guiNavEditorCtrl.cpp 16 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2014 Daniel Buckmaster
  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 "torqueConfig.h"
  23. #ifdef TORQUE_TOOLS
  24. #include "platform/platform.h"
  25. #include "guiNavEditorCtrl.h"
  26. #include "duDebugDrawTorque.h"
  27. #include "console/engineAPI.h"
  28. #include "console/consoleTypes.h"
  29. #include "math/util/frustum.h"
  30. #include "math/mathUtils.h"
  31. #include "gfx/primBuilder.h"
  32. #include "gfx/gfxDrawUtil.h"
  33. #include "scene/sceneRenderState.h"
  34. #include "scene/sceneManager.h"
  35. #include "gui/core/guiCanvas.h"
  36. #include "gui/buttons/guiButtonCtrl.h"
  37. #include "gui/worldEditor/undoActions.h"
  38. #include "T3D/gameBase/gameConnection.h"
  39. #include "T3D/AI/AIController.h"
  40. IMPLEMENT_CONOBJECT(GuiNavEditorCtrl);
  41. ConsoleDocClass(GuiNavEditorCtrl,
  42. "@brief GUI tool that makes up the Navigation Editor\n\n"
  43. "Editor use only.\n\n"
  44. "@internal"
  45. );
  46. // Each of the mode names directly correlates with the Nav Editor's tool palette.
  47. const String GuiNavEditorCtrl::mSelectMode = "SelectMode";
  48. const String GuiNavEditorCtrl::mLinkMode = "LinkMode";
  49. const String GuiNavEditorCtrl::mCoverMode = "CoverMode";
  50. const String GuiNavEditorCtrl::mTestMode = "TestMode";
  51. GuiNavEditorCtrl::GuiNavEditorCtrl()
  52. {
  53. mMode = mSelectMode;
  54. mIsDirty = false;
  55. mStartDragMousePoint = InvalidMousePoint;
  56. mMesh = NULL;
  57. mPlayer = mCurPlayer = NULL;
  58. mSpawnClass = mSpawnDatablock = "";
  59. mLinkStart = Point3F::Max;
  60. mLink = mCurLink = -1;
  61. }
  62. GuiNavEditorCtrl::~GuiNavEditorCtrl()
  63. {
  64. }
  65. void GuiNavEditorUndoAction::undo()
  66. {
  67. }
  68. bool GuiNavEditorCtrl::onAdd()
  69. {
  70. if(!Parent::onAdd())
  71. return false;
  72. GFXStateBlockDesc desc;
  73. desc.fillMode = GFXFillSolid;
  74. desc.setBlend(false);
  75. desc.setZReadWrite(false, false);
  76. desc.setCullMode(GFXCullNone);
  77. mZDisableSB = GFX->createStateBlock(desc);
  78. desc.setZReadWrite(true, true);
  79. mZEnableSB = GFX->createStateBlock(desc);
  80. SceneManager::getPreRenderSignal().notify(this, &GuiNavEditorCtrl::_prepRenderImage);
  81. return true;
  82. }
  83. void GuiNavEditorCtrl::initPersistFields()
  84. {
  85. docsURL;
  86. addField("isDirty", TypeBool, Offset(mIsDirty, GuiNavEditorCtrl));
  87. addField("spawnClass", TypeRealString, Offset(mSpawnClass, GuiNavEditorCtrl),
  88. "Class of object to spawn in test mode.");
  89. addField("spawnDatablock", TypeRealString, Offset(mSpawnDatablock, GuiNavEditorCtrl),
  90. "Datablock to give new objects in test mode.");
  91. Parent::initPersistFields();
  92. }
  93. void GuiNavEditorCtrl::onSleep()
  94. {
  95. Parent::onSleep();
  96. //mMode = mSelectMode;
  97. }
  98. void GuiNavEditorCtrl::selectMesh(NavMesh *mesh)
  99. {
  100. mesh->setSelected(true);
  101. mMesh = mesh;
  102. }
  103. DefineEngineMethod(GuiNavEditorCtrl, selectMesh, void, (S32 id),,
  104. "@brief Select a NavMesh object.")
  105. {
  106. NavMesh *obj;
  107. if(Sim::findObject(id, obj))
  108. object->selectMesh(obj);
  109. }
  110. S32 GuiNavEditorCtrl::getMeshId()
  111. {
  112. return mMesh.isNull() ? 0 : mMesh->getId();
  113. }
  114. DefineEngineMethod(GuiNavEditorCtrl, getMesh, S32, (),,
  115. "@brief Select a NavMesh object.")
  116. {
  117. return object->getMeshId();
  118. }
  119. S32 GuiNavEditorCtrl::getPlayerId()
  120. {
  121. return mPlayer.isNull() ? 0 : mPlayer->getId();
  122. }
  123. DefineEngineMethod(GuiNavEditorCtrl, getPlayer, S32, (),,
  124. "@brief Select a NavMesh object.")
  125. {
  126. return object->getPlayerId();
  127. }
  128. void GuiNavEditorCtrl::deselect()
  129. {
  130. if(!mMesh.isNull())
  131. mMesh->setSelected(false);
  132. mMesh = NULL;
  133. mPlayer = mCurPlayer = NULL;
  134. mLinkStart = Point3F::Max;
  135. mLink = mCurLink = -1;
  136. }
  137. DefineEngineMethod(GuiNavEditorCtrl, deselect, void, (),,
  138. "@brief Deselect whatever is currently selected in the editor.")
  139. {
  140. object->deselect();
  141. }
  142. void GuiNavEditorCtrl::deleteLink()
  143. {
  144. if(!mMesh.isNull() && mLink != -1)
  145. {
  146. mMesh->selectLink(mLink, false);
  147. mMesh->deleteLink(mLink);
  148. mLink = -1;
  149. Con::executef(this, "onLinkDeselected");
  150. }
  151. }
  152. DefineEngineMethod(GuiNavEditorCtrl, deleteLink, void, (),,
  153. "@brief Delete the currently selected link.")
  154. {
  155. object->deleteLink();
  156. }
  157. void GuiNavEditorCtrl::setLinkFlags(const LinkData &d)
  158. {
  159. if(mMode == mLinkMode && !mMesh.isNull() && mLink != -1)
  160. {
  161. mMesh->setLinkFlags(mLink, d);
  162. }
  163. }
  164. DefineEngineMethod(GuiNavEditorCtrl, setLinkFlags, void, (U32 flags),,
  165. "@Brief Set jump and drop properties of the selected link.")
  166. {
  167. object->setLinkFlags(LinkData(flags));
  168. }
  169. void GuiNavEditorCtrl::spawnPlayer(const Point3F &pos)
  170. {
  171. SceneObject *obj = (SceneObject*)Sim::spawnObject(mSpawnClass, mSpawnDatablock);
  172. if(obj)
  173. {
  174. MatrixF mat(true);
  175. mat.setPosition(pos);
  176. obj->setTransform(mat);
  177. SimObject* cleanup = Sim::findObject("MissionCleanup");
  178. if(cleanup)
  179. {
  180. SimGroup* missionCleanup = dynamic_cast<SimGroup*>(cleanup);
  181. missionCleanup->addObject(obj);
  182. }
  183. mPlayer = obj;
  184. #ifdef TORQUE_NAVIGATION_ENABLED
  185. AIPlayer* asAIPlayer = dynamic_cast<AIPlayer*>(obj);
  186. if (asAIPlayer) //try direct
  187. {
  188. Con::executef(this, "onPlayerSelected", Con::getIntArg(asAIPlayer->mLinkTypes.getFlags()));
  189. }
  190. else
  191. {
  192. ShapeBase* sbo = dynamic_cast<ShapeBase*>(obj);
  193. if (sbo->getAIController())
  194. {
  195. if (sbo->getAIController()->mControllerData)
  196. Con::executef(this, "onPlayerSelected", Con::getIntArg(sbo->getAIController()->mControllerData->mLinkTypes.getFlags()));
  197. }
  198. else
  199. {
  200. #endif
  201. Con::executef(this, "onPlayerSelected");
  202. #ifdef TORQUE_NAVIGATION_ENABLED
  203. }
  204. }
  205. #endif
  206. }
  207. }
  208. DefineEngineMethod(GuiNavEditorCtrl, spawnPlayer, void, (),,
  209. "@brief Spawn an AIPlayer at the centre of the screen.")
  210. {
  211. Point3F c;
  212. if(object->get3DCentre(c))
  213. object->spawnPlayer(c);
  214. }
  215. void GuiNavEditorCtrl::get3DCursor(GuiCursor *&cursor,
  216. bool &visible,
  217. const Gui3DMouseEvent &event_)
  218. {
  219. //cursor = mAddNodeCursor;
  220. //visible = false;
  221. cursor = NULL;
  222. visible = false;
  223. GuiCanvas *root = getRoot();
  224. if(!root)
  225. return;
  226. S32 currCursor = PlatformCursorController::curArrow;
  227. if(root->mCursorChanged == currCursor)
  228. return;
  229. PlatformWindow *window = root->getPlatformWindow();
  230. PlatformCursorController *controller = window->getCursorController();
  231. // We've already changed the cursor,
  232. // so set it back before we change it again.
  233. if(root->mCursorChanged != -1)
  234. controller->popCursor();
  235. // Now change the cursor shape
  236. controller->pushCursor(currCursor);
  237. root->mCursorChanged = currCursor;
  238. }
  239. bool GuiNavEditorCtrl::get3DCentre(Point3F &pos)
  240. {
  241. Point3F screen, start, end;
  242. screen.set(getExtent().x / 2, getExtent().y / 2, 0);
  243. unproject(screen, &start);
  244. screen.z = 1.0f;
  245. unproject(screen, &end);
  246. RayInfo ri;
  247. if(gServerContainer.castRay(start, end, StaticObjectType, &ri))
  248. {
  249. pos = ri.point;
  250. return true;
  251. }
  252. return false;
  253. }
  254. void GuiNavEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
  255. {
  256. if (!mMesh)
  257. return;
  258. mGizmo->on3DMouseDown(event);
  259. if (mTool)
  260. mTool->on3DMouseDown(event);
  261. mouseLock();
  262. return;
  263. // Construct a LineSegment from the camera position to 1000 meters away in
  264. // the direction clicked.
  265. // If that segment hits the terrain, truncate the ray to only be that length.
  266. Point3F startPnt = event.pos;
  267. Point3F endPnt = event.pos + event.vec * 1000.0f;
  268. RayInfo ri;
  269. U8 keys = Input::getModifierKeys();
  270. bool shift = keys & SI_LSHIFT;
  271. bool ctrl = keys & SI_LCTRL;
  272. if(mMode == mTestMode)
  273. {
  274. // Spawn new character
  275. if(ctrl)
  276. {
  277. if(gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
  278. spawnPlayer(ri.point);
  279. }
  280. // Deselect character
  281. else if(shift)
  282. {
  283. mPlayer = NULL;
  284. Con::executef(this, "onPlayerDeselected");
  285. }
  286. // Select/move character
  287. else
  288. {
  289. if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType | VehicleObjectType, &ri))
  290. {
  291. if(ri.object)
  292. {
  293. mPlayer = ri.object;
  294. #ifdef TORQUE_NAVIGATION_ENABLED
  295. AIPlayer* asAIPlayer = dynamic_cast<AIPlayer*>(mPlayer.getPointer());
  296. if (asAIPlayer) //try direct
  297. {
  298. Con::executef(this, "onPlayerSelected", Con::getIntArg(asAIPlayer->mLinkTypes.getFlags()));
  299. }
  300. else
  301. {
  302. ShapeBase* sbo = dynamic_cast<ShapeBase*>(mPlayer.getPointer());
  303. if (sbo->getAIController())
  304. {
  305. if (sbo->getAIController()->mControllerData)
  306. Con::executef(this, "onPlayerSelected", Con::getIntArg(sbo->getAIController()->mControllerData->mLinkTypes.getFlags()));
  307. }
  308. else
  309. {
  310. #endif
  311. Con::executef(this, "onPlayerSelected");
  312. }
  313. #ifdef TORQUE_NAVIGATION_ENABLED
  314. }
  315. }
  316. #endif
  317. }
  318. else if (!mPlayer.isNull() && gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
  319. {
  320. AIPlayer* asAIPlayer = dynamic_cast<AIPlayer*>(mPlayer.getPointer());
  321. if (asAIPlayer) //try direct
  322. {
  323. #ifdef TORQUE_NAVIGATION_ENABLED
  324. asAIPlayer->setPathDestination(ri.point);
  325. #else
  326. asAIPlayer->setMoveDestination(ri.point,false);
  327. #endif
  328. }
  329. else
  330. {
  331. ShapeBase* sbo = dynamic_cast<ShapeBase*>(mPlayer.getPointer());
  332. if (sbo->getAIController())
  333. {
  334. if (sbo->getAIController()->mControllerData)
  335. sbo->getAIController()->getNav()->setPathDestination(ri.point, true);
  336. }
  337. }
  338. }
  339. }
  340. }
  341. }
  342. void GuiNavEditorCtrl::on3DMouseUp(const Gui3DMouseEvent & event)
  343. {
  344. if (!mMesh)
  345. return;
  346. // Keep the Gizmo up to date.
  347. mGizmo->on3DMouseUp(event);
  348. if (mTool)
  349. mTool->on3DMouseUp(event);
  350. mouseUnlock();
  351. }
  352. void GuiNavEditorCtrl::on3DMouseMove(const Gui3DMouseEvent & event)
  353. {
  354. if (!mMesh)
  355. return;
  356. if (mTool)
  357. mTool->on3DMouseMove(event);
  358. return;
  359. //if(mSelRiver != NULL && mSelNode != -1)
  360. //mGizmo->on3DMouseMove(event);
  361. Point3F startPnt = event.pos;
  362. Point3F endPnt = event.pos + event.vec * 1000.0f;
  363. RayInfo ri;
  364. if(mMode == mTestMode)
  365. {
  366. if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType | VehicleObjectType, &ri))
  367. mCurPlayer = ri.object;
  368. else
  369. mCurPlayer = NULL;
  370. }
  371. }
  372. void GuiNavEditorCtrl::on3DMouseDragged(const Gui3DMouseEvent & event)
  373. {
  374. mGizmo->on3DMouseDragged(event);
  375. if(mGizmo->isDirty())
  376. {
  377. Point3F scale = mGizmo->getScale();
  378. const MatrixF &mat = mGizmo->getTransform();
  379. VectorF normal;
  380. mat.getColumn(2, &normal);
  381. //mSelRiver->setNode(pos, scale.x, scale.z, normal, mSelNode);
  382. mIsDirty = true;
  383. }
  384. }
  385. void GuiNavEditorCtrl::on3DMouseEnter(const Gui3DMouseEvent & event)
  386. {
  387. }
  388. void GuiNavEditorCtrl::on3DMouseLeave(const Gui3DMouseEvent & event)
  389. {
  390. }
  391. void GuiNavEditorCtrl::updateGuiInfo()
  392. {
  393. if (mTool)
  394. {
  395. if (mTool->updateGuiInfo())
  396. return;
  397. }
  398. }
  399. void GuiNavEditorCtrl::onRender(Point2I offset, const RectI &updateRect)
  400. {
  401. PROFILE_SCOPE(GuiNavEditorCtrl_OnRender);
  402. Parent::onRender(offset, updateRect);
  403. return;
  404. }
  405. static void renderBoxOutline(const Box3F &box, const ColorI &col)
  406. {
  407. if(box != Box3F::Invalid)
  408. {
  409. GFXStateBlockDesc desc;
  410. desc.setCullMode(GFXCullNone);
  411. desc.setFillModeSolid();
  412. desc.setZReadWrite(true, false);
  413. desc.setBlend(true);
  414. GFX->getDrawUtil()->drawCube(desc, box, ColorI(col, 20));
  415. desc.setFillModeWireframe();
  416. desc.setBlend(false);
  417. GFX->getDrawUtil()->drawCube(desc, box, ColorI(col, 255));
  418. }
  419. }
  420. void GuiNavEditorCtrl::renderScene(const RectI & updateRect)
  421. {
  422. GFX->setStateBlock(mZDisableSB);
  423. // get the projected size...
  424. GameConnection* connection = GameConnection::getConnectionToServer();
  425. if(!connection)
  426. return;
  427. // Grab the camera's transform
  428. MatrixF mat;
  429. connection->getControlCameraTransform(0, &mat);
  430. // Get the camera position
  431. Point3F camPos;
  432. mat.getColumn(3,&camPos);
  433. if (mTool)
  434. mTool->onRender3D();
  435. if(mMode == mLinkMode)
  436. {
  437. if(mLinkStart != Point3F::Max)
  438. {
  439. GFXStateBlockDesc desc;
  440. desc.setBlend(false);
  441. desc.setZReadWrite(true ,true);
  442. MatrixF linkMat(true);
  443. linkMat.setPosition(mLinkStart);
  444. Point3F scale(0.8f, 0.8f, 0.8f);
  445. GFX->getDrawUtil()->drawTransform(desc, linkMat, &scale);
  446. }
  447. }
  448. if(mMode == mTestMode)
  449. {
  450. if(!mCurPlayer.isNull())
  451. renderBoxOutline(mCurPlayer->getWorldBox(), ColorI::BLUE);
  452. if(!mPlayer.isNull())
  453. renderBoxOutline(mPlayer->getWorldBox(), ColorI::GREEN);
  454. }
  455. duDebugDrawTorque d;
  456. if(!mMesh.isNull())
  457. mMesh->renderLinks(d);
  458. // Now draw all the 2d stuff!
  459. GFX->setClipRect(updateRect);
  460. }
  461. bool GuiNavEditorCtrl::getStaticPos(const Gui3DMouseEvent & event, Point3F &tpos)
  462. {
  463. // Find clicked point on the terrain
  464. Point3F startPnt = event.pos;
  465. Point3F endPnt = event.pos + event.vec * 1000.0f;
  466. RayInfo ri;
  467. bool hit;
  468. hit = gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri);
  469. tpos = ri.point;
  470. return hit;
  471. }
  472. void GuiNavEditorCtrl::setMode(String mode, bool sourceShortcut = false)
  473. {
  474. mMode = mode;
  475. Con::executef(this, "onModeSet", mode);
  476. if(sourceShortcut)
  477. Con::executef(this, "paletteSync", mode);
  478. }
  479. void GuiNavEditorCtrl::submitUndo(const UTF8 *name)
  480. {
  481. // Grab the mission editor undo manager.
  482. UndoManager *undoMan = NULL;
  483. if(!Sim::findObject("EUndoManager", undoMan))
  484. {
  485. Con::errorf("GuiNavEditorCtrl::submitUndo() - EUndoManager not found!");
  486. return;
  487. }
  488. // Setup the action.
  489. GuiNavEditorUndoAction *action = new GuiNavEditorUndoAction(name);
  490. action->mNavEditor = this;
  491. undoMan->addAction(action);
  492. }
  493. void GuiNavEditorCtrl::_prepRenderImage(SceneManager* sceneGraph, const SceneRenderState* state)
  494. {
  495. /*if(isAwake() && River::smEditorOpen && mSelRiver)
  496. {
  497. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  498. ri->type = RenderPassManager::RIT_Editor;
  499. ri->renderDelegate.bind(this, &GuiNavEditorCtrl::_renderSelectedRiver);
  500. ri->defaultKey = 100;
  501. state->getRenderPass()->addInst(ri);
  502. }*/
  503. }
  504. void GuiNavEditorCtrl::setActiveTool(NavMeshTool* tool)
  505. {
  506. if (mTool)
  507. {
  508. mTool->onDeactivated();
  509. }
  510. mTool = tool;
  511. if (mTool)
  512. {
  513. mTool->setActiveNavMesh(mMesh);
  514. mTool->onActivated(mLastEvent);
  515. }
  516. }
  517. void GuiNavEditorCtrl::setDrawMode(S32 id)
  518. {
  519. if (mMesh.isNull())
  520. return;
  521. mMesh->setDrawMode((NavMesh::DrawMode)id);
  522. }
  523. DefineEngineMethod(GuiNavEditorCtrl, setDrawMode, void, (S32 id), ,
  524. "@brief Deselect whatever is currently selected in the editor.")
  525. {
  526. object->setDrawMode(id);
  527. }
  528. DefineEngineMethod(GuiNavEditorCtrl, setActiveTool, void, (const char* toolName), , "( NavMeshTool tool )")
  529. {
  530. NavMeshTool* tool = dynamic_cast<NavMeshTool*>(Sim::findObject(toolName));
  531. object->setActiveTool(tool);
  532. }
  533. DefineEngineMethod(GuiNavEditorCtrl, getMode, const char*, (), , "")
  534. {
  535. return object->getMode();
  536. }
  537. DefineEngineMethod(GuiNavEditorCtrl, setMode, void, (String mode),, "setMode(String mode)")
  538. {
  539. object->setMode(mode);
  540. }
  541. #endif