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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // 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 "T3D/gameTSCtrl.h"
- #include "console/consoleTypes.h"
- #include "T3D/gameBase/gameBase.h"
- #include "T3D/gameBase/gameConnection.h"
- #include "T3D/shapeBase.h"
- #include "T3D/gameFunctions.h"
- #include "console/engineAPI.h"
- //---------------------------------------------------------------------------
- // Debug stuff:
- Point3F lineTestStart = Point3F(0, 0, 0);
- Point3F lineTestEnd = Point3F(0, 1000, 0);
- Point3F lineTestIntersect = Point3F(0, 0, 0);
- bool gSnapLine = false;
- //----------------------------------------------------------------------------
- // Class: GameTSCtrl
- //----------------------------------------------------------------------------
- IMPLEMENT_CONOBJECT(GameTSCtrl);
- // See Torque manual (.CHM) for more information
- ConsoleDocClass( GameTSCtrl,
- "@brief The main 3D viewport for a Torque 3D game.\n\n"
- "@ingroup Gui3D\n");
- GameTSCtrl::GameTSCtrl()
- {
- }
- //---------------------------------------------------------------------------
- bool GameTSCtrl::onAdd()
- {
- if ( !Parent::onAdd() )
- return false;
- return true;
- }
- //---------------------------------------------------------------------------
- bool GameTSCtrl::processCameraQuery(CameraQuery *camq)
- {
- GameUpdateCameraFov();
- return GameProcessCameraQuery(camq);
- }
- //---------------------------------------------------------------------------
- void GameTSCtrl::renderWorld(const RectI &updateRect)
- {
- GameRenderWorld();
- }
- //---------------------------------------------------------------------------
- void GameTSCtrl::makeScriptCall(const char *func, const GuiEvent &evt) const
- {
- // write screen position
- char *sp = Con::getArgBuffer(32);
- dSprintf(sp, 32, "%d %d", evt.mousePoint.x, evt.mousePoint.y);
- // write world position
- char *wp = Con::getArgBuffer(32);
- Point3F camPos;
- mLastCameraQuery.cameraMatrix.getColumn(3, &camPos);
- dSprintf(wp, 32, "%g %g %g", camPos.x, camPos.y, camPos.z);
- // write click vector
- char *vec = Con::getArgBuffer(32);
- Point3F fp(evt.mousePoint.x, evt.mousePoint.y, 1.0);
- Point3F ray;
- unproject(fp, &ray);
- ray -= camPos;
- ray.normalizeSafe();
- dSprintf(vec, 32, "%g %g %g", ray.x, ray.y, ray.z);
- Con::executef( (SimObject*)this, func, sp, wp, vec );
- }
- void GameTSCtrl::onMouseDown(const GuiEvent &evt)
- {
- Parent::onMouseDown(evt);
- if( isMethod( "onMouseDown" ) )
- makeScriptCall( "onMouseDown", evt );
- }
- void GameTSCtrl::onRightMouseDown(const GuiEvent &evt)
- {
- Parent::onRightMouseDown(evt);
- if( isMethod( "onRightMouseDown" ) )
- makeScriptCall( "onRightMouseDown", evt );
- }
- void GameTSCtrl::onMiddleMouseDown(const GuiEvent &evt)
- {
- Parent::onMiddleMouseDown(evt);
- if( isMethod( "onMiddleMouseDown" ) )
- makeScriptCall( "onMiddleMouseDown", evt );
- }
- void GameTSCtrl::onMouseUp(const GuiEvent &evt)
- {
- Parent::onMouseUp(evt);
- if( isMethod( "onMouseUp" ) )
- makeScriptCall( "onMouseUp", evt );
- }
- void GameTSCtrl::onRightMouseUp(const GuiEvent &evt)
- {
- Parent::onRightMouseUp(evt);
- if( isMethod( "onRightMouseUp" ) )
- makeScriptCall( "onRightMouseUp", evt );
- }
- void GameTSCtrl::onMiddleMouseUp(const GuiEvent &evt)
- {
- Parent::onMiddleMouseUp(evt);
- if( isMethod( "onMiddleMouseUp" ) )
- makeScriptCall( "onMiddleMouseUp", evt );
- }
- void GameTSCtrl::onMouseMove(const GuiEvent &evt)
- {
- if(gSnapLine)
- return;
- MatrixF mat;
- Point3F vel;
- if ( GameGetCameraTransform(&mat, &vel) )
- {
- Point3F pos;
- mat.getColumn(3,&pos);
- Point3F screenPoint((F32)evt.mousePoint.x, (F32)evt.mousePoint.y, -1.0f);
- Point3F worldPoint;
- if (unproject(screenPoint, &worldPoint)) {
- Point3F vec = worldPoint - pos;
- lineTestStart = pos;
- vec.normalizeSafe();
- lineTestEnd = pos + vec * 1000;
- }
- }
- }
- void GameTSCtrl::onRender(Point2I offset, const RectI &updateRect)
- {
- // check if should bother with a render
- GameConnection * con = GameConnection::getConnectionToServer();
- bool skipRender = !con || (con->getWhiteOut() >= 1.f) || (con->getDamageFlash() >= 1.f) || (con->getBlackOut() >= 1.f);
- if(!skipRender || true)
- Parent::onRender(offset, updateRect);
- }
- //--------------------------------------------------------------------------
- DefineEngineFunction(snapToggle, void, (),,
- "@brief Prevents mouse movement from being processed\n\n"
- "In the source, whenever a mouse move event occurs "
- "GameTSCtrl::onMouseMove() is called. Whenever snapToggle() "
- "is called, it will flag a variable that can prevent this "
- "from happening: gSnapLine. This variable is not exposed to "
- "script, so you need to call this function to trigger it.\n\n"
- "@tsexample\n"
- "// Snapping is off by default, so we will toggle\n"
- "// it on first:\n"
- "PlayGui.snapToggle();\n\n"
- "// Mouse movement should be disabled\n"
- "// Let's turn it back on\n"
- "PlayGui.snapToggle();\n"
- "@endtsexample\n\n"
- "@ingroup GuiGame")
- {
- gSnapLine = !gSnapLine;
- }
- //
- //ConsoleFunction( snapToggle, void, 1, 1, "()" )
- //{
- // gSnapLine = !gSnapLine;
- //}
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