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- //-----------------------------------------------------------------------------
- // 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"
- #include "T3D/AI/AIController.h"
- #include "navigation/navMeshTool.h"
- IMPLEMENT_CONOBJECT(GuiNavEditorCtrl);
- ConsoleDocClass(GuiNavEditorCtrl,
- "@brief GUI tool that makes up the Navigation Editor\n\n"
- "Editor use only.\n\n"
- "@internal"
- );
- GuiNavEditorCtrl::GuiNavEditorCtrl()
- {
- mIsDirty = false;
- mStartDragMousePoint = InvalidMousePoint;
- mMesh = NULL;
- }
- 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));
- Parent::initPersistFields();
- }
- void GuiNavEditorCtrl::onSleep()
- {
- Parent::onSleep();
- }
- void GuiNavEditorCtrl::selectMesh(NavMesh *mesh)
- {
- mesh->setSelected(true);
- mMesh = mesh;
- if (mTool)
- mTool->setActiveNavMesh(mMesh);
- }
- 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();
- }
- 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 (mTool)
- mTool->on3DMouseDown(event);
- mouseLock();
- return;
- }
- void GuiNavEditorCtrl::on3DMouseUp(const Gui3DMouseEvent & event)
- {
- // Keep the Gizmo up to date.
- mGizmo->on3DMouseUp(event);
- if (mTool)
- mTool->on3DMouseUp(event);
- mouseUnlock();
- }
- void GuiNavEditorCtrl::on3DMouseMove(const Gui3DMouseEvent & event)
- {
- if (mTool)
- mTool->on3DMouseMove(event);
- return;
- }
- 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()
- {
- if (mTool)
- {
- if (mTool->updateGuiInfo())
- return;
- }
- }
- void GuiNavEditorCtrl::onRender(Point2I offset, const RectI &updateRect)
- {
- PROFILE_SCOPE(GuiNavEditorCtrl_OnRender);
- Parent::onRender(offset, updateRect);
- return;
- }
- 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 (mTool)
- mTool->onRender3D();
- duDebugDrawTorque d;
- if (!mMesh.isNull())
- {
- mMesh->renderLinks(d);
- d.immediateRender();
- }
- // 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::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);
- }*/
- }
- void GuiNavEditorCtrl::setActiveTool(NavMeshTool* tool)
- {
- if (mTool)
- {
- mTool->onDeactivated();
- }
- mTool = tool;
- if (mTool)
- {
- mTool->setActiveEditor(this);
- mTool->setActiveNavMesh(mMesh);
- mTool->onActivated(mLastEvent);
- }
- }
- void GuiNavEditorCtrl::setDrawMode(S32 id)
- {
- if (mMesh.isNull())
- return;
- mMesh->setDrawMode((NavMesh::DrawMode)id);
- }
- DefineEngineMethod(GuiNavEditorCtrl, setDrawMode, void, (S32 id), ,
- "@brief Deselect whatever is currently selected in the editor.")
- {
- object->setDrawMode(id);
- }
- DefineEngineMethod(GuiNavEditorCtrl, setActiveTool, void, (const char* toolName), , "( NavMeshTool tool )")
- {
- NavMeshTool* tool = dynamic_cast<NavMeshTool*>(Sim::findObject(toolName));
- object->setActiveTool(tool);
- }
- #endif
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