guiNavEditorCtrl.cpp 17 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 "platform/platform.h"
  23. #include "guiNavEditorCtrl.h"
  24. #include "duDebugDrawTorque.h"
  25. #include "console/engineAPI.h"
  26. #include "console/consoleTypes.h"
  27. #include "math/util/frustum.h"
  28. #include "math/mathUtils.h"
  29. #include "gfx/primBuilder.h"
  30. #include "gfx/gfxDrawUtil.h"
  31. #include "scene/sceneRenderState.h"
  32. #include "scene/sceneManager.h"
  33. #include "gui/core/guiCanvas.h"
  34. #include "gui/buttons/guiButtonCtrl.h"
  35. #include "gui/worldEditor/undoActions.h"
  36. #include "T3D/gameBase/gameConnection.h"
  37. IMPLEMENT_CONOBJECT(GuiNavEditorCtrl);
  38. ConsoleDocClass(GuiNavEditorCtrl,
  39. "@brief GUI tool that makes up the Navigation Editor\n\n"
  40. "Editor use only.\n\n"
  41. "@internal"
  42. );
  43. // Each of the mode names directly correlates with the Nav Editor's tool palette.
  44. const String GuiNavEditorCtrl::mSelectMode = "SelectMode";
  45. const String GuiNavEditorCtrl::mLinkMode = "LinkMode";
  46. const String GuiNavEditorCtrl::mCoverMode = "CoverMode";
  47. const String GuiNavEditorCtrl::mTileMode = "TileMode";
  48. const String GuiNavEditorCtrl::mTestMode = "TestMode";
  49. GuiNavEditorCtrl::GuiNavEditorCtrl()
  50. {
  51. mMode = mSelectMode;
  52. mIsDirty = false;
  53. mStartDragMousePoint = InvalidMousePoint;
  54. mMesh = NULL;
  55. mCurTile = mTile = -1;
  56. mPlayer = mCurPlayer = NULL;
  57. mSpawnClass = mSpawnDatablock = "";
  58. mLinkStart = Point3F::Max;
  59. mLink = mCurLink = -1;
  60. }
  61. GuiNavEditorCtrl::~GuiNavEditorCtrl()
  62. {
  63. }
  64. void GuiNavEditorUndoAction::undo()
  65. {
  66. }
  67. bool GuiNavEditorCtrl::onAdd()
  68. {
  69. if(!Parent::onAdd())
  70. return false;
  71. GFXStateBlockDesc desc;
  72. desc.fillMode = GFXFillSolid;
  73. desc.setBlend(false);
  74. desc.setZReadWrite(false, false);
  75. desc.setCullMode(GFXCullNone);
  76. mZDisableSB = GFX->createStateBlock(desc);
  77. desc.setZReadWrite(true, true);
  78. mZEnableSB = GFX->createStateBlock(desc);
  79. SceneManager::getPreRenderSignal().notify(this, &GuiNavEditorCtrl::_prepRenderImage);
  80. return true;
  81. }
  82. void GuiNavEditorCtrl::initPersistFields()
  83. {
  84. addField("isDirty", TypeBool, Offset(mIsDirty, GuiNavEditorCtrl));
  85. addField("spawnClass", TypeRealString, Offset(mSpawnClass, GuiNavEditorCtrl),
  86. "Class of object to spawn in test mode.");
  87. addField("spawnDatablock", TypeRealString, Offset(mSpawnDatablock, GuiNavEditorCtrl),
  88. "Datablock to give new objects in test mode.");
  89. Parent::initPersistFields();
  90. }
  91. void GuiNavEditorCtrl::onSleep()
  92. {
  93. Parent::onSleep();
  94. //mMode = mSelectMode;
  95. }
  96. void GuiNavEditorCtrl::selectMesh(NavMesh *mesh)
  97. {
  98. mesh->setSelected(true);
  99. mMesh = mesh;
  100. }
  101. DefineEngineMethod(GuiNavEditorCtrl, selectMesh, void, (S32 id),,
  102. "@brief Select a NavMesh object.")
  103. {
  104. NavMesh *obj;
  105. if(Sim::findObject(id, obj))
  106. object->selectMesh(obj);
  107. }
  108. S32 GuiNavEditorCtrl::getMeshId()
  109. {
  110. return mMesh.isNull() ? 0 : mMesh->getId();
  111. }
  112. DefineEngineMethod(GuiNavEditorCtrl, getMesh, S32, (),,
  113. "@brief Select a NavMesh object.")
  114. {
  115. return object->getMeshId();
  116. }
  117. S32 GuiNavEditorCtrl::getPlayerId()
  118. {
  119. return mPlayer.isNull() ? 0 : mPlayer->getId();
  120. }
  121. DefineEngineMethod(GuiNavEditorCtrl, getPlayer, S32, (),,
  122. "@brief Select a NavMesh object.")
  123. {
  124. return object->getPlayerId();
  125. }
  126. void GuiNavEditorCtrl::deselect()
  127. {
  128. if(!mMesh.isNull())
  129. mMesh->setSelected(false);
  130. mMesh = NULL;
  131. mPlayer = mCurPlayer = NULL;
  132. mCurTile = mTile = -1;
  133. mLinkStart = Point3F::Max;
  134. mLink = mCurLink = -1;
  135. }
  136. DefineEngineMethod(GuiNavEditorCtrl, deselect, void, (),,
  137. "@brief Deselect whatever is currently selected in the editor.")
  138. {
  139. object->deselect();
  140. }
  141. void GuiNavEditorCtrl::deleteLink()
  142. {
  143. if(!mMesh.isNull() && mLink != -1)
  144. {
  145. mMesh->selectLink(mLink, false);
  146. mMesh->deleteLink(mLink);
  147. mLink = -1;
  148. Con::executef(this, "onLinkDeselected");
  149. }
  150. }
  151. DefineEngineMethod(GuiNavEditorCtrl, deleteLink, void, (),,
  152. "@brief Delete the currently selected link.")
  153. {
  154. object->deleteLink();
  155. }
  156. void GuiNavEditorCtrl::setLinkFlags(const LinkData &d)
  157. {
  158. if(mMode == mLinkMode && !mMesh.isNull() && mLink != -1)
  159. {
  160. mMesh->setLinkFlags(mLink, d);
  161. }
  162. }
  163. DefineEngineMethod(GuiNavEditorCtrl, setLinkFlags, void, (U32 flags),,
  164. "@Brief Set jump and drop properties of the selected link.")
  165. {
  166. object->setLinkFlags(LinkData(flags));
  167. }
  168. void GuiNavEditorCtrl::buildTile()
  169. {
  170. if(!mMesh.isNull() && mTile != -1)
  171. mMesh->buildTile(mTile);
  172. }
  173. DefineEngineMethod(GuiNavEditorCtrl, buildTile, void, (),,
  174. "@brief Build the currently selected tile.")
  175. {
  176. object->buildTile();
  177. }
  178. void GuiNavEditorCtrl::spawnPlayer(const Point3F &pos)
  179. {
  180. SceneObject *obj = (SceneObject*)Sim::spawnObject(mSpawnClass, mSpawnDatablock);
  181. if(obj)
  182. {
  183. MatrixF mat(true);
  184. mat.setPosition(pos);
  185. obj->setTransform(mat);
  186. SimObject* cleanup = Sim::findObject("MissionCleanup");
  187. if(cleanup)
  188. {
  189. SimGroup* missionCleanup = dynamic_cast<SimGroup*>(cleanup);
  190. missionCleanup->addObject(obj);
  191. }
  192. mPlayer = static_cast<AIPlayer*>(obj);
  193. Con::executef(this, "onPlayerSelected", Con::getIntArg(mPlayer->mLinkTypes.getFlags()));
  194. }
  195. }
  196. DefineEngineMethod(GuiNavEditorCtrl, spawnPlayer, void, (),,
  197. "@brief Spawn an AIPlayer at the centre of the screen.")
  198. {
  199. Point3F c;
  200. if(object->get3DCentre(c))
  201. object->spawnPlayer(c);
  202. }
  203. void GuiNavEditorCtrl::get3DCursor(GuiCursor *&cursor,
  204. bool &visible,
  205. const Gui3DMouseEvent &event_)
  206. {
  207. //cursor = mAddNodeCursor;
  208. //visible = false;
  209. cursor = NULL;
  210. visible = false;
  211. GuiCanvas *root = getRoot();
  212. if(!root)
  213. return;
  214. S32 currCursor = PlatformCursorController::curArrow;
  215. if(root->mCursorChanged == currCursor)
  216. return;
  217. PlatformWindow *window = root->getPlatformWindow();
  218. PlatformCursorController *controller = window->getCursorController();
  219. // We've already changed the cursor,
  220. // so set it back before we change it again.
  221. if(root->mCursorChanged != -1)
  222. controller->popCursor();
  223. // Now change the cursor shape
  224. controller->pushCursor(currCursor);
  225. root->mCursorChanged = currCursor;
  226. }
  227. bool GuiNavEditorCtrl::get3DCentre(Point3F &pos)
  228. {
  229. Point3F screen, start, end;
  230. screen.set(getExtent().x / 2, getExtent().y / 2, 0);
  231. unproject(screen, &start);
  232. screen.z = 1.0f;
  233. unproject(screen, &end);
  234. RayInfo ri;
  235. if(gServerContainer.castRay(start, end, StaticObjectType, &ri))
  236. {
  237. pos = ri.point;
  238. return true;
  239. }
  240. return false;
  241. }
  242. void GuiNavEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
  243. {
  244. mGizmo->on3DMouseDown(event);
  245. if(!isFirstResponder())
  246. setFirstResponder();
  247. mouseLock();
  248. // Construct a LineSegment from the camera position to 1000 meters away in
  249. // the direction clicked.
  250. // If that segment hits the terrain, truncate the ray to only be that length.
  251. Point3F startPnt = event.pos;
  252. Point3F endPnt = event.pos + event.vec * 1000.0f;
  253. RayInfo ri;
  254. U8 keys = Input::getModifierKeys();
  255. bool shift = keys & SI_LSHIFT;
  256. bool ctrl = keys & SI_LCTRL;
  257. bool alt = keys & SI_LALT;
  258. if(mMode == mLinkMode && !mMesh.isNull())
  259. {
  260. if(gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
  261. {
  262. U32 link = mMesh->getLink(ri.point);
  263. if(link != -1)
  264. {
  265. if(mLink != -1)
  266. mMesh->selectLink(mLink, false);
  267. mMesh->selectLink(link, true, false);
  268. mLink = link;
  269. LinkData d = mMesh->getLinkFlags(mLink);
  270. Con::executef(this, "onLinkSelected", Con::getIntArg(d.getFlags()));
  271. }
  272. else
  273. {
  274. if(mLink != -1)
  275. {
  276. mMesh->selectLink(mLink, false);
  277. mLink = -1;
  278. Con::executef(this, "onLinkDeselected");
  279. }
  280. else
  281. {
  282. if(mLinkStart != Point3F::Max)
  283. {
  284. mMesh->addLink(mLinkStart, ri.point);
  285. if(!shift)
  286. mLinkStart = Point3F::Max;
  287. }
  288. else
  289. {
  290. mLinkStart = ri.point;
  291. }
  292. }
  293. }
  294. }
  295. else
  296. {
  297. mMesh->selectLink(mLink, false);
  298. mLink = -1;
  299. Con::executef(this, "onLinkDeselected");
  300. }
  301. }
  302. if(mMode == mTileMode && !mMesh.isNull())
  303. {
  304. if(gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri))
  305. {
  306. mTile = mMesh->getTile(ri.point);
  307. dd.clear();
  308. mMesh->renderTileData(dd, mTile);
  309. }
  310. }
  311. if(mMode == mTestMode)
  312. {
  313. // Spawn new character
  314. if(ctrl)
  315. {
  316. if(gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
  317. spawnPlayer(ri.point);
  318. }
  319. // Deselect character
  320. else if(shift)
  321. {
  322. mPlayer = NULL;
  323. Con::executef(this, "onPlayerDeselected");
  324. }
  325. // Select/move character
  326. else
  327. {
  328. if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType, &ri))
  329. {
  330. if(dynamic_cast<AIPlayer*>(ri.object))
  331. {
  332. mPlayer = dynamic_cast<AIPlayer*>(ri.object);
  333. Con::executef(this, "onPlayerSelected", Con::getIntArg(mPlayer->mLinkTypes.getFlags()));
  334. }
  335. }
  336. else if(!mPlayer.isNull() && gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
  337. mPlayer->setPathDestination(ri.point);
  338. }
  339. }
  340. }
  341. void GuiNavEditorCtrl::on3DMouseUp(const Gui3DMouseEvent & event)
  342. {
  343. // Keep the Gizmo up to date.
  344. mGizmo->on3DMouseUp(event);
  345. mouseUnlock();
  346. }
  347. void GuiNavEditorCtrl::on3DMouseMove(const Gui3DMouseEvent & event)
  348. {
  349. //if(mSelRiver != NULL && mSelNode != -1)
  350. //mGizmo->on3DMouseMove(event);
  351. Point3F startPnt = event.pos;
  352. Point3F endPnt = event.pos + event.vec * 1000.0f;
  353. RayInfo ri;
  354. if(mMode == mLinkMode && !mMesh.isNull())
  355. {
  356. if(gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
  357. {
  358. U32 link = mMesh->getLink(ri.point);
  359. if(link != -1)
  360. {
  361. if(link != mLink)
  362. {
  363. if(mCurLink != -1)
  364. mMesh->selectLink(mCurLink, false);
  365. mMesh->selectLink(link, true, true);
  366. }
  367. mCurLink = link;
  368. }
  369. else
  370. {
  371. if(mCurLink != mLink)
  372. mMesh->selectLink(mCurLink, false);
  373. mCurLink = -1;
  374. }
  375. }
  376. else
  377. {
  378. mMesh->selectLink(mCurLink, false);
  379. mCurLink = -1;
  380. }
  381. }
  382. // Select a tile from our current NavMesh.
  383. if(mMode == mTileMode && !mMesh.isNull())
  384. {
  385. if(gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
  386. mCurTile = mMesh->getTile(ri.point);
  387. else
  388. mCurTile = -1;
  389. }
  390. if(mMode == mTestMode)
  391. {
  392. if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType, &ri))
  393. mCurPlayer = dynamic_cast<AIPlayer*>(ri.object);
  394. else
  395. mCurPlayer = NULL;
  396. }
  397. }
  398. void GuiNavEditorCtrl::on3DMouseDragged(const Gui3DMouseEvent & event)
  399. {
  400. mGizmo->on3DMouseDragged(event);
  401. if(mGizmo->isDirty())
  402. {
  403. Point3F pos = mGizmo->getPosition();
  404. Point3F scale = mGizmo->getScale();
  405. const MatrixF &mat = mGizmo->getTransform();
  406. VectorF normal;
  407. mat.getColumn(2, &normal);
  408. //mSelRiver->setNode(pos, scale.x, scale.z, normal, mSelNode);
  409. mIsDirty = true;
  410. }
  411. }
  412. void GuiNavEditorCtrl::on3DMouseEnter(const Gui3DMouseEvent & event)
  413. {
  414. }
  415. void GuiNavEditorCtrl::on3DMouseLeave(const Gui3DMouseEvent & event)
  416. {
  417. }
  418. void GuiNavEditorCtrl::updateGuiInfo()
  419. {
  420. }
  421. void GuiNavEditorCtrl::onRender(Point2I offset, const RectI &updateRect)
  422. {
  423. PROFILE_SCOPE(GuiNavEditorCtrl_OnRender);
  424. Parent::onRender(offset, updateRect);
  425. return;
  426. }
  427. static void renderBoxOutline(const Box3F &box, const ColorI &col)
  428. {
  429. if(box != Box3F::Invalid)
  430. {
  431. GFXStateBlockDesc desc;
  432. desc.setCullMode(GFXCullNone);
  433. desc.setFillModeSolid();
  434. desc.setZReadWrite(true, false);
  435. desc.setBlend(true);
  436. GFX->getDrawUtil()->drawCube(desc, box, ColorI(col, 20));
  437. desc.setFillModeWireframe();
  438. desc.setBlend(false);
  439. GFX->getDrawUtil()->drawCube(desc, box, ColorI(col, 255));
  440. }
  441. }
  442. void GuiNavEditorCtrl::renderScene(const RectI & updateRect)
  443. {
  444. GFX->setStateBlock(mZDisableSB);
  445. // get the projected size...
  446. GameConnection* connection = GameConnection::getConnectionToServer();
  447. if(!connection)
  448. return;
  449. // Grab the camera's transform
  450. MatrixF mat;
  451. connection->getControlCameraTransform(0, &mat);
  452. // Get the camera position
  453. Point3F camPos;
  454. mat.getColumn(3,&camPos);
  455. if(mMode == mLinkMode)
  456. {
  457. if(mLinkStart != Point3F::Max)
  458. {
  459. GFXStateBlockDesc desc;
  460. desc.setBlend(false);
  461. desc.setZReadWrite(true ,true);
  462. MatrixF mat(true);
  463. mat.setPosition(mLinkStart);
  464. Point3F scale(0.8f, 0.8f, 0.8f);
  465. GFX->getDrawUtil()->drawTransform(desc, mat, &scale);
  466. }
  467. }
  468. if(mMode == mTileMode && !mMesh.isNull())
  469. {
  470. renderBoxOutline(mMesh->getTileBox(mCurTile), ColorI::BLUE);
  471. renderBoxOutline(mMesh->getTileBox(mTile), ColorI::GREEN);
  472. if(Con::getBoolVariable("$Nav::Editor::renderVoxels", false)) dd.renderGroup(0);
  473. if(Con::getBoolVariable("$Nav::Editor::renderInput", false))
  474. {
  475. dd.depthMask(false);
  476. dd.renderGroup(1);
  477. dd.depthMask(true);
  478. }
  479. }
  480. if(mMode == mTestMode)
  481. {
  482. if(!mCurPlayer.isNull())
  483. renderBoxOutline(mCurPlayer->getWorldBox(), ColorI::BLUE);
  484. if(!mPlayer.isNull())
  485. renderBoxOutline(mPlayer->getWorldBox(), ColorI::GREEN);
  486. }
  487. duDebugDrawTorque d;
  488. if(!mMesh.isNull())
  489. mMesh->renderLinks(d);
  490. d.render();
  491. // Now draw all the 2d stuff!
  492. GFX->setClipRect(updateRect);
  493. }
  494. bool GuiNavEditorCtrl::getStaticPos(const Gui3DMouseEvent & event, Point3F &tpos)
  495. {
  496. // Find clicked point on the terrain
  497. Point3F startPnt = event.pos;
  498. Point3F endPnt = event.pos + event.vec * 1000.0f;
  499. RayInfo ri;
  500. bool hit;
  501. hit = gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri);
  502. tpos = ri.point;
  503. return hit;
  504. }
  505. void GuiNavEditorCtrl::setMode(String mode, bool sourceShortcut = false)
  506. {
  507. mMode = mode;
  508. Con::executef(this, "onModeSet", mode);
  509. if(sourceShortcut)
  510. Con::executef(this, "paletteSync", mode);
  511. }
  512. void GuiNavEditorCtrl::submitUndo(const UTF8 *name)
  513. {
  514. // Grab the mission editor undo manager.
  515. UndoManager *undoMan = NULL;
  516. if(!Sim::findObject("EUndoManager", undoMan))
  517. {
  518. Con::errorf("GuiNavEditorCtrl::submitUndo() - EUndoManager not found!");
  519. return;
  520. }
  521. // Setup the action.
  522. GuiNavEditorUndoAction *action = new GuiNavEditorUndoAction(name);
  523. action->mNavEditor = this;
  524. undoMan->addAction(action);
  525. }
  526. void GuiNavEditorCtrl::_prepRenderImage(SceneManager* sceneGraph, const SceneRenderState* state)
  527. {
  528. /*if(isAwake() && River::smEditorOpen && mSelRiver)
  529. {
  530. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  531. ri->type = RenderPassManager::RIT_Editor;
  532. ri->renderDelegate.bind(this, &GuiNavEditorCtrl::_renderSelectedRiver);
  533. ri->defaultKey = 100;
  534. state->getRenderPass()->addInst(ri);
  535. }*/
  536. }
  537. ConsoleMethod(GuiNavEditorCtrl, getMode, const char*, 2, 2, "")
  538. {
  539. return object->getMode();
  540. }
  541. ConsoleMethod(GuiNavEditorCtrl, setMode, void, 3, 3, "setMode(String mode)")
  542. {
  543. String newMode = (argv[2]);
  544. object->setMode(newMode);
  545. }