| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641 | //-----------------------------------------------------------------------------// Copyright (c) 2014 Daniel Buckmaster//// 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 "torqueConfig.h"#ifdef TORQUE_TOOLS#include "platform/platform.h"#include "guiNavEditorCtrl.h"#include "duDebugDrawTorque.h"#include "console/engineAPI.h"#include "console/consoleTypes.h"#include "math/util/frustum.h"#include "math/mathUtils.h"#include "gfx/primBuilder.h"#include "gfx/gfxDrawUtil.h"#include "scene/sceneRenderState.h"#include "scene/sceneManager.h"#include "gui/core/guiCanvas.h"#include "gui/buttons/guiButtonCtrl.h"#include "gui/worldEditor/undoActions.h"#include "T3D/gameBase/gameConnection.h"IMPLEMENT_CONOBJECT(GuiNavEditorCtrl);ConsoleDocClass(GuiNavEditorCtrl,                "@brief GUI tool that makes up the Navigation Editor\n\n"                "Editor use only.\n\n"                "@internal"                );// Each of the mode names directly correlates with the Nav Editor's tool palette.const String GuiNavEditorCtrl::mSelectMode = "SelectMode";const String GuiNavEditorCtrl::mLinkMode = "LinkMode";const String GuiNavEditorCtrl::mCoverMode = "CoverMode";const String GuiNavEditorCtrl::mTileMode = "TileMode";const String GuiNavEditorCtrl::mTestMode = "TestMode";GuiNavEditorCtrl::GuiNavEditorCtrl(){   mMode = mSelectMode;   mIsDirty = false;   mStartDragMousePoint = InvalidMousePoint;   mMesh = NULL;   mCurTile = mTile = -1;   mPlayer = mCurPlayer = NULL;   mSpawnClass = mSpawnDatablock = "";   mLinkStart = Point3F::Max;   mLink = mCurLink = -1;}GuiNavEditorCtrl::~GuiNavEditorCtrl(){}void GuiNavEditorUndoAction::undo(){}bool GuiNavEditorCtrl::onAdd(){   if(!Parent::onAdd())      return false;   GFXStateBlockDesc desc;   desc.fillMode = GFXFillSolid;   desc.setBlend(false);   desc.setZReadWrite(false, false);   desc.setCullMode(GFXCullNone);   mZDisableSB = GFX->createStateBlock(desc);   desc.setZReadWrite(true, true);   mZEnableSB = GFX->createStateBlock(desc);   SceneManager::getPreRenderSignal().notify(this, &GuiNavEditorCtrl::_prepRenderImage);   return true;}void GuiNavEditorCtrl::initPersistFields(){   docsURL;   addField("isDirty", TypeBool, Offset(mIsDirty, GuiNavEditorCtrl));   addField("spawnClass", TypeRealString, Offset(mSpawnClass, GuiNavEditorCtrl),      "Class of object to spawn in test mode.");   addField("spawnDatablock", TypeRealString, Offset(mSpawnDatablock, GuiNavEditorCtrl),      "Datablock to give new objects in test mode.");   Parent::initPersistFields();}void GuiNavEditorCtrl::onSleep(){   Parent::onSleep();   //mMode = mSelectMode;}void GuiNavEditorCtrl::selectMesh(NavMesh *mesh){   mesh->setSelected(true);   mMesh = mesh;}DefineEngineMethod(GuiNavEditorCtrl, selectMesh, void, (S32 id),,   "@brief Select a NavMesh object."){   NavMesh *obj;   if(Sim::findObject(id, obj))      object->selectMesh(obj);}S32 GuiNavEditorCtrl::getMeshId(){   return mMesh.isNull() ? 0 : mMesh->getId();}DefineEngineMethod(GuiNavEditorCtrl, getMesh, S32, (),,   "@brief Select a NavMesh object."){   return object->getMeshId();}S32 GuiNavEditorCtrl::getPlayerId(){   return mPlayer.isNull() ? 0 : mPlayer->getId();}DefineEngineMethod(GuiNavEditorCtrl, getPlayer, S32, (),,   "@brief Select a NavMesh object."){   return object->getPlayerId();}void GuiNavEditorCtrl::deselect(){   if(!mMesh.isNull())      mMesh->setSelected(false);   mMesh = NULL;   mPlayer = mCurPlayer = NULL;   mCurTile = mTile = -1;   mLinkStart = Point3F::Max;   mLink = mCurLink = -1;}DefineEngineMethod(GuiNavEditorCtrl, deselect, void, (),,   "@brief Deselect whatever is currently selected in the editor."){   object->deselect();}void GuiNavEditorCtrl::deleteLink(){   if(!mMesh.isNull() && mLink != -1)   {      mMesh->selectLink(mLink, false);      mMesh->deleteLink(mLink);      mLink = -1;      Con::executef(this, "onLinkDeselected");   }}DefineEngineMethod(GuiNavEditorCtrl, deleteLink, void, (),,   "@brief Delete the currently selected link."){   object->deleteLink();}void GuiNavEditorCtrl::setLinkFlags(const LinkData &d){   if(mMode == mLinkMode && !mMesh.isNull() && mLink != -1)   {      mMesh->setLinkFlags(mLink, d);   }}DefineEngineMethod(GuiNavEditorCtrl, setLinkFlags, void, (U32 flags),,   "@Brief Set jump and drop properties of the selected link."){   object->setLinkFlags(LinkData(flags));}void GuiNavEditorCtrl::buildTile(){   if(!mMesh.isNull() && mTile != -1)      mMesh->buildTile(mTile);}DefineEngineMethod(GuiNavEditorCtrl, buildTile, void, (),,   "@brief Build the currently selected tile."){   object->buildTile();}void GuiNavEditorCtrl::spawnPlayer(const Point3F &pos){   SceneObject *obj = (SceneObject*)Sim::spawnObject(mSpawnClass, mSpawnDatablock);   if(obj)   {      MatrixF mat(true);      mat.setPosition(pos);      obj->setTransform(mat);      SimObject* cleanup = Sim::findObject("MissionCleanup");      if(cleanup)      {         SimGroup* missionCleanup = dynamic_cast<SimGroup*>(cleanup);         missionCleanup->addObject(obj);      }      mPlayer = static_cast<AIPlayer*>(obj);      Con::executef(this, "onPlayerSelected", Con::getIntArg(mPlayer->mLinkTypes.getFlags()));   }}DefineEngineMethod(GuiNavEditorCtrl, spawnPlayer, void, (),,                   "@brief Spawn an AIPlayer at the centre of the screen."){   Point3F c;   if(object->get3DCentre(c))      object->spawnPlayer(c);}void GuiNavEditorCtrl::get3DCursor(GuiCursor *&cursor,                                   bool &visible,                                   const Gui3DMouseEvent &event_){   //cursor = mAddNodeCursor;   //visible = false;   cursor = NULL;   visible = false;   GuiCanvas *root = getRoot();   if(!root)      return;   S32 currCursor = PlatformCursorController::curArrow;   if(root->mCursorChanged == currCursor)      return;   PlatformWindow *window = root->getPlatformWindow();   PlatformCursorController *controller = window->getCursorController();   // We've already changed the cursor,   // so set it back before we change it again.   if(root->mCursorChanged != -1)      controller->popCursor();   // Now change the cursor shape   controller->pushCursor(currCursor);   root->mCursorChanged = currCursor;}bool GuiNavEditorCtrl::get3DCentre(Point3F &pos){   Point3F screen, start, end;   screen.set(getExtent().x / 2, getExtent().y / 2, 0);   unproject(screen, &start);   screen.z = 1.0f;   unproject(screen, &end);   RayInfo ri;   if(gServerContainer.castRay(start, end, StaticObjectType, &ri))   {      pos = ri.point;      return true;   }   return false;}void GuiNavEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event){   mGizmo->on3DMouseDown(event);   if(!isFirstResponder())      setFirstResponder();   mouseLock();   // Construct a LineSegment from the camera position to 1000 meters away in   // the direction clicked.   // If that segment hits the terrain, truncate the ray to only be that length.   Point3F startPnt = event.pos;   Point3F endPnt = event.pos + event.vec * 1000.0f;   RayInfo ri;   U8 keys = Input::getModifierKeys();   bool shift = keys & SI_LSHIFT;   bool ctrl = keys & SI_LCTRL;   if(mMode == mLinkMode && !mMesh.isNull())   {      if(gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))      {         U32 link = mMesh->getLink(ri.point);         if(link != -1)         {            if(mLink != -1)               mMesh->selectLink(mLink, false);            mMesh->selectLink(link, true, false);            mLink = link;            LinkData d = mMesh->getLinkFlags(mLink);            Con::executef(this, "onLinkSelected", Con::getIntArg(d.getFlags()));         }         else         {            if(mLink != -1)            {               mMesh->selectLink(mLink, false);               mLink = -1;               Con::executef(this, "onLinkDeselected");            }            else            {               if(mLinkStart != Point3F::Max)               {                  mMesh->addLink(mLinkStart, ri.point);                  if(!shift)                     mLinkStart = Point3F::Max;               }               else               {                  mLinkStart = ri.point;               }            }         }      }      else      {         mMesh->selectLink(mLink, false);         mLink = -1;         Con::executef(this, "onLinkDeselected");      }   }   if(mMode == mTileMode && !mMesh.isNull())   {      if(gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri))      {         mTile = mMesh->getTile(ri.point);         dd.clear();         mMesh->renderTileData(dd, mTile);      }   }   if(mMode == mTestMode)   {      // Spawn new character      if(ctrl)      {         if(gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))            spawnPlayer(ri.point);      }      // Deselect character      else if(shift)      {         mPlayer = NULL;         Con::executef(this, "onPlayerDeselected");      }      // Select/move character      else      {         if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType, &ri))         {            if(dynamic_cast<AIPlayer*>(ri.object))            {               mPlayer = dynamic_cast<AIPlayer*>(ri.object);               Con::executef(this, "onPlayerSelected", Con::getIntArg(mPlayer->mLinkTypes.getFlags()));            }         }         else if(!mPlayer.isNull() && gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))            mPlayer->setPathDestination(ri.point);      }   }}void GuiNavEditorCtrl::on3DMouseUp(const Gui3DMouseEvent & event){   // Keep the Gizmo up to date.   mGizmo->on3DMouseUp(event);   mouseUnlock();}void GuiNavEditorCtrl::on3DMouseMove(const Gui3DMouseEvent & event){   //if(mSelRiver != NULL && mSelNode != -1)      //mGizmo->on3DMouseMove(event);   Point3F startPnt = event.pos;   Point3F endPnt = event.pos + event.vec * 1000.0f;   RayInfo ri;   if(mMode == mLinkMode && !mMesh.isNull())   {      if(gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))      {         U32 link = mMesh->getLink(ri.point);         if(link != -1)         {            if(link != mLink)            {               if(mCurLink != -1)                  mMesh->selectLink(mCurLink, false);               mMesh->selectLink(link, true, true);            }            mCurLink = link;         }         else         {            if(mCurLink != mLink)               mMesh->selectLink(mCurLink, false);            mCurLink = -1;         }      }      else      {         mMesh->selectLink(mCurLink, false);         mCurLink = -1;      }   }   // Select a tile from our current NavMesh.   if(mMode == mTileMode && !mMesh.isNull())   {      if(gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))         mCurTile = mMesh->getTile(ri.point);      else         mCurTile = -1;   }   if(mMode == mTestMode)   {      if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType, &ri))         mCurPlayer = dynamic_cast<AIPlayer*>(ri.object);      else         mCurPlayer = NULL;   }}void GuiNavEditorCtrl::on3DMouseDragged(const Gui3DMouseEvent & event){   mGizmo->on3DMouseDragged(event);   if(mGizmo->isDirty())   {      Point3F scale = mGizmo->getScale();      const MatrixF &mat = mGizmo->getTransform();      VectorF normal;      mat.getColumn(2, &normal);      //mSelRiver->setNode(pos, scale.x, scale.z, normal, mSelNode);      mIsDirty = true;   }}void GuiNavEditorCtrl::on3DMouseEnter(const Gui3DMouseEvent & event){}void GuiNavEditorCtrl::on3DMouseLeave(const Gui3DMouseEvent & event){}void GuiNavEditorCtrl::updateGuiInfo(){}void GuiNavEditorCtrl::onRender(Point2I offset, const RectI &updateRect){   PROFILE_SCOPE(GuiNavEditorCtrl_OnRender);   Parent::onRender(offset, updateRect);   return;}static void renderBoxOutline(const Box3F &box, const ColorI &col){   if(box != Box3F::Invalid)   {      GFXStateBlockDesc desc;      desc.setCullMode(GFXCullNone);      desc.setFillModeSolid();      desc.setZReadWrite(true, false);      desc.setBlend(true);      GFX->getDrawUtil()->drawCube(desc, box, ColorI(col, 20));      desc.setFillModeWireframe();      desc.setBlend(false);      GFX->getDrawUtil()->drawCube(desc, box, ColorI(col, 255));   }}void GuiNavEditorCtrl::renderScene(const RectI & updateRect){   GFX->setStateBlock(mZDisableSB);   // get the projected size...   GameConnection* connection = GameConnection::getConnectionToServer();   if(!connection)      return;   // Grab the camera's transform   MatrixF mat;   connection->getControlCameraTransform(0, &mat);   // Get the camera position   Point3F camPos;   mat.getColumn(3,&camPos);   if(mMode == mLinkMode)   {      if(mLinkStart != Point3F::Max)      {         GFXStateBlockDesc desc;         desc.setBlend(false);         desc.setZReadWrite(true ,true);         MatrixF linkMat(true);		 linkMat.setPosition(mLinkStart);         Point3F scale(0.8f, 0.8f, 0.8f);         GFX->getDrawUtil()->drawTransform(desc, linkMat, &scale);      }   }   if(mMode == mTileMode && !mMesh.isNull())   {      renderBoxOutline(mMesh->getTileBox(mCurTile), ColorI::BLUE);      renderBoxOutline(mMesh->getTileBox(mTile), ColorI::GREEN);      if(Con::getBoolVariable("$Nav::Editor::renderVoxels", false)) dd.renderGroup(0);      if(Con::getBoolVariable("$Nav::Editor::renderInput", false))      {         dd.depthMask(false);         dd.renderGroup(1);         dd.depthMask(true);      }   }   if(mMode == mTestMode)   {      if(!mCurPlayer.isNull())         renderBoxOutline(mCurPlayer->getWorldBox(), ColorI::BLUE);      if(!mPlayer.isNull())         renderBoxOutline(mPlayer->getWorldBox(), ColorI::GREEN);   }   duDebugDrawTorque d;   if(!mMesh.isNull())      mMesh->renderLinks(d);   d.render();   // Now draw all the 2d stuff!   GFX->setClipRect(updateRect);}bool GuiNavEditorCtrl::getStaticPos(const Gui3DMouseEvent & event, Point3F &tpos){   // Find clicked point on the terrain   Point3F startPnt = event.pos;   Point3F endPnt = event.pos + event.vec * 1000.0f;   RayInfo ri;   bool hit;   hit = gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri);   tpos = ri.point;   return hit;}void GuiNavEditorCtrl::setMode(String mode, bool sourceShortcut = false){   mMode = mode;   Con::executef(this, "onModeSet", mode);   if(sourceShortcut)      Con::executef(this, "paletteSync", mode);}void GuiNavEditorCtrl::submitUndo(const UTF8 *name){   // Grab the mission editor undo manager.   UndoManager *undoMan = NULL;   if(!Sim::findObject("EUndoManager", undoMan))   {      Con::errorf("GuiNavEditorCtrl::submitUndo() - EUndoManager not found!");      return;   }   // Setup the action.   GuiNavEditorUndoAction *action = new GuiNavEditorUndoAction(name);   action->mNavEditor = this;   undoMan->addAction(action);}void GuiNavEditorCtrl::_prepRenderImage(SceneManager* sceneGraph, const SceneRenderState* state){   /*if(isAwake() && River::smEditorOpen && mSelRiver)   {      ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();      ri->type = RenderPassManager::RIT_Editor;      ri->renderDelegate.bind(this, &GuiNavEditorCtrl::_renderSelectedRiver);      ri->defaultKey = 100;      state->getRenderPass()->addInst(ri);   }*/}DefineEngineMethod(GuiNavEditorCtrl, getMode, const char*, (), , ""){   return object->getMode();}DefineEngineMethod(GuiNavEditorCtrl, setMode, void, (String mode),, "setMode(String mode)"){   object->setMode(mode);}#endif
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