEditorCtrl, setMode, void, ( const char * mode ), , "setMode( String mode )" )
  1153. {
  1154. String newMode = ( mode );
  1155. object->setMode( newMode );
  1156. }
  1157. DefineConsoleMethod( GuiRiverEditorCtrl, getNodeWidth, F32, (), , "" )
  1158. {
  1159. return object->getNodeWidth();
  1160. }
  1161. DefineConsoleMethod( GuiRiverEditorCtrl, setNodeWidth, void, ( F32 width ), , "" )
  1162. {
  1163. object->setNodeWidth( width );
  1164. }
  1165. DefineConsoleMethod( GuiRiverEditorCtrl, getNodeDepth, F32, (), , "" )
  1166. {
  1167. return object->getNodeDepth();
  1168. }
  1169. DefineConsoleMethod( GuiRiverEditorCtrl, setNodeDepth, void, ( F32 depth ), , "" )
  1170. {
  1171. object->setNodeDepth( depth );
  1172. }
  1173. DefineConsoleMethod( GuiRiverEditorCtrl, getNodePosition, Point3F, (), , "" )
  1174. {
  1175. return object->getNodePosition();
  1176. }
  1177. DefineConsoleMethod( GuiRiverEditorCtrl, setNodePosition, void, (Point3F pos), , "" )
  1178. {
  1179. object->setNodePosition( pos );
  1180. }
  1181. DefineConsoleMethod( GuiRiverEditorCtrl, getNodeNormal, Point3F, (), , "" )
  1182. {
  1183. return object->getNodeNormal();
  1184. }
  1185. DefineConsoleMethod( GuiRiverEditorCtrl, setNodeNormal, void, (Point3F normal), , "" )
  1186. {
  1187. object->setNodeNormal( normal );
  1188. }
  1189. DefineConsoleMethod( GuiRiverEditorCtrl, setSelectedRiver, void, (const char * objName), (""), "" )
  1190. {
  1191. if (dStrcmp( objName,"" )==0)
  1192. object->setSelectedRiver(NULL);
  1193. else
  1194. {
  1195. River *river = NULL;
  1196. if ( Sim::findObject( objName, river ) )
  1197. object->setSelectedRiver(river);
  1198. }
  1199. }
  1200. DefineConsoleMethod( GuiRiverEditorCtrl, getSelectedRiver, S32, (), , "" )
  1201. {
  1202. River *river = object->getSelectedRiver();
  1203. if ( !river )
  1204. return NULL;
  1205. return river->getId();
  1206. }
  1207. DefineConsoleMethod( GuiRiverEditorCtrl, regenerate, void, (), , "" )
  1208. {
  1209. River *river = object->getSelectedRiver();
  1210. if ( river )
  1211. river->regenerate();
  1212. }