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. #include "T3D/Scene.h"
  44. IMPLEMENT_CONOBJECT(GuiRiverEditorCtrl);
  45. ConsoleDocClass( GuiRiverEditorCtrl,
  46. "@brief GUI tool that makes up the River Editor\n\n"
  47. "Editor use only.\n\n"
  48. "@internal"
  49. );
  50. GuiRiverEditorCtrl::GuiRiverEditorCtrl()
  51. : mDefaultWidth( 10.0f ),
  52. mDefaultDepth( 5.0f ),
  53. mDefaultNormal( 0, 0, 1 )
  54. {
  55. // Each of the mode names directly correlates with the River Editor's
  56. // tool palette
  57. mSelectRiverMode = "RiverEditorSelectMode";
  58. mAddRiverMode = "RiverEditorAddRiverMode";
  59. mMovePointMode = "RiverEditorMoveMode";
  60. mRotatePointMode = "RiverEditorRotateMode";
  61. mScalePointMode = "RiverEditorScaleMode";
  62. mAddNodeMode = "RiverEditorAddNodeMode";
  63. mInsertPointMode = "RiverEditorInsertPointMode";
  64. mRemovePointMode = "RiverEditorRemovePointMode";
  65. mMode = mSelectRiverMode;
  66. mRiverSet = NULL;
  67. mSelNode = -1;
  68. mSelRiver = NULL;
  69. mHoverRiver = NULL;
  70. mAddNodeIdx = 0;
  71. mHoverNode = -1;
  72. mInsertIdx = -1;
  73. mStartWidth = -1.0f;
  74. mStartHeight = -1.0f;
  75. mStartX = 0;
  76. mIsDirty = false;
  77. mNodeHalfSize.set(4,4);
  78. mNodeSphereRadius = 15.0f;
  79. mNodeSphereFillColor.set( 15,15,100,145 );
  80. mNodeSphereLineColor.set( 25,25,25,0 );
  81. mHoverSplineColor.set( 255,0,0,255 );
  82. mSelectedSplineColor.set( 0,255,0,255 );
  83. mHoverNodeColor.set( 255,255,255,255 );
  84. mStartDragMousePoint = InvalidMousePoint;
  85. //mMoveNodeCursor = NULL;
  86. //mAddNodeCursor = NULL;
  87. //mInsertNodeCursor = NULL;
  88. //mResizeNodeCursor = NULL;
  89. }
  90. GuiRiverEditorCtrl::~GuiRiverEditorCtrl()
  91. {
  92. // nothing to do
  93. }
  94. void GuiRiverEditorUndoAction::undo()
  95. {
  96. River *river = NULL;
  97. if ( !Sim::findObject( mObjId, river ) )
  98. return;
  99. // Temporarily save the Rivers current data.
  100. F32 metersPerSeg = river->mMetersPerSegment;
  101. Vector<RiverNode> nodes;
  102. nodes.merge( river->mNodes );
  103. // Restore the River properties saved in the UndoAction
  104. river->mMetersPerSegment = mMetersPerSegment;
  105. // Restore the Nodes saved in the UndoAction
  106. river->mNodes.clear();
  107. for ( U32 i = 0; i < mNodes.size(); i++ )
  108. {
  109. river->_addNode( mNodes[i].point, mNodes[i].width, mNodes[i].depth, mNodes[i].normal );
  110. }
  111. // Regenerate the River
  112. river->regenerate();
  113. // If applicable set the selected River and node
  114. mRiverEditor->mSelRiver = river;
  115. mRiverEditor->mSelNode = -1;
  116. // Now save the previous River data in this UndoAction
  117. // since an undo action must become a redo action and vice-versa
  118. mMetersPerSegment = metersPerSeg;
  119. mNodes.clear();
  120. mNodes.merge( nodes );
  121. }
  122. bool GuiRiverEditorCtrl::onAdd()
  123. {
  124. if( !Parent::onAdd() )
  125. return false;
  126. mRiverSet = River::getServerSet();
  127. GFXStateBlockDesc desc;
  128. desc.fillMode = GFXFillSolid;
  129. desc.setBlend( false );
  130. desc.setZReadWrite( false, false );
  131. desc.setCullMode( GFXCullNone );
  132. mZDisableSB = GFX->createStateBlock(desc);
  133. desc.setZReadWrite( true, true );
  134. mZEnableSB = GFX->createStateBlock(desc);
  135. SceneManager::getPreRenderSignal().notify( this, &GuiRiverEditorCtrl::_prepRenderImage );
  136. return true;
  137. }
  138. void GuiRiverEditorCtrl::initPersistFields()
  139. {
  140. addField( "DefaultWidth", TypeF32, Offset( mDefaultWidth, GuiRiverEditorCtrl ) );
  141. addField( "DefaultDepth", TypeF32, Offset( mDefaultDepth, GuiRiverEditorCtrl ) );
  142. addField( "DefaultNormal", TypePoint3F,Offset( mDefaultNormal, GuiRiverEditorCtrl ) );
  143. addField( "HoverSplineColor", TypeColorI, Offset( mHoverSplineColor, GuiRiverEditorCtrl ) );
  144. addField( "SelectedSplineColor", TypeColorI, Offset( mSelectedSplineColor, GuiRiverEditorCtrl ) );
  145. addField( "HoverNodeColor", TypeColorI, Offset( mHoverNodeColor, GuiRiverEditorCtrl ) );
  146. addField( "isDirty", TypeBool, Offset( mIsDirty, GuiRiverEditorCtrl ) );
  147. //addField( "MoveNodeCursor", TYPEID< SimObject >(), Offset( mMoveNodeCursor, GuiRiverEditorCtrl) );
  148. //addField( "AddNodeCursor", TYPEID< SimObject >(), Offset( mAddNodeCursor, GuiRiverEditorCtrl) );
  149. //addField( "InsertNodeCursor", TYPEID< SimObject >(), Offset( mInsertNodeCursor, GuiRiverEditorCtrl) );
  150. //addField( "ResizeNodeCursor", TYPEID< SimObject >(), Offset( mResizeNodeCursor, GuiRiverEditorCtrl) );
  151. Parent::initPersistFields();
  152. }
  153. void GuiRiverEditorCtrl::onSleep()
  154. {
  155. Parent::onSleep();
  156. mMode = mSelectRiverMode;
  157. mHoverNode = -1;
  158. mHoverRiver = NULL;
  159. setSelectedNode(-1);
  160. //mSelRiver = NULL;
  161. //mSelNode = -1;
  162. }
  163. void GuiRiverEditorCtrl::get3DCursor( GuiCursor *&cursor,
  164. bool &visible,
  165. const Gui3DMouseEvent &event_ )
  166. {
  167. //cursor = mAddNodeCursor;
  168. //visible = false;
  169. cursor = NULL;
  170. visible = false;
  171. GuiCanvas *root = getRoot();
  172. if ( !root )
  173. return;
  174. S32 currCursor = PlatformCursorController::curArrow;
  175. if ( root->mCursorChanged == currCursor )
  176. return;
  177. PlatformWindow *window = root->getPlatformWindow();
  178. PlatformCursorController *controller = window->getCursorController();
  179. // We've already changed the cursor,
  180. // so set it back before we change it again.
  181. if( root->mCursorChanged != -1)
  182. controller->popCursor();
  183. // Now change the cursor shape
  184. controller->pushCursor(currCursor);
  185. root->mCursorChanged = currCursor;
  186. }
  187. void GuiRiverEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
  188. {
  189. _process3DMouseDown( event );
  190. mGizmo->on3DMouseDown( event );
  191. if ( !isFirstResponder() )
  192. setFirstResponder();
  193. }
  194. void GuiRiverEditorCtrl::_process3DMouseDown( const Gui3DMouseEvent& event )
  195. {
  196. // Get the raycast collision position
  197. Point3F tPos;
  198. if ( !getStaticPos( event, tPos ) )
  199. return;
  200. mouseLock();
  201. // Construct a LineSegment from the camera position to 1000 meters away in
  202. // the direction clicked.
  203. // If that segment hits the terrain, truncate the ray to only be that length.
  204. // We will use a LineSegment/Sphere intersection test to determine if a RiverNode
  205. // was clicked.
  206. Point3F startPnt = event.pos;
  207. Point3F endPnt = event.pos + event.vec * 1000.0f;
  208. RayInfo ri;
  209. if ( gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri) )
  210. endPnt = ri.point;
  211. River *riverPtr = NULL;
  212. River *clickedRiverPtr = NULL;
  213. // Did we click on a river? check current selection first
  214. U32 insertNodeIdx = -1;
  215. Point3F collisionPnt;
  216. if ( mSelRiver != NULL && mSelRiver->collideRay( event.pos, event.vec, &insertNodeIdx, &collisionPnt ) )
  217. {
  218. clickedRiverPtr = mSelRiver;
  219. }
  220. else
  221. {
  222. for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
  223. {
  224. riverPtr = static_cast<River*>( *iter );
  225. // Do not select or edit a River within a Prefab.
  226. if ( Prefab::getPrefabByChild(riverPtr) )
  227. continue;
  228. if ( riverPtr->collideRay( event.pos, event.vec, &insertNodeIdx, &collisionPnt ) )
  229. {
  230. clickedRiverPtr = riverPtr;
  231. break;
  232. }
  233. }
  234. }
  235. // Did we click on a riverNode?
  236. bool nodeClicked = false;
  237. S32 clickedNodeIdx = -1;
  238. F32 clickedNodeDist = mNodeSphereRadius;
  239. // If we clicked on the currently selected river, only scan its nodes
  240. if ( mSelRiver != NULL && clickedRiverPtr == mSelRiver )
  241. {
  242. for ( U32 i = 0; i < mSelRiver->mNodes.size(); i++ )
  243. {
  244. const Point3F &nodePos = mSelRiver->mNodes[i].point;
  245. Point3F screenPos;
  246. project( nodePos, &screenPos );
  247. F32 dist = ( event.mousePoint - Point2I(screenPos.x, screenPos.y) ).len();
  248. if ( dist < clickedNodeDist )
  249. {
  250. clickedNodeDist = dist;
  251. clickedNodeIdx = i;
  252. insertNodeIdx = i;
  253. nodeClicked = true;
  254. }
  255. }
  256. }
  257. else
  258. {
  259. for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
  260. {
  261. riverPtr = static_cast<River*>( *iter );
  262. // Do not select or edit a River within a Prefab.
  263. if ( Prefab::getPrefabByChild(riverPtr) )
  264. continue;
  265. for ( U32 i = 0; i < riverPtr->mNodes.size(); i++ )
  266. {
  267. const Point3F &nodePos = riverPtr->mNodes[i].point;
  268. Point3F screenPos;
  269. project( nodePos, &screenPos );
  270. F32 dist = ( event.mousePoint - Point2I(screenPos.x, screenPos.y) ).len();
  271. if ( dist < clickedNodeDist )
  272. {
  273. // we found a hit!
  274. clickedNodeDist = dist;
  275. clickedNodeIdx = i;
  276. insertNodeIdx = i;
  277. nodeClicked = true;
  278. clickedRiverPtr = riverPtr;
  279. }
  280. }
  281. }
  282. }
  283. // shortcuts
  284. bool dblClick = ( event.mouseClickCount > 1 );
  285. if( dblClick )
  286. {
  287. if( mMode == mSelectRiverMode )
  288. {
  289. setMode( mAddRiverMode, true );
  290. return;
  291. }
  292. if( mMode == mAddNodeMode )
  293. {
  294. // Delete the node attached to the cursor.
  295. deleteSelectedNode();
  296. mMode = mAddRiverMode;
  297. return;
  298. }
  299. }
  300. //this check is here in order to bounce back from deleting a whole road with ctrl+z
  301. //this check places the editor back into addrivermode
  302. if ( mMode == mAddNodeMode )
  303. {
  304. if ( !mSelRiver )
  305. mMode = mAddRiverMode;
  306. }
  307. if ( mMode == mSelectRiverMode )
  308. {
  309. // Did not click on a River or a node.
  310. if ( !clickedRiverPtr )
  311. {
  312. setSelectedRiver( NULL );
  313. setSelectedNode( -1 );
  314. return;
  315. }
  316. // Clicked on a River that wasn't the currently selected River.
  317. if ( clickedRiverPtr != mSelRiver )
  318. {
  319. setSelectedRiver( clickedRiverPtr );
  320. setSelectedNode( clickedNodeIdx );
  321. return;
  322. }
  323. // Clicked on a node in the currently selected River that wasn't
  324. // the currently selected node.
  325. if ( nodeClicked )
  326. {
  327. setSelectedNode( clickedNodeIdx );
  328. return;
  329. }
  330. }
  331. else if ( mMode == mAddRiverMode )
  332. {
  333. if ( nodeClicked )
  334. {
  335. // A double-click on a node in Normal mode means set AddNode mode.
  336. if ( clickedNodeIdx == 0 )
  337. {
  338. setSelectedRiver( clickedRiverPtr );
  339. setSelectedNode( clickedNodeIdx );
  340. mAddNodeIdx = clickedNodeIdx;
  341. mMode = mAddNodeMode;
  342. mSelNode = mSelRiver->insertNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal, mAddNodeIdx );
  343. mIsDirty = true;
  344. return;
  345. }
  346. else if ( clickedNodeIdx == clickedRiverPtr->mNodes.size() - 1 )
  347. {
  348. setSelectedRiver( clickedRiverPtr );
  349. setSelectedNode( clickedNodeIdx );
  350. mAddNodeIdx = U32_MAX;
  351. mMode = mAddNodeMode;
  352. mSelNode = mSelRiver->addNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal);
  353. mIsDirty = true;
  354. setSelectedNode( mSelNode );
  355. return;
  356. }
  357. }
  358. if ( !isMethod( "createRiver" ) )
  359. {
  360. Con::errorf( "GuiRiverEditorCtrl::on3DMouseDown - createRiver method does not exist." );
  361. return;
  362. }
  363. const char *res = Con::executef( this, "createRiver" );
  364. River *newRiver;
  365. if ( !Sim::findObject( res, newRiver ) )
  366. {
  367. Con::errorf( "GuiRiverEditorCtrl::on3DMouseDown - createRiver method did not return a river object." );
  368. return;
  369. }
  370. // Add to Scene
  371. Scene* scene = Scene::getRootScene();
  372. if ( !scene )
  373. Con::errorf( "GuiRiverEditorCtrl - could not find root Scene to add new River" );
  374. else
  375. scene->addObject( newRiver );
  376. Point3F pos( endPnt );
  377. pos.z += mDefaultDepth * 0.5f;
  378. newRiver->insertNode( pos, mDefaultWidth, mDefaultDepth, mDefaultNormal, 0 );
  379. U32 newNode = newRiver->insertNode( pos, mDefaultWidth, mDefaultDepth, mDefaultNormal, 1 );
  380. // Always add to the end of the road, the first node is the start.
  381. mAddNodeIdx = U32_MAX;
  382. setSelectedRiver( newRiver );
  383. setSelectedNode( newNode );
  384. mMode = mAddNodeMode;
  385. // Disable the hover node while in addNodeMode, we
  386. // don't want some random node enlarged.
  387. mHoverNode = -1;
  388. // Grab the mission editor undo manager.
  389. UndoManager *undoMan = NULL;
  390. if ( !Sim::findObject( "EUndoManager", undoMan ) )
  391. {
  392. Con::errorf( "GuiMeshRoadEditorCtrl::on3DMouseDown() - EUndoManager not found!" );
  393. return;
  394. }
  395. // Create the UndoAction.
  396. MECreateUndoAction *action = new MECreateUndoAction("Create MeshRoad");
  397. action->addObject( newRiver );
  398. // Submit it.
  399. undoMan->addAction( action );
  400. return;
  401. }
  402. else if ( mMode == mAddNodeMode )
  403. {
  404. // Oops the road got deleted, maybe from an undo action?
  405. // Back to NormalMode.
  406. if ( mSelRiver )
  407. {
  408. // A double-click on a node in Normal mode means set AddNode mode.
  409. if ( clickedNodeIdx == 0 )
  410. {
  411. submitUndo( "Add Node" );
  412. mAddNodeIdx = clickedNodeIdx;
  413. mMode = mAddNodeMode;
  414. mSelNode = mSelRiver->insertNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal, mAddNodeIdx );
  415. mIsDirty = true;
  416. setSelectedNode( mSelNode );
  417. return;
  418. }
  419. else
  420. {
  421. if( clickedRiverPtr && clickedNodeIdx == clickedRiverPtr->mNodes.size() - 1 )
  422. {
  423. submitUndo( "Add Node" );
  424. mAddNodeIdx = U32_MAX;
  425. mMode = mAddNodeMode;
  426. U32 newNode = mSelRiver->addNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal);
  427. mIsDirty = true;
  428. setSelectedNode( newNode );
  429. return;
  430. }
  431. else
  432. {
  433. submitUndo( "Insert Node" );
  434. // A single-click on empty space while in
  435. // AddNode mode means insert / add a node.
  436. //submitUndo( "Add Node" );
  437. //F32 width = mSelRiver->getNodeWidth( mSelNode );
  438. U32 newNode = mSelRiver->insertNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal, mAddNodeIdx);
  439. mIsDirty = true;
  440. setSelectedNode( newNode );
  441. return;
  442. }
  443. }
  444. }
  445. }
  446. else if ( mMode == mInsertPointMode && mSelRiver != NULL )
  447. {
  448. if ( clickedRiverPtr == mSelRiver )
  449. {
  450. // NOTE: I guess we have to determine the if the clicked ray intersects a road but not a specific node...
  451. // in order to handle inserting nodes in the same way as for DecalRoad
  452. U32 prevNodeIdx = insertNodeIdx;
  453. U32 nextNodeIdx = ( prevNodeIdx + 1 > mSelRiver->mNodes.size() - 1 ) ? prevNodeIdx : prevNodeIdx + 1;
  454. const RiverNode &prevNode = mSelRiver->mNodes[prevNodeIdx];
  455. const RiverNode &nextNode = mSelRiver->mNodes[nextNodeIdx];
  456. F32 width = ( prevNode.width + nextNode.width ) * 0.5f;
  457. F32 depth = ( prevNode.depth + nextNode.depth ) * 0.5f;
  458. Point3F normal = ( prevNode.normal + nextNode.normal ) * 0.5f;
  459. normal.normalize();
  460. submitUndo( "Insert Node" );
  461. U32 newNode = mSelRiver->insertNode( collisionPnt, width, depth, normal, insertNodeIdx + 1 );
  462. mIsDirty = true;
  463. setSelectedNode( newNode );
  464. return;
  465. }
  466. }
  467. else if ( mMode == mRemovePointMode && mSelRiver != NULL )
  468. {
  469. if ( nodeClicked && clickedRiverPtr == mSelRiver )
  470. {
  471. setSelectedNode( clickedNodeIdx );
  472. deleteSelectedNode();
  473. return;
  474. }
  475. }
  476. else if ( mMode == mMovePointMode )
  477. {
  478. if ( nodeClicked && clickedRiverPtr == mSelRiver )
  479. {
  480. setSelectedNode( clickedNodeIdx );
  481. return;
  482. }
  483. }
  484. else if ( mMode == mScalePointMode )
  485. {
  486. if ( nodeClicked && clickedRiverPtr == mSelRiver )
  487. {
  488. setSelectedNode( clickedNodeIdx );
  489. return;
  490. }
  491. }
  492. else if ( mMode == mRotatePointMode )
  493. {
  494. if ( nodeClicked && clickedRiverPtr == mSelRiver )
  495. {
  496. setSelectedNode( clickedNodeIdx );
  497. return;
  498. }
  499. }
  500. }
  501. void GuiRiverEditorCtrl::on3DRightMouseDown(const Gui3DMouseEvent & event)
  502. {
  503. //mIsPanning = true;
  504. }
  505. void GuiRiverEditorCtrl::on3DRightMouseUp(const Gui3DMouseEvent & event)
  506. {
  507. //mIsPanning = false;
  508. }
  509. void GuiRiverEditorCtrl::on3DMouseUp(const Gui3DMouseEvent & event)
  510. {
  511. // Keep the Gizmo up to date.
  512. mGizmo->on3DMouseUp( event );
  513. mStartWidth = -1.0f;
  514. mStartHeight = -1.0f;
  515. mSavedDrag = false;
  516. mouseUnlock();
  517. }
  518. void GuiRiverEditorCtrl::on3DMouseMove(const Gui3DMouseEvent & event)
  519. {
  520. if ( mSelRiver != NULL && mMode == mAddNodeMode )
  521. {
  522. Point3F pos;
  523. if ( getStaticPos( event, pos ) )
  524. {
  525. pos.z += mSelRiver->getNodeDepth(mSelNode) * 0.5f;
  526. mSelRiver->setNodePosition( mSelNode, pos );
  527. mIsDirty = true;
  528. }
  529. return;
  530. }
  531. if ( mSelRiver != NULL && mSelNode != -1 )
  532. mGizmo->on3DMouseMove( event );
  533. // Is cursor hovering over a river?
  534. if ( mMode == mSelectRiverMode )
  535. {
  536. mHoverRiver = NULL;
  537. Point3F startPnt = event.pos;
  538. Point3F endPnt = event.pos + event.vec * 1000.0f;
  539. RayInfo ri;
  540. if ( gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri) )
  541. endPnt = ri.point;
  542. River *pRiver = NULL;
  543. for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
  544. {
  545. pRiver = static_cast<River*>( *iter );
  546. // Do not select or edit a River within a Prefab.
  547. if ( Prefab::getPrefabByChild(pRiver) )
  548. continue;
  549. if ( pRiver->collideRay( event.pos, event.vec ) )
  550. {
  551. mHoverRiver = pRiver;
  552. break;
  553. }
  554. }
  555. }
  556. // Is cursor hovering over a RiverNode?
  557. if ( mHoverRiver )
  558. {
  559. River *pRiver = mHoverRiver;
  560. S32 hoverNodeIdx = -1;
  561. F32 hoverNodeDist = mNodeSphereRadius;
  562. //for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
  563. //{
  564. // River *pRiver = static_cast<River*>( *iter );
  565. for ( U32 i = 0; i < pRiver->mNodes.size(); i++ )
  566. {
  567. const Point3F &nodePos = pRiver->mNodes[i].point;
  568. Point3F screenPos;
  569. project( nodePos, &screenPos );
  570. F32 dist = ( event.mousePoint - Point2I(screenPos.x, screenPos.y) ).len();
  571. if ( dist < hoverNodeDist )
  572. {
  573. // we found a hit!
  574. hoverNodeDist = dist;
  575. hoverNodeIdx = i;
  576. }
  577. }
  578. //}
  579. mHoverNode = hoverNodeIdx;
  580. }
  581. }
  582. void GuiRiverEditorCtrl::on3DMouseDragged(const Gui3DMouseEvent & event)
  583. {
  584. // Drags are only used to transform nodes
  585. if ( !mSelRiver || mSelNode == -1 ||
  586. ( mMode != mMovePointMode && mMode != mScalePointMode && mMode != mRotatePointMode ) )
  587. return;
  588. // If we haven't already saved,
  589. // save an undo action to get back to this state,
  590. // before we make any modifications to the selected node.
  591. if ( !mSavedDrag )
  592. {
  593. submitUndo( "Modify Node" );
  594. mSavedDrag = true;
  595. }
  596. // Let the gizmo handle the drag, eg, modify its transforms
  597. mGizmo->on3DMouseDragged( event );
  598. if ( mGizmo->isDirty() )
  599. {
  600. Point3F pos = mGizmo->getPosition();
  601. Point3F scale = mGizmo->getScale();
  602. const MatrixF &mat = mGizmo->getTransform();
  603. VectorF normal;
  604. mat.getColumn( 2, &normal );
  605. mSelRiver->setNode( pos, scale.x, scale.z, normal, mSelNode );
  606. mIsDirty = true;
  607. }
  608. Con::executef( this, "onNodeModified", Con::getIntArg(mSelNode) );
  609. /*
  610. // If we are just starting a new drag,
  611. // we need to save the starting screen position of the mouse,
  612. // and the starting position of the selected node.
  613. if ( mStartDragMousePoint == InvalidMousePoint )
  614. {
  615. mStartDragMousePoint = event.mousePoint;
  616. mStartDragNodePos = mSelRiver->getNodePosition( mSelNode );
  617. }
  618. MathUtils::Line clickLine;
  619. clickLine.p = event.pos;
  620. clickLine.d = event.vec;
  621. MathUtils::Line axisLine;
  622. axisLine.p = mStartDragNodePos;
  623. axisLine.d = mGizmo.selectionToAxisVector( mGizmoSelection );
  624. MathUtils::LineSegment segment;
  625. MathUtils::mShortestSegmentBetweenLines( clickLine, axisLine, segment );
  626. // Segment.p1 is the closest point on the axis line,
  627. // We want to put the selected gizmo handle at that point,
  628. // So calculate the offset from the handle to the centerPoint to
  629. // determine the gizmo's position.
  630. mSelRiver->setNodePosition( mSelNode, segment.p1 );
  631. */
  632. /*
  633. // Convert the delta (dragged mouse distance) from screen space
  634. // into world space.
  635. Point2I deltaScreen = event.mousePoint - mStartDragMousePoint;
  636. F32 worldDist = ( event.pos - mStartDragNodePos ).len();
  637. Point2F deltaWorld;
  638. deltaWorld.x = GFX->unprojectRadius( worldDist, deltaScreen.x );
  639. deltaWorld.y = GFX->unprojectRadius( worldDist, deltaScreen.y );
  640. // Now modify the selected node depending on the kind of operation we are doing.
  641. if ( mGizmoSelection == Gizmo::Axis_X )
  642. {
  643. Point3F newPos = mStartDragNodePos;
  644. newPos.x += deltaWorld.x;
  645. mSelRiver->setNodePosition( mSelNode, newPos );
  646. }
  647. else if ( mGizmoSelection == Gizmo::Axis_Y )
  648. {
  649. Point3F newPos = mStartDragNodePos;
  650. newPos.y += deltaWorld.x;
  651. mSelRiver->setNodePosition( mSelNode, newPos );
  652. }
  653. else if ( mGizmoSelection == Gizmo::Axis_Z )
  654. {
  655. Point3F newPos = mStartDragNodePos;
  656. newPos.z += deltaWorld.y;
  657. mSelRiver->setNodePosition( mSelNode, newPos );
  658. }
  659. */
  660. /*
  661. F32 height = mStartHeight + deltaWorldX;
  662. Con::printf( "height = %g", height );
  663. mSelRiver->setNodeHeight( mSelNode, height );
  664. Con::executef( this, "onNodeHeightModified", Con::getFloatArg(height) );
  665. if ( event.modifier & SI_PRIMARY_CTRL )
  666. {
  667. //Point3F tPos;
  668. //if ( !getStaticPos( event, tPos ) )
  669. // return;
  670. if ( mStartHeight == -1.0f )
  671. {
  672. mStartHeight = mSelRiver->mNodes[mSelNode].point.z;
  673. mStartX = event.mousePoint.x;
  674. mStartWorld = mSelRiver->mNodes[mSelNode].point;
  675. }
  676. S32 deltaScreenX = event.mousePoint.x - mStartX;
  677. F32 worldDist = ( event.pos - mStartWorld ).len();
  678. F32 deltaWorldX = GFX->unprojectRadius( worldDist, deltaScreenX );
  679. F32 height = mStartHeight + deltaWorldX;
  680. Con::printf( "height = %g", height );
  681. mSelRiver->setNodeHeight( mSelNode, height );
  682. Con::executef( this, "onNodeHeightModified", Con::getFloatArg(height) );
  683. }
  684. else if ( event.modifier & SI_SHIFT )
  685. {
  686. Point3F tPos;
  687. if ( !getStaticPos( event, tPos ) )
  688. return;
  689. if ( mStartWidth == -1.0f )
  690. {
  691. mStartWidth = mSelRiver->mNodes[mSelNode].width;
  692. mStartX = event.mousePoint.x;
  693. mStartWorld = tPos;
  694. }
  695. S32 deltaScreenX = event.mousePoint.x - mStartX;
  696. F32 worldDist = ( event.pos - mStartWorld ).len();
  697. F32 deltaWorldX = GFX->unprojectRadius( worldDist, deltaScreenX );
  698. F32 width = mStartWidth + deltaWorldX;
  699. mSelRiver->setNodeWidth( mSelNode, width );
  700. Con::executef( this, "onNodeWidthModified", Con::getFloatArg(width) );
  701. }
  702. else
  703. {
  704. Point3F tPos;
  705. if ( !getStaticPos( event, tPos ) )
  706. return;
  707. else if ( mGizmoSelection == Gizmo::Axis_Y )
  708. {
  709. Point3F newPos = mStartDragNodePos;
  710. newPos.y += deltaWorld.x;
  711. mSelRiver->setNodePosition( mSelNode, newPos );
  712. }
  713. mSelRiver->setNodePosition( mSelNode, tPos );
  714. }
  715. */
  716. }
  717. void GuiRiverEditorCtrl::on3DMouseEnter(const Gui3DMouseEvent & event)
  718. {
  719. // nothing to do
  720. }
  721. void GuiRiverEditorCtrl::on3DMouseLeave(const Gui3DMouseEvent & event)
  722. {
  723. // nothing to do
  724. }
  725. bool GuiRiverEditorCtrl::onKeyDown(const GuiEvent& event)
  726. {
  727. if( event.keyCode == KEY_RETURN && mMode == mAddNodeMode )
  728. {
  729. // Delete the node attached to the cursor.
  730. deleteSelectedNode();
  731. mMode = mAddRiverMode;
  732. return true;
  733. }
  734. return false;
  735. }
  736. void GuiRiverEditorCtrl::updateGuiInfo()
  737. {
  738. // nothing to do
  739. }
  740. void GuiRiverEditorCtrl::onRender( Point2I offset, const RectI &updateRect )
  741. {
  742. PROFILE_SCOPE( GuiRiverEditorCtrl_OnRender );
  743. Parent::onRender( offset, updateRect );
  744. return;
  745. }
  746. void GuiRiverEditorCtrl::renderScene(const RectI & updateRect)
  747. {
  748. //GFXDrawUtil *drawer = GFX->getDrawUtil();
  749. GFX->setStateBlock( mZDisableSB );
  750. // get the projected size...
  751. GameConnection* connection = GameConnection::getConnectionToServer();
  752. if(!connection)
  753. return;
  754. // Grab the camera's transform
  755. MatrixF mat;
  756. connection->getControlCameraTransform(0, &mat);
  757. // Get the camera position
  758. Point3F camPos;
  759. mat.getColumn(3,&camPos);
  760. if ( mHoverRiver && mHoverRiver != mSelRiver )
  761. {
  762. _drawRiverSpline( mHoverRiver, mHoverSplineColor );
  763. }
  764. if ( mSelRiver )
  765. {
  766. _drawRiverSpline( mSelRiver, mSelectedSplineColor );
  767. // Render Gizmo for selected node if were in either of the three transform modes
  768. if ( mSelNode != -1 && ( mMode == mMovePointMode || mMode == mScalePointMode || mMode == mRotatePointMode ) )
  769. {
  770. if( mMode == mMovePointMode )
  771. {
  772. mGizmo->getProfile()->mode = MoveMode;
  773. }
  774. else if( mMode == mScalePointMode )
  775. {
  776. mGizmo->getProfile()->mode = ScaleMode;
  777. }
  778. else if( mMode == mRotatePointMode )
  779. {
  780. mGizmo->getProfile()->mode = RotateMode;
  781. }
  782. const RiverNode &node = mSelRiver->mNodes[mSelNode];
  783. MatrixF objMat = mSelRiver->getNodeTransform(mSelNode);
  784. Point3F objScale( node.width, 1.0f, node.depth );
  785. Point3F worldPos = node.point;
  786. mGizmo->set( objMat, worldPos, objScale );
  787. mGizmo->renderGizmo( mLastCameraQuery.cameraMatrix, mLastCameraQuery.fov );
  788. // Render Gizmo text
  789. //mGizmo->renderText( mSaveViewport, mSaveModelview, mSaveProjection );
  790. }
  791. }
  792. // Now draw all the 2d stuff!
  793. GFX->setClipRect(updateRect);
  794. // Draw Control nodes for selecting and highlighted rivers
  795. if ( mHoverRiver )
  796. _drawRiverControlNodes( mHoverRiver, mHoverSplineColor );
  797. if ( mSelRiver )
  798. _drawRiverControlNodes( mSelRiver, mSelectedSplineColor );
  799. }
  800. void GuiRiverEditorCtrl::_drawRiverSpline( River *river, const ColorI &color )
  801. {
  802. if ( river->mSlices.size() <= 1 )
  803. return;
  804. if ( River::smShowSpline )
  805. {
  806. // Render the River center-line
  807. PrimBuild::color( color );
  808. PrimBuild::begin( GFXLineStrip, river->mSlices.size() );
  809. for ( U32 i = 0; i < river->mSlices.size(); i++ )
  810. {
  811. PrimBuild::vertex3fv( river->mSlices[i].p1 );
  812. }
  813. PrimBuild::end();
  814. }
  815. if ( River::smWireframe )
  816. {
  817. // Left-side line
  818. PrimBuild::color3i( 100, 100, 100 );
  819. PrimBuild::begin( GFXLineStrip, river->mSlices.size() );
  820. for ( U32 i = 0; i < river->mSlices.size(); i++ )
  821. {
  822. PrimBuild::vertex3fv( river->mSlices[i].p0 );
  823. }
  824. PrimBuild::end();
  825. // Right-side line
  826. PrimBuild::begin( GFXLineStrip, river->mSlices.size() );
  827. for ( U32 i = 0; i < river->mSlices.size(); i++ )
  828. {
  829. PrimBuild::vertex3fv( river->mSlices[i].p2 );
  830. }
  831. PrimBuild::end();
  832. // Cross-sections
  833. PrimBuild::begin( GFXLineList, river->mSlices.size() * 2 );
  834. for ( U32 i = 0; i < river->mSlices.size(); i++ )
  835. {
  836. PrimBuild::vertex3fv( river->mSlices[i].p0 );
  837. PrimBuild::vertex3fv( river->mSlices[i].p2 );
  838. }
  839. PrimBuild::end();
  840. }
  841. // Segment
  842. }
  843. void GuiRiverEditorCtrl::_drawRiverControlNodes( River *river, const ColorI &color )
  844. {
  845. if ( !River::smShowSpline )
  846. return;
  847. RectI bounds = getBounds();
  848. GFXDrawUtil *drawer = GFX->getDrawUtil();
  849. bool isSelected = ( river == mSelRiver );
  850. bool isHighlighted = ( river == mHoverRiver );
  851. for ( U32 i = 0; i < river->mNodes.size(); i++ )
  852. {
  853. if ( false && isSelected && mSelNode == i )
  854. continue;
  855. const Point3F &wpos = river->mNodes[i].point;
  856. Point3F spos;
  857. project( wpos, &spos );
  858. if ( spos.z > 1.0f )
  859. continue;
  860. Point2I posi;
  861. posi.x = spos.x;
  862. posi.y = spos.y;
  863. if ( !bounds.pointInRect( posi ) )
  864. continue;
  865. ColorI theColor = color;
  866. Point2I nodeHalfSize = mNodeHalfSize;
  867. if ( isHighlighted && mHoverNode == i )
  868. {
  869. //theColor = mHoverNodeColor;
  870. nodeHalfSize += Point2I(2,2);
  871. }
  872. if ( isSelected )
  873. {
  874. if ( mSelNode == i )
  875. {
  876. theColor.set(0,0,255);
  877. }
  878. else if ( i == 0 )
  879. {
  880. theColor.set(0,255,0);
  881. }
  882. else if ( i == river->mNodes.size() - 1 )
  883. {
  884. theColor.set(255,0,0);
  885. }
  886. }
  887. drawer->drawRectFill( posi - nodeHalfSize, posi + nodeHalfSize, theColor );
  888. }
  889. }
  890. bool GuiRiverEditorCtrl::getStaticPos( const Gui3DMouseEvent & event, Point3F &tpos )
  891. {
  892. // Find clicked point on the terrain
  893. Point3F startPnt = event.pos;
  894. Point3F endPnt = event.pos + event.vec * 1000.0f;
  895. RayInfo ri;
  896. bool hit;
  897. hit = gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri);
  898. tpos = ri.point;
  899. return hit;
  900. }
  901. void GuiRiverEditorCtrl::deleteSelectedNode()
  902. {
  903. if ( !mSelRiver || mSelNode == -1 )
  904. return;
  905. // If the River has only two nodes remaining,
  906. // delete the whole River.
  907. if ( mSelRiver->mNodes.size() <= 2 )
  908. {
  909. deleteSelectedRiver( mMode != mAddNodeMode );
  910. }
  911. else
  912. {
  913. if ( mMode != mAddNodeMode )
  914. submitUndo( "Delete Node" );
  915. // Delete the SelectedNode of the SelectedRiver
  916. mSelRiver->deleteNode(mSelNode);
  917. mIsDirty = true;
  918. // We deleted the Node but not the River (it has nodes left)
  919. // so decrement the currently selected node.
  920. if ( mSelRiver->mNodes.size() <= mSelNode )
  921. setSelectedNode( mSelNode - 1 );
  922. else
  923. {
  924. // force gizmo to update to the selected nodes position
  925. // the index didn't change but the node it refers to did.
  926. U32 i = mSelNode;
  927. mSelNode = -1;
  928. setSelectedNode( i );
  929. }
  930. }
  931. // If you were in addNodeMode,
  932. // deleting a node should ends it.
  933. //mMode = smNormalMode;
  934. }
  935. void GuiRiverEditorCtrl::deleteSelectedRiver( bool undoAble )
  936. {
  937. AssertFatal( mSelRiver != NULL, "GuiRiverEditorCtrl::deleteSelectedRiver() - No River IS selected" );
  938. // Not undoAble? Just delete it.
  939. if ( !undoAble )
  940. {
  941. mSelRiver->deleteObject();
  942. mIsDirty = true;
  943. Con::executef( this, "onRiverSelected" );
  944. mSelNode = -1;
  945. return;
  946. }
  947. // Grab the mission editor undo manager.
  948. UndoManager *undoMan = NULL;
  949. if ( !Sim::findObject( "EUndoManager", undoMan ) )
  950. {
  951. // Couldn't find it? Well just delete the River.
  952. Con::errorf( "GuiRiverEditorCtrl::on3DMouseDown() - EUndoManager not found!" );
  953. return;
  954. }
  955. else
  956. {
  957. // Create the UndoAction.
  958. MEDeleteUndoAction *action = new MEDeleteUndoAction("Deleted River");
  959. action->deleteObject( mSelRiver );
  960. mIsDirty = true;
  961. // Submit it.
  962. undoMan->addAction( action );
  963. }
  964. // ScriptCallback with 'NULL' parameter for no River currently selected.
  965. Con::executef( this, "onRiverSelected" );
  966. // Clear the SelectedNode (it has been deleted along with the River).
  967. setSelectedNode( -1 );
  968. mSelNode = -1;
  969. // SelectedRiver is a SimObjectPtr and will be NULL automatically.
  970. }
  971. void GuiRiverEditorCtrl::setMode( String mode, bool sourceShortcut = false )
  972. {
  973. mMode = mode;
  974. if( sourceShortcut )
  975. Con::executef( this, "paletteSync", mode );
  976. }
  977. void GuiRiverEditorCtrl::setSelectedRiver( River *river )
  978. {
  979. mSelRiver = river;
  980. if ( mSelRiver != NULL )
  981. Con::executef( this, "onRiverSelected", river->getIdString() );
  982. else
  983. Con::executef( this, "onRiverSelected" );
  984. if ( mSelRiver != river )
  985. setSelectedNode(-1);
  986. }
  987. void GuiRiverEditorCtrl::setNodeWidth( F32 width )
  988. {
  989. if ( mSelRiver && mSelNode != -1 )
  990. {
  991. mSelRiver->setNodeWidth( mSelNode, width );
  992. mIsDirty = true;
  993. }
  994. }
  995. F32 GuiRiverEditorCtrl::getNodeWidth()
  996. {
  997. if ( mSelRiver && mSelNode != -1 )
  998. return mSelRiver->getNodeWidth( mSelNode );
  999. return 0.0f;
  1000. }
  1001. void GuiRiverEditorCtrl::setNodeDepth(F32 depth)
  1002. {
  1003. if ( mSelRiver && mSelNode != -1 )
  1004. {
  1005. mSelRiver->setNodeDepth( mSelNode, depth );
  1006. mIsDirty = true;
  1007. }
  1008. }
  1009. F32 GuiRiverEditorCtrl::getNodeDepth()
  1010. {
  1011. if ( mSelRiver && mSelNode != -1 )
  1012. return mSelRiver->getNodeDepth( mSelNode );
  1013. return 0.0f;
  1014. }
  1015. void GuiRiverEditorCtrl::setNodePosition(const Point3F& pos)
  1016. {
  1017. if ( mSelRiver && mSelNode != -1 )
  1018. {
  1019. mSelRiver->setNodePosition( mSelNode, pos );
  1020. mIsDirty = true;
  1021. }
  1022. }
  1023. Point3F GuiRiverEditorCtrl::getNodePosition()
  1024. {
  1025. if ( mSelRiver && mSelNode != -1 )
  1026. return mSelRiver->getNodePosition( mSelNode );
  1027. return Point3F( 0, 0, 0 );
  1028. }
  1029. void GuiRiverEditorCtrl::setNodeNormal( const VectorF &normal )
  1030. {
  1031. if ( mSelRiver && mSelNode != -1 )
  1032. {
  1033. mSelRiver->setNodeNormal( mSelNode, normal );
  1034. mIsDirty = true;
  1035. }
  1036. }
  1037. VectorF GuiRiverEditorCtrl::getNodeNormal()
  1038. {
  1039. if ( mSelRiver && mSelNode != -1 )
  1040. return mSelRiver->getNodeNormal( mSelNode );
  1041. return VectorF::Zero;
  1042. }
  1043. void GuiRiverEditorCtrl::setSelectedNode( S32 node )
  1044. {
  1045. //if ( mSelNode == node )
  1046. // return;
  1047. mSelNode = node;
  1048. if ( mSelNode != -1 )
  1049. {
  1050. const RiverNode &curNode = mSelRiver->mNodes[mSelNode];
  1051. MatrixF objMat = mSelRiver->getNodeTransform(mSelNode);
  1052. Point3F objScale(curNode.width, 1.0f, curNode.depth );
  1053. Point3F worldPos = curNode.point;
  1054. mGizmo->set( objMat, worldPos, objScale );
  1055. }
  1056. if ( mSelNode != -1 )
  1057. Con::executef( this, "onNodeSelected", Con::getIntArg(mSelNode) );
  1058. else
  1059. Con::executef( this, "onNodeSelected", Con::getIntArg(-1) );
  1060. }
  1061. void GuiRiverEditorCtrl::submitUndo( const UTF8 *name )
  1062. {
  1063. // Grab the mission editor undo manager.
  1064. UndoManager *undoMan = NULL;
  1065. if ( !Sim::findObject( "EUndoManager", undoMan ) )
  1066. {
  1067. Con::errorf( "GuiRiverEditorCtrl::submitUndo() - EUndoManager not found!" );
  1068. return;
  1069. }
  1070. // Setup the action.
  1071. GuiRiverEditorUndoAction *action = new GuiRiverEditorUndoAction( name );
  1072. action->mObjId = mSelRiver->getId();
  1073. action->mMetersPerSegment = mSelRiver->mMetersPerSegment;
  1074. action->mSegmentsPerBatch = mSelRiver->mSegmentsPerBatch;
  1075. action->mRiverEditor = this;
  1076. for( U32 i = 0; i < mSelRiver->mNodes.size(); i++ )
  1077. {
  1078. action->mNodes.push_back( mSelRiver->mNodes[i] );
  1079. }
  1080. undoMan->addAction( action );
  1081. }
  1082. void GuiRiverEditorCtrl::_prepRenderImage( SceneManager* sceneGraph, const SceneRenderState* state )
  1083. {
  1084. if ( isAwake() && River::smEditorOpen && mSelRiver )
  1085. {
  1086. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  1087. ri->type = RenderPassManager::RIT_Editor;
  1088. ri->renderDelegate.bind( this, &GuiRiverEditorCtrl::_renderSelectedRiver );
  1089. ri->defaultKey = 100;
  1090. state->getRenderPass()->addInst( ri );
  1091. }
  1092. }
  1093. void GuiRiverEditorCtrl::_renderSelectedRiver( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *matInst )
  1094. {
  1095. if ( !mSelRiver || !River::smEditorOpen)
  1096. return;
  1097. GFXTransformSaver saver;
  1098. GFX->setStateBlock( mZEnableSB );
  1099. if ( River::smShowWalls && mSelRiver->mSlices.size() > 1 )
  1100. {
  1101. Point3F offset(0,0,1);
  1102. // Render the River volume
  1103. PrimBuild::begin( GFXTriangleList, 18 * mSelRiver->mSlices.size() - 1 );
  1104. for ( U32 i = 0; i < mSelRiver->mSlices.size() - 1; i++ )
  1105. {
  1106. const RiverSlice &slice = mSelRiver->mSlices[i];
  1107. const RiverSlice &nextSlice = mSelRiver->mSlices[i+1];
  1108. // Top face
  1109. //drawer->drawQuad( slice.p0, nextSlice.p0, nextSlice.p2, slice.p2, colorRed, true );
  1110. //PrimBuild::color3i( 0, 0, 255 );
  1111. //PrimBuild::vertex3fv( slice.p0 );
  1112. //PrimBuild::vertex3fv( nextSlice.p0 );
  1113. //PrimBuild::vertex3fv( nextSlice.p2 );
  1114. //PrimBuild::vertex3fv( slice.p0 );
  1115. //PrimBuild::vertex3fv( nextSlice.p2 );
  1116. //PrimBuild::vertex3fv( slice.p2 );
  1117. // Bottom face
  1118. PrimBuild::color3i( 0, 255, 0 );
  1119. PrimBuild::vertex3fv( slice.pb0 );
  1120. PrimBuild::vertex3fv( nextSlice.pb0 );
  1121. PrimBuild::vertex3fv( nextSlice.pb2 );
  1122. PrimBuild::vertex3fv( slice.pb0 );
  1123. PrimBuild::vertex3fv( nextSlice.pb2 );
  1124. PrimBuild::vertex3fv( slice.pb2 );
  1125. // Left face
  1126. PrimBuild::color3i( 255, 0, 0 );
  1127. PrimBuild::vertex3fv( slice.pb0 );
  1128. PrimBuild::vertex3fv( nextSlice.pb0 );
  1129. PrimBuild::vertex3fv( nextSlice.p0 );
  1130. PrimBuild::vertex3fv( slice.pb0 );
  1131. PrimBuild::vertex3fv( nextSlice.p0 );
  1132. PrimBuild::vertex3fv( slice.p0 );
  1133. // Right face
  1134. PrimBuild::color3i( 255, 0, 0 );
  1135. PrimBuild::vertex3fv( slice.p2 );
  1136. PrimBuild::vertex3fv( nextSlice.p2 );
  1137. PrimBuild::vertex3fv( nextSlice.pb2 );
  1138. PrimBuild::vertex3fv( slice.p2 );
  1139. PrimBuild::vertex3fv( nextSlice.pb2 );
  1140. PrimBuild::vertex3fv( slice.pb2 );
  1141. }
  1142. PrimBuild::end();
  1143. }
  1144. }
  1145. DefineEngineMethod( GuiRiverEditorCtrl, deleteNode, void, (), , "deleteNode()" )
  1146. {
  1147. object->deleteSelectedNode();
  1148. }
  1149. DefineEngineMethod( GuiRiverEditorCtrl, getMode, const char*, (), , "" )
  1150. {
  1151. return object->getMode();
  1152. }
  1153. DefineEngineMethod( GuiRiverEditorCtrl, setMode, void, ( const char * mode ), , "setMode( String mode )" )
  1154. {
  1155. String newMode = ( mode );
  1156. object->setMode( newMode );
  1157. }
  1158. DefineEngineMethod( GuiRiverEditorCtrl, getNodeWidth, F32, (), , "" )
  1159. {
  1160. return object->getNodeWidth();
  1161. }
  1162. DefineEngineMethod( GuiRiverEditorCtrl, setNodeWidth, void, ( F32 width ), , "" )
  1163. {
  1164. object->setNodeWidth( width );
  1165. }
  1166. DefineEngineMethod( GuiRiverEditorCtrl, getNodeDepth, F32, (), , "" )
  1167. {
  1168. return object->getNodeDepth();
  1169. }
  1170. DefineEngineMethod( GuiRiverEditorCtrl, setNodeDepth, void, ( F32 depth ), , "" )
  1171. {
  1172. object->setNodeDepth( depth );
  1173. }
  1174. DefineEngineMethod( GuiRiverEditorCtrl, getNodePosition, Point3F, (), , "" )
  1175. {
  1176. return object->getNodePosition();
  1177. }
  1178. DefineEngineMethod( GuiRiverEditorCtrl, setNodePosition, void, (Point3F pos), , "" )
  1179. {
  1180. object->setNodePosition( pos );
  1181. }
  1182. DefineEngineMethod( GuiRiverEditorCtrl, getNodeNormal, Point3F, (), , "" )
  1183. {
  1184. return object->getNodeNormal();
  1185. }
  1186. DefineEngineMethod( GuiRiverEditorCtrl, setNodeNormal, void, (Point3F normal), , "" )
  1187. {
  1188. object->setNodeNormal( normal );
  1189. }
  1190. DefineEngineMethod( GuiRiverEditorCtrl, setSelectedRiver, void, (const char * objName), (""), "" )
  1191. {
  1192. if (dStrcmp( objName,"" )==0)
  1193. object->setSelectedRiver(NULL);
  1194. else
  1195. {
  1196. River *river = NULL;
  1197. if ( Sim::findObject( objName, river ) )
  1198. object->setSelectedRiver(river);
  1199. }
  1200. }
  1201. DefineEngineMethod( GuiRiverEditorCtrl, getSelectedRiver, S32, (), , "" )
  1202. {
  1203. River *river = object->getSelectedRiver();
  1204. if ( !river )
  1205. return NULL;
  1206. return river->getId();
  1207. }
  1208. DefineEngineMethod( GuiRiverEditorCtrl, regenerate, void, (), , "" )
  1209. {
  1210. River *river = object->getSelectedRiver();
  1211. if ( river )
  1212. river->regenerate();
  1213. }