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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 "platform/platform.h"
- #include "environment/editors/guiRiverEditorCtrl.h"
- #include "console/consoleTypes.h"
- #include "console/engineAPI.h"
- #include "environment/river.h"
- #include "renderInstance/renderPassManager.h"
- #include "collision/collision.h"
- #include "math/util/frustum.h"
- #include "math/mathUtils.h"
- #include "gfx/gfxPrimitiveBuffer.h"
- #include "gfx/gfxTextureHandle.h"
- #include "gfx/gfxTransformSaver.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/prefab.h"
- #include "T3D/Scene.h"
- IMPLEMENT_CONOBJECT(GuiRiverEditorCtrl);
- ConsoleDocClass( GuiRiverEditorCtrl,
- "@brief GUI tool that makes up the River Editor\n\n"
- "Editor use only.\n\n"
- "@internal"
- );
- GuiRiverEditorCtrl::GuiRiverEditorCtrl()
- : mDefaultWidth( 10.0f ),
- mDefaultDepth( 5.0f ),
- mDefaultNormal( 0, 0, 1 )
- {
- // Each of the mode names directly correlates with the River Editor's
- // tool palette
- mSelectRiverMode = "RiverEditorSelectMode";
- mAddRiverMode = "RiverEditorAddRiverMode";
- mMovePointMode = "RiverEditorMoveMode";
- mRotatePointMode = "RiverEditorRotateMode";
- mScalePointMode = "RiverEditorScaleMode";
- mAddNodeMode = "RiverEditorAddNodeMode";
- mInsertPointMode = "RiverEditorInsertPointMode";
- mRemovePointMode = "RiverEditorRemovePointMode";
-
- mMode = mSelectRiverMode;
-
- mRiverSet = NULL;
- mSelNode = -1;
- mSelRiver = NULL;
- mHoverRiver = NULL;
- mAddNodeIdx = 0;
- mHoverNode = -1;
- mInsertIdx = -1;
- mStartWidth = -1.0f;
- mStartHeight = -1.0f;
- mStartX = 0;
- mSavedDrag = false;
- mIsDirty = false;
- mNodeHalfSize.set(4,4);
- mNodeSphereRadius = 15.0f;
- mNodeSphereFillColor.set( 15,15,100,145 );
- mNodeSphereLineColor.set( 25,25,25,0 );
- mHoverSplineColor.set( 255,0,0,255 );
- mSelectedSplineColor.set( 0,255,0,255 );
- mHoverNodeColor.set( 255,255,255,255 );
- mStartDragMousePoint = InvalidMousePoint;
- //mMoveNodeCursor = NULL;
- //mAddNodeCursor = NULL;
- //mInsertNodeCursor = NULL;
- //mResizeNodeCursor = NULL;
- }
- GuiRiverEditorCtrl::~GuiRiverEditorCtrl()
- {
- // nothing to do
- }
- void GuiRiverEditorUndoAction::undo()
- {
- River *river = NULL;
- if ( !Sim::findObject( mObjId, river ) )
- return;
- // Temporarily save the Rivers current data.
- F32 metersPerSeg = river->mMetersPerSegment;
- Vector<RiverNode> nodes;
- nodes.merge( river->mNodes );
- // Restore the River properties saved in the UndoAction
- river->mMetersPerSegment = mMetersPerSegment;
- // Restore the Nodes saved in the UndoAction
- river->mNodes.clear();
- for ( U32 i = 0; i < mNodes.size(); i++ )
- {
- river->_addNode( mNodes[i].point, mNodes[i].width, mNodes[i].depth, mNodes[i].normal );
- }
- // Regenerate the River
- river->regenerate();
- // If applicable set the selected River and node
- mRiverEditor->mSelRiver = river;
- mRiverEditor->mSelNode = -1;
- // Now save the previous River data in this UndoAction
- // since an undo action must become a redo action and vice-versa
- mMetersPerSegment = metersPerSeg;
- mNodes.clear();
- mNodes.merge( nodes );
- }
- bool GuiRiverEditorCtrl::onAdd()
- {
- if( !Parent::onAdd() )
- return false;
- mRiverSet = River::getServerSet();
- 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, &GuiRiverEditorCtrl::_prepRenderImage );
- return true;
- }
- void GuiRiverEditorCtrl::initPersistFields()
- {
- docsURL;
- addField( "DefaultWidth", TypeF32, Offset( mDefaultWidth, GuiRiverEditorCtrl ) );
- addField( "DefaultDepth", TypeF32, Offset( mDefaultDepth, GuiRiverEditorCtrl ) );
- addField( "DefaultNormal", TypePoint3F,Offset( mDefaultNormal, GuiRiverEditorCtrl ) );
- addField( "HoverSplineColor", TypeColorI, Offset( mHoverSplineColor, GuiRiverEditorCtrl ) );
- addField( "SelectedSplineColor", TypeColorI, Offset( mSelectedSplineColor, GuiRiverEditorCtrl ) );
- addField( "HoverNodeColor", TypeColorI, Offset( mHoverNodeColor, GuiRiverEditorCtrl ) );
- addField( "isDirty", TypeBool, Offset( mIsDirty, GuiRiverEditorCtrl ) );
- //addField( "MoveNodeCursor", TYPEID< SimObject >(), Offset( mMoveNodeCursor, GuiRiverEditorCtrl) );
- //addField( "AddNodeCursor", TYPEID< SimObject >(), Offset( mAddNodeCursor, GuiRiverEditorCtrl) );
- //addField( "InsertNodeCursor", TYPEID< SimObject >(), Offset( mInsertNodeCursor, GuiRiverEditorCtrl) );
- //addField( "ResizeNodeCursor", TYPEID< SimObject >(), Offset( mResizeNodeCursor, GuiRiverEditorCtrl) );
- Parent::initPersistFields();
- }
- void GuiRiverEditorCtrl::onSleep()
- {
- Parent::onSleep();
- mMode = mSelectRiverMode;
- mHoverNode = -1;
- mHoverRiver = NULL;
- setSelectedNode(-1);
- //mSelRiver = NULL;
- //mSelNode = -1;
- }
- void GuiRiverEditorCtrl::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;
- }
- void GuiRiverEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
- {
- _process3DMouseDown( event );
- mGizmo->on3DMouseDown( event );
- if ( !isFirstResponder() )
- setFirstResponder();
- }
- void GuiRiverEditorCtrl::_process3DMouseDown( const Gui3DMouseEvent& event )
- {
- // Get the raycast collision position
- Point3F tPos;
- if ( !getStaticPos( event, tPos ) )
- return;
-
- 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.
- // We will use a LineSegment/Sphere intersection test to determine if a RiverNode
- // was clicked.
- Point3F startPnt = event.pos;
- Point3F endPnt = event.pos + event.vec * 1000.0f;
- RayInfo ri;
- if ( gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri) )
- endPnt = ri.point;
- River *riverPtr = NULL;
- River *clickedRiverPtr = NULL;
- // Did we click on a river? check current selection first
- U32 insertNodeIdx = -1;
- Point3F collisionPnt;
- if ( mSelRiver != NULL && mSelRiver->collideRay( event.pos, event.vec, &insertNodeIdx, &collisionPnt ) )
- {
- clickedRiverPtr = mSelRiver;
- }
- else
- {
- for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
- {
- riverPtr = static_cast<River*>( *iter );
- // Do not select or edit a River within a Prefab.
- if ( Prefab::getPrefabByChild(riverPtr) )
- continue;
- if ( riverPtr->collideRay( event.pos, event.vec, &insertNodeIdx, &collisionPnt ) )
- {
- clickedRiverPtr = riverPtr;
- break;
- }
- }
- }
- // Did we click on a riverNode?
- bool nodeClicked = false;
- S32 clickedNodeIdx = -1;
- F32 clickedNodeDist = mNodeSphereRadius;
- // If we clicked on the currently selected river, only scan its nodes
- if ( mSelRiver != NULL && clickedRiverPtr == mSelRiver )
- {
- for ( U32 i = 0; i < mSelRiver->mNodes.size(); i++ )
- {
- const Point3F &nodePos = mSelRiver->mNodes[i].point;
- Point3F screenPos;
- project( nodePos, &screenPos );
- F32 dist = ( event.mousePoint - Point2I(screenPos.x, screenPos.y) ).len();
- if ( dist < clickedNodeDist )
- {
- clickedNodeDist = dist;
- clickedNodeIdx = i;
- insertNodeIdx = i;
- nodeClicked = true;
- }
- }
- }
- else
- {
- for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
- {
- riverPtr = static_cast<River*>( *iter );
- // Do not select or edit a River within a Prefab.
- if ( Prefab::getPrefabByChild(riverPtr) )
- continue;
-
- for ( U32 i = 0; i < riverPtr->mNodes.size(); i++ )
- {
- const Point3F &nodePos = riverPtr->mNodes[i].point;
- Point3F screenPos;
- project( nodePos, &screenPos );
- F32 dist = ( event.mousePoint - Point2I(screenPos.x, screenPos.y) ).len();
- if ( dist < clickedNodeDist )
- {
- // we found a hit!
- clickedNodeDist = dist;
- clickedNodeIdx = i;
- insertNodeIdx = i;
- nodeClicked = true;
- clickedRiverPtr = riverPtr;
- }
- }
- }
- }
-
- // shortcuts
- bool dblClick = ( event.mouseClickCount > 1 );
- if( dblClick )
- {
- if( mMode == mSelectRiverMode )
- {
- setMode( mAddRiverMode, true );
- return;
- }
- if( mMode == mAddNodeMode )
- {
- // Delete the node attached to the cursor.
- deleteSelectedNode();
- mMode = mAddRiverMode;
- return;
- }
- }
- //this check is here in order to bounce back from deleting a whole road with ctrl+z
- //this check places the editor back into addrivermode
- if ( mMode == mAddNodeMode )
- {
- if ( !mSelRiver )
- mMode = mAddRiverMode;
- }
- if ( mMode == mSelectRiverMode )
- {
- // Did not click on a River or a node.
- if ( !clickedRiverPtr )
- {
- setSelectedRiver( NULL );
- setSelectedNode( -1 );
-
- return;
- }
- // Clicked on a River that wasn't the currently selected River.
- if ( clickedRiverPtr != mSelRiver )
- {
- setSelectedRiver( clickedRiverPtr );
- setSelectedNode( clickedNodeIdx );
- return;
- }
- // Clicked on a node in the currently selected River that wasn't
- // the currently selected node.
- if ( nodeClicked )
- {
- setSelectedNode( clickedNodeIdx );
- return;
- }
- }
- else if ( mMode == mAddRiverMode )
- {
- if ( nodeClicked )
- {
- // A double-click on a node in Normal mode means set AddNode mode.
- if ( clickedNodeIdx == 0 )
- {
- setSelectedRiver( clickedRiverPtr );
- setSelectedNode( clickedNodeIdx );
- mAddNodeIdx = clickedNodeIdx;
- mMode = mAddNodeMode;
- mSelNode = mSelRiver->insertNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal, mAddNodeIdx );
- mIsDirty = true;
- return;
- }
- else if ( clickedNodeIdx == clickedRiverPtr->mNodes.size() - 1 )
- {
- setSelectedRiver( clickedRiverPtr );
- setSelectedNode( clickedNodeIdx );
- mAddNodeIdx = U32_MAX;
- mMode = mAddNodeMode;
- mSelNode = mSelRiver->addNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal);
- mIsDirty = true;
- setSelectedNode( mSelNode );
- return;
- }
- }
- if ( !isMethod( "createRiver" ) )
- {
- Con::errorf( "GuiRiverEditorCtrl::on3DMouseDown - createRiver method does not exist." );
- return;
- }
- ConsoleValue cValue = Con::executef( this, "createRiver" );
- const char* res = cValue.getString();
- River *newRiver;
- if ( !Sim::findObject( res, newRiver ) )
- {
- Con::errorf( "GuiRiverEditorCtrl::on3DMouseDown - createRiver method did not return a river object." );
- return;
- }
- // Add to Scene
- Scene* scene = Scene::getRootScene();
- if ( !scene )
- Con::errorf( "GuiRiverEditorCtrl - could not find root Scene to add new River" );
- else
- scene->addObject( newRiver );
- Point3F pos( endPnt );
- pos.z += mDefaultDepth * 0.5f;
- newRiver->insertNode( pos, mDefaultWidth, mDefaultDepth, mDefaultNormal, 0 );
- U32 newNode = newRiver->insertNode( pos, mDefaultWidth, mDefaultDepth, mDefaultNormal, 1 );
- // Always add to the end of the road, the first node is the start.
- mAddNodeIdx = U32_MAX;
-
- setSelectedRiver( newRiver );
- setSelectedNode( newNode );
- mMode = mAddNodeMode;
- // Disable the hover node while in addNodeMode, we
- // don't want some random node enlarged.
- mHoverNode = -1;
- // Grab the mission editor undo manager.
- UndoManager *undoMan = NULL;
- if ( !Sim::findObject( "EUndoManager", undoMan ) )
- {
- Con::errorf( "GuiMeshRoadEditorCtrl::on3DMouseDown() - EUndoManager not found!" );
- return;
- }
- // Create the UndoAction.
- MECreateUndoAction *action = new MECreateUndoAction("Create MeshRoad");
- action->addObject( newRiver );
- // Submit it.
- undoMan->addAction( action );
- return;
- }
- else if ( mMode == mAddNodeMode )
- {
- // Oops the road got deleted, maybe from an undo action?
- // Back to NormalMode.
- if ( mSelRiver )
- {
- // A double-click on a node in Normal mode means set AddNode mode.
- if ( clickedNodeIdx == 0 )
- {
- submitUndo( "Add Node" );
- mAddNodeIdx = clickedNodeIdx;
- mMode = mAddNodeMode;
- mSelNode = mSelRiver->insertNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal, mAddNodeIdx );
- mIsDirty = true;
- setSelectedNode( mSelNode );
- return;
- }
- else
- {
- if( clickedRiverPtr && clickedNodeIdx == clickedRiverPtr->mNodes.size() - 1 )
- {
- submitUndo( "Add Node" );
- mAddNodeIdx = U32_MAX;
- mMode = mAddNodeMode;
- U32 newNode = mSelRiver->addNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal);
- mIsDirty = true;
- setSelectedNode( newNode );
- return;
- }
- else
- {
- submitUndo( "Insert Node" );
- // A single-click on empty space while in
- // AddNode mode means insert / add a node.
- //submitUndo( "Add Node" );
- //F32 width = mSelRiver->getNodeWidth( mSelNode );
- U32 newNode = mSelRiver->insertNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal, mAddNodeIdx);
- mIsDirty = true;
- setSelectedNode( newNode );
- return;
- }
- }
- }
- }
- else if ( mMode == mInsertPointMode && mSelRiver != NULL )
- {
- if ( clickedRiverPtr == mSelRiver )
- {
- // NOTE: I guess we have to determine the if the clicked ray intersects a road but not a specific node...
- // in order to handle inserting nodes in the same way as for DecalRoad
- U32 prevNodeIdx = insertNodeIdx;
- U32 nextNodeIdx = ( prevNodeIdx + 1 > mSelRiver->mNodes.size() - 1 ) ? prevNodeIdx : prevNodeIdx + 1;
- const RiverNode &prevNode = mSelRiver->mNodes[prevNodeIdx];
- const RiverNode &nextNode = mSelRiver->mNodes[nextNodeIdx];
- F32 width = ( prevNode.width + nextNode.width ) * 0.5f;
- F32 depth = ( prevNode.depth + nextNode.depth ) * 0.5f;
- Point3F normal = ( prevNode.normal + nextNode.normal ) * 0.5f;
- normal.normalize();
- submitUndo( "Insert Node" );
- U32 newNode = mSelRiver->insertNode( collisionPnt, width, depth, normal, insertNodeIdx + 1 );
- mIsDirty = true;
- setSelectedNode( newNode );
- return;
- }
- }
- else if ( mMode == mRemovePointMode && mSelRiver != NULL )
- {
- if ( nodeClicked && clickedRiverPtr == mSelRiver )
- {
- setSelectedNode( clickedNodeIdx );
- deleteSelectedNode();
- return;
- }
- }
- else if ( mMode == mMovePointMode )
- {
- if ( nodeClicked && clickedRiverPtr == mSelRiver )
- {
- setSelectedNode( clickedNodeIdx );
- return;
- }
- }
- else if ( mMode == mScalePointMode )
- {
- if ( nodeClicked && clickedRiverPtr == mSelRiver )
- {
- setSelectedNode( clickedNodeIdx );
- return;
- }
- }
- else if ( mMode == mRotatePointMode )
- {
- if ( nodeClicked && clickedRiverPtr == mSelRiver )
- {
- setSelectedNode( clickedNodeIdx );
- return;
- }
- }
- }
- void GuiRiverEditorCtrl::on3DRightMouseDown(const Gui3DMouseEvent & event)
- {
- //mIsPanning = true;
- }
- void GuiRiverEditorCtrl::on3DRightMouseUp(const Gui3DMouseEvent & event)
- {
- //mIsPanning = false;
- }
- void GuiRiverEditorCtrl::on3DMouseUp(const Gui3DMouseEvent & event)
- {
- // Keep the Gizmo up to date.
- mGizmo->on3DMouseUp( event );
- mStartWidth = -1.0f;
- mStartHeight = -1.0f;
- mSavedDrag = false;
- mouseUnlock();
- }
- void GuiRiverEditorCtrl::on3DMouseMove(const Gui3DMouseEvent & event)
- {
- if ( mSelRiver != NULL && mMode == mAddNodeMode )
- {
- Point3F pos;
- if ( getStaticPos( event, pos ) )
- {
- pos.z += mSelRiver->getNodeDepth(mSelNode) * 0.5f;
- mSelRiver->setNodePosition( mSelNode, pos );
- mIsDirty = true;
- }
- return;
- }
- if ( mSelRiver != NULL && mSelNode != -1 )
- mGizmo->on3DMouseMove( event );
- // Is cursor hovering over a river?
- if ( mMode == mSelectRiverMode )
- {
- mHoverRiver = NULL;
- Point3F startPnt = event.pos;
- Point3F endPnt = event.pos + event.vec * 1000.0f;
- RayInfo ri;
- if ( gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri) )
- endPnt = ri.point;
- River *pRiver = NULL;
- for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
- {
- pRiver = static_cast<River*>( *iter );
- // Do not select or edit a River within a Prefab.
- if ( Prefab::getPrefabByChild(pRiver) )
- continue;
- if ( pRiver->collideRay( event.pos, event.vec ) )
- {
- mHoverRiver = pRiver;
- break;
- }
- }
- }
- // Is cursor hovering over a RiverNode?
- if ( mHoverRiver )
- {
- River *pRiver = mHoverRiver;
- S32 hoverNodeIdx = -1;
- F32 hoverNodeDist = mNodeSphereRadius;
- //for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
- //{
- // River *pRiver = static_cast<River*>( *iter );
- for ( U32 i = 0; i < pRiver->mNodes.size(); i++ )
- {
- const Point3F &nodePos = pRiver->mNodes[i].point;
- Point3F screenPos;
- project( nodePos, &screenPos );
- F32 dist = ( event.mousePoint - Point2I(screenPos.x, screenPos.y) ).len();
- if ( dist < hoverNodeDist )
- {
- // we found a hit!
- hoverNodeDist = dist;
- hoverNodeIdx = i;
- }
- }
- //}
- mHoverNode = hoverNodeIdx;
- }
- }
- void GuiRiverEditorCtrl::on3DMouseDragged(const Gui3DMouseEvent & event)
- {
- // Drags are only used to transform nodes
- if ( !mSelRiver || mSelNode == -1 ||
- ( mMode != mMovePointMode && mMode != mScalePointMode && mMode != mRotatePointMode ) )
- return;
- // If we haven't already saved,
- // save an undo action to get back to this state,
- // before we make any modifications to the selected node.
- if ( !mSavedDrag )
- {
- submitUndo( "Modify Node" );
- mSavedDrag = true;
- }
- // Let the gizmo handle the drag, eg, modify its transforms
- mGizmo->on3DMouseDragged( event );
- if ( mGizmo->isDirty() )
- {
- Point3F pos = mGizmo->getPosition();
- 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;
- }
- Con::executef( this, "onNodeModified", Con::getIntArg(mSelNode) );
- /*
- // If we are just starting a new drag,
- // we need to save the starting screen position of the mouse,
- // and the starting position of the selected node.
- if ( mStartDragMousePoint == InvalidMousePoint )
- {
- mStartDragMousePoint = event.mousePoint;
- mStartDragNodePos = mSelRiver->getNodePosition( mSelNode );
- }
- MathUtils::Line clickLine;
- clickLine.p = event.pos;
- clickLine.d = event.vec;
- MathUtils::Line axisLine;
- axisLine.p = mStartDragNodePos;
- axisLine.d = mGizmo.selectionToAxisVector( mGizmoSelection );
- MathUtils::LineSegment segment;
- MathUtils::mShortestSegmentBetweenLines( clickLine, axisLine, segment );
- // Segment.p1 is the closest point on the axis line,
- // We want to put the selected gizmo handle at that point,
- // So calculate the offset from the handle to the centerPoint to
- // determine the gizmo's position.
- mSelRiver->setNodePosition( mSelNode, segment.p1 );
- */
- /*
- // Convert the delta (dragged mouse distance) from screen space
- // into world space.
- Point2I deltaScreen = event.mousePoint - mStartDragMousePoint;
- F32 worldDist = ( event.pos - mStartDragNodePos ).len();
-
- Point2F deltaWorld;
- deltaWorld.x = GFX->unprojectRadius( worldDist, deltaScreen.x );
- deltaWorld.y = GFX->unprojectRadius( worldDist, deltaScreen.y );
- // Now modify the selected node depending on the kind of operation we are doing.
- if ( mGizmoSelection == Gizmo::Axis_X )
- {
- Point3F newPos = mStartDragNodePos;
- newPos.x += deltaWorld.x;
- mSelRiver->setNodePosition( mSelNode, newPos );
- }
- else if ( mGizmoSelection == Gizmo::Axis_Y )
- {
- Point3F newPos = mStartDragNodePos;
- newPos.y += deltaWorld.x;
- mSelRiver->setNodePosition( mSelNode, newPos );
- }
- else if ( mGizmoSelection == Gizmo::Axis_Z )
- {
- Point3F newPos = mStartDragNodePos;
- newPos.z += deltaWorld.y;
- mSelRiver->setNodePosition( mSelNode, newPos );
- }
- */
- /*
- F32 height = mStartHeight + deltaWorldX;
- Con::printf( "height = %g", height );
- mSelRiver->setNodeHeight( mSelNode, height );
- Con::executef( this, "onNodeHeightModified", Con::getFloatArg(height) );
- if ( event.modifier & SI_PRIMARY_CTRL )
- {
- //Point3F tPos;
- //if ( !getStaticPos( event, tPos ) )
- // return;
- if ( mStartHeight == -1.0f )
- {
- mStartHeight = mSelRiver->mNodes[mSelNode].point.z;
- mStartX = event.mousePoint.x;
- mStartWorld = mSelRiver->mNodes[mSelNode].point;
- }
- S32 deltaScreenX = event.mousePoint.x - mStartX;
- F32 worldDist = ( event.pos - mStartWorld ).len();
- F32 deltaWorldX = GFX->unprojectRadius( worldDist, deltaScreenX );
- F32 height = mStartHeight + deltaWorldX;
- Con::printf( "height = %g", height );
- mSelRiver->setNodeHeight( mSelNode, height );
- Con::executef( this, "onNodeHeightModified", Con::getFloatArg(height) );
- }
- else if ( event.modifier & SI_SHIFT )
- {
- Point3F tPos;
- if ( !getStaticPos( event, tPos ) )
- return;
- if ( mStartWidth == -1.0f )
- {
- mStartWidth = mSelRiver->mNodes[mSelNode].width;
-
- mStartX = event.mousePoint.x;
- mStartWorld = tPos;
- }
- S32 deltaScreenX = event.mousePoint.x - mStartX;
-
- F32 worldDist = ( event.pos - mStartWorld ).len();
- F32 deltaWorldX = GFX->unprojectRadius( worldDist, deltaScreenX );
- F32 width = mStartWidth + deltaWorldX;
- mSelRiver->setNodeWidth( mSelNode, width );
- Con::executef( this, "onNodeWidthModified", Con::getFloatArg(width) );
- }
- else
- {
- Point3F tPos;
- if ( !getStaticPos( event, tPos ) )
- return;
- else if ( mGizmoSelection == Gizmo::Axis_Y )
- {
- Point3F newPos = mStartDragNodePos;
- newPos.y += deltaWorld.x;
- mSelRiver->setNodePosition( mSelNode, newPos );
- }
- mSelRiver->setNodePosition( mSelNode, tPos );
- }
- */
- }
- void GuiRiverEditorCtrl::on3DMouseEnter(const Gui3DMouseEvent & event)
- {
- // nothing to do
- }
- void GuiRiverEditorCtrl::on3DMouseLeave(const Gui3DMouseEvent & event)
- {
- // nothing to do
- }
- bool GuiRiverEditorCtrl::onKeyDown(const GuiEvent& event)
- {
- if( event.keyCode == KEY_RETURN && mMode == mAddNodeMode )
- {
- // Delete the node attached to the cursor.
- deleteSelectedNode();
- mMode = mAddRiverMode;
- return true;
- }
- return false;
- }
- void GuiRiverEditorCtrl::updateGuiInfo()
- {
- // nothing to do
- }
-
- void GuiRiverEditorCtrl::onRender( Point2I offset, const RectI &updateRect )
- {
- PROFILE_SCOPE( GuiRiverEditorCtrl_OnRender );
- Parent::onRender( offset, updateRect );
- return;
- }
-
- void GuiRiverEditorCtrl::renderScene(const RectI & updateRect)
- {
- //GFXDrawUtil *drawer = GFX->getDrawUtil();
- 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 ( mHoverRiver && mHoverRiver != mSelRiver )
- {
- _drawRiverSpline( mHoverRiver, mHoverSplineColor );
- }
- if ( mSelRiver )
- {
- _drawRiverSpline( mSelRiver, mSelectedSplineColor );
- // Render Gizmo for selected node if were in either of the three transform modes
- if ( mSelNode != -1 && ( mMode == mMovePointMode || mMode == mScalePointMode || mMode == mRotatePointMode ) )
- {
- if( mMode == mMovePointMode )
- {
- mGizmo->getProfile()->mode = MoveMode;
- }
- else if( mMode == mScalePointMode )
- {
- mGizmo->getProfile()->mode = ScaleMode;
- }
- else if( mMode == mRotatePointMode )
- {
- mGizmo->getProfile()->mode = RotateMode;
- }
- const RiverNode &node = mSelRiver->mNodes[mSelNode];
- MatrixF objMat = mSelRiver->getNodeTransform(mSelNode);
- Point3F objScale( node.width, 1.0f, node.depth );
- Point3F worldPos = node.point;
- mGizmo->set( objMat, worldPos, objScale );
- mGizmo->renderGizmo( mLastCameraQuery.cameraMatrix, mLastCameraQuery.fov );
-
- // Render Gizmo text
- //mGizmo->renderText( mSaveViewport, mSaveModelview, mSaveProjection );
- }
- }
- // Now draw all the 2d stuff!
- GFX->setClipRect(updateRect);
- // Draw Control nodes for selecting and highlighted rivers
- if ( mHoverRiver )
- _drawRiverControlNodes( mHoverRiver, mHoverSplineColor );
- if ( mSelRiver )
- _drawRiverControlNodes( mSelRiver, mSelectedSplineColor );
- }
- void GuiRiverEditorCtrl::_drawRiverSpline( River *river, const ColorI &color )
- {
- if ( river->mSlices.size() <= 1 )
- return;
- if ( River::smShowSpline )
- {
- // Render the River center-line
- PrimBuild::color( color );
- PrimBuild::begin( GFXLineStrip, river->mSlices.size() );
- for ( U32 i = 0; i < river->mSlices.size(); i++ )
- {
- PrimBuild::vertex3fv( river->mSlices[i].p1 );
- }
- PrimBuild::end();
- }
-
- if ( River::smWireframe )
- {
- // Left-side line
- PrimBuild::color3i( 100, 100, 100 );
- PrimBuild::begin( GFXLineStrip, river->mSlices.size() );
- for ( U32 i = 0; i < river->mSlices.size(); i++ )
- {
- PrimBuild::vertex3fv( river->mSlices[i].p0 );
- }
- PrimBuild::end();
- // Right-side line
- PrimBuild::begin( GFXLineStrip, river->mSlices.size() );
- for ( U32 i = 0; i < river->mSlices.size(); i++ )
- {
- PrimBuild::vertex3fv( river->mSlices[i].p2 );
- }
- PrimBuild::end();
- // Cross-sections
- PrimBuild::begin( GFXLineList, river->mSlices.size() * 2 );
- for ( U32 i = 0; i < river->mSlices.size(); i++ )
- {
- PrimBuild::vertex3fv( river->mSlices[i].p0 );
- PrimBuild::vertex3fv( river->mSlices[i].p2 );
- }
- PrimBuild::end();
- }
- // Segment
- }
- void GuiRiverEditorCtrl::_drawRiverControlNodes( River *river, const ColorI &color )
- {
- if ( !River::smShowSpline )
- return;
- RectI bounds = getBounds();
- GFXDrawUtil *drawer = GFX->getDrawUtil();
- bool isSelected = ( river == mSelRiver );
- bool isHighlighted = ( river == mHoverRiver );
- for ( U32 i = 0; i < river->mNodes.size(); i++ )
- {
- if ( false && isSelected && mSelNode == i )
- continue;
- const Point3F &wpos = river->mNodes[i].point;
- Point3F spos;
- project( wpos, &spos );
- if ( spos.z > 1.0f )
- continue;
- Point2I posi;
- posi.x = spos.x;
- posi.y = spos.y;
- if ( !bounds.pointInRect( posi ) )
- continue;
- ColorI theColor = color;
- Point2I nodeHalfSize = mNodeHalfSize;
- if ( isHighlighted && mHoverNode == i )
- {
- //theColor = mHoverNodeColor;
- nodeHalfSize += Point2I(2,2);
- }
- if ( isSelected )
- {
- if ( mSelNode == i )
- {
- theColor.set(0,0,255);
- }
- else if ( i == 0 )
- {
- theColor.set(0,255,0);
- }
- else if ( i == river->mNodes.size() - 1 )
- {
- theColor.set(255,0,0);
- }
- }
- drawer->drawRectFill( posi - nodeHalfSize, posi + nodeHalfSize, theColor );
- }
- }
- bool GuiRiverEditorCtrl::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 GuiRiverEditorCtrl::deleteSelectedNode()
- {
- if ( !mSelRiver || mSelNode == -1 )
- return;
-
- // If the River has only two nodes remaining,
- // delete the whole River.
- if ( mSelRiver->mNodes.size() <= 2 )
- {
- deleteSelectedRiver( mMode != mAddNodeMode );
- }
- else
- {
- if ( mMode != mAddNodeMode )
- submitUndo( "Delete Node" );
- // Delete the SelectedNode of the SelectedRiver
- mSelRiver->deleteNode(mSelNode);
- mIsDirty = true;
- // We deleted the Node but not the River (it has nodes left)
- // so decrement the currently selected node.
- if ( mSelRiver->mNodes.size() <= mSelNode )
- setSelectedNode( mSelNode - 1 );
- else
- {
- // force gizmo to update to the selected nodes position
- // the index didn't change but the node it refers to did.
- U32 i = mSelNode;
- mSelNode = -1;
- setSelectedNode( i );
- }
- }
- // If you were in addNodeMode,
- // deleting a node should ends it.
- //mMode = smNormalMode;
- }
- void GuiRiverEditorCtrl::deleteSelectedRiver( bool undoAble )
- {
- AssertFatal( mSelRiver != NULL, "GuiRiverEditorCtrl::deleteSelectedRiver() - No River IS selected" );
- // Not undoAble? Just delete it.
- if ( !undoAble )
- {
- mSelRiver->deleteObject();
- mIsDirty = true;
- Con::executef( this, "onRiverSelected" );
- mSelNode = -1;
- return;
- }
- // Grab the mission editor undo manager.
- UndoManager *undoMan = NULL;
- if ( !Sim::findObject( "EUndoManager", undoMan ) )
- {
- // Couldn't find it? Well just delete the River.
- Con::errorf( "GuiRiverEditorCtrl::on3DMouseDown() - EUndoManager not found!" );
- return;
- }
- else
- {
- // Create the UndoAction.
- MEDeleteUndoAction *action = new MEDeleteUndoAction("Deleted River");
- action->deleteObject( mSelRiver );
- mIsDirty = true;
- // Submit it.
- undoMan->addAction( action );
- }
- // ScriptCallback with 'NULL' parameter for no River currently selected.
- Con::executef( this, "onRiverSelected" );
- // Clear the SelectedNode (it has been deleted along with the River).
- setSelectedNode( -1 );
- mSelNode = -1;
- // SelectedRiver is a SimObjectPtr and will be NULL automatically.
- }
- void GuiRiverEditorCtrl::setMode( String mode, bool sourceShortcut = false )
- {
- mMode = mode;
- if( sourceShortcut )
- Con::executef( this, "paletteSync", mode );
- }
- void GuiRiverEditorCtrl::setSelectedRiver( River *river )
- {
- mSelRiver = river;
- if ( mSelRiver != NULL )
- Con::executef( this, "onRiverSelected", river->getIdString() );
- else
- Con::executef( this, "onRiverSelected" );
- if ( mSelRiver != river )
- setSelectedNode(-1);
- }
- void GuiRiverEditorCtrl::setNodeWidth( F32 width )
- {
- if ( mSelRiver && mSelNode != -1 )
- {
- mSelRiver->setNodeWidth( mSelNode, width );
- mIsDirty = true;
- }
- }
- F32 GuiRiverEditorCtrl::getNodeWidth()
- {
- if ( mSelRiver && mSelNode != -1 )
- return mSelRiver->getNodeWidth( mSelNode );
- return 0.0f;
- }
- void GuiRiverEditorCtrl::setNodeDepth(F32 depth)
- {
- if ( mSelRiver && mSelNode != -1 )
- {
- mSelRiver->setNodeDepth( mSelNode, depth );
- mIsDirty = true;
- }
- }
- F32 GuiRiverEditorCtrl::getNodeDepth()
- {
- if ( mSelRiver && mSelNode != -1 )
- return mSelRiver->getNodeDepth( mSelNode );
- return 0.0f;
- }
- void GuiRiverEditorCtrl::setNodePosition(const Point3F& pos)
- {
- if ( mSelRiver && mSelNode != -1 )
- {
- mSelRiver->setNodePosition( mSelNode, pos );
- mIsDirty = true;
- }
- }
- Point3F GuiRiverEditorCtrl::getNodePosition()
- {
- if ( mSelRiver && mSelNode != -1 )
- return mSelRiver->getNodePosition( mSelNode );
- return Point3F( 0, 0, 0 );
- }
- void GuiRiverEditorCtrl::setNodeNormal( const VectorF &normal )
- {
- if ( mSelRiver && mSelNode != -1 )
- {
- mSelRiver->setNodeNormal( mSelNode, normal );
- mIsDirty = true;
- }
- }
- VectorF GuiRiverEditorCtrl::getNodeNormal()
- {
- if ( mSelRiver && mSelNode != -1 )
- return mSelRiver->getNodeNormal( mSelNode );
- return VectorF::Zero;
- }
- void GuiRiverEditorCtrl::setSelectedNode( S32 node )
- {
- //if ( mSelNode == node )
- // return;
- mSelNode = node;
- if ( mSelNode != -1 )
- {
- const RiverNode &curNode = mSelRiver->mNodes[mSelNode];
- MatrixF objMat = mSelRiver->getNodeTransform(mSelNode);
- Point3F objScale(curNode.width, 1.0f, curNode.depth );
- Point3F worldPos = curNode.point;
- mGizmo->set( objMat, worldPos, objScale );
- }
-
- if ( mSelNode != -1 )
- Con::executef( this, "onNodeSelected", Con::getIntArg(mSelNode) );
- else
- Con::executef( this, "onNodeSelected", Con::getIntArg(-1) );
- }
- void GuiRiverEditorCtrl::submitUndo( const UTF8 *name )
- {
- // Grab the mission editor undo manager.
- UndoManager *undoMan = NULL;
- if ( !Sim::findObject( "EUndoManager", undoMan ) )
- {
- Con::errorf( "GuiRiverEditorCtrl::submitUndo() - EUndoManager not found!" );
- return;
- }
- // Setup the action.
- GuiRiverEditorUndoAction *action = new GuiRiverEditorUndoAction( name );
- action->mObjId = mSelRiver->getId();
- action->mMetersPerSegment = mSelRiver->mMetersPerSegment;
- action->mSegmentsPerBatch = mSelRiver->mSegmentsPerBatch;
- action->mRiverEditor = this;
- for( U32 i = 0; i < mSelRiver->mNodes.size(); i++ )
- {
- action->mNodes.push_back( mSelRiver->mNodes[i] );
- }
-
- undoMan->addAction( action );
- }
- void GuiRiverEditorCtrl::_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, &GuiRiverEditorCtrl::_renderSelectedRiver );
- ri->defaultKey = 100;
- state->getRenderPass()->addInst( ri );
- }
- }
- void GuiRiverEditorCtrl::_renderSelectedRiver( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *matInst )
- {
- if ( !mSelRiver || !River::smEditorOpen)
- return;
- GFXTransformSaver saver;
- GFX->setStateBlock( mZEnableSB );
- if ( River::smShowWalls && mSelRiver->mSlices.size() > 1 )
- {
- Point3F offset(0,0,1);
- // Render the River volume
- PrimBuild::begin( GFXTriangleList, 18 * mSelRiver->mSlices.size() - 1 );
- for ( U32 i = 0; i < mSelRiver->mSlices.size() - 1; i++ )
- {
- const RiverSlice &slice = mSelRiver->mSlices[i];
- const RiverSlice &nextSlice = mSelRiver->mSlices[i+1];
- // Top face
- //drawer->drawQuad( slice.p0, nextSlice.p0, nextSlice.p2, slice.p2, colorRed, true );
- //PrimBuild::color3i( 0, 0, 255 );
- //PrimBuild::vertex3fv( slice.p0 );
- //PrimBuild::vertex3fv( nextSlice.p0 );
- //PrimBuild::vertex3fv( nextSlice.p2 );
- //PrimBuild::vertex3fv( slice.p0 );
- //PrimBuild::vertex3fv( nextSlice.p2 );
- //PrimBuild::vertex3fv( slice.p2 );
- // Bottom face
- PrimBuild::color3i( 0, 255, 0 );
- PrimBuild::vertex3fv( slice.pb0 );
- PrimBuild::vertex3fv( nextSlice.pb0 );
- PrimBuild::vertex3fv( nextSlice.pb2 );
- PrimBuild::vertex3fv( slice.pb0 );
- PrimBuild::vertex3fv( nextSlice.pb2 );
- PrimBuild::vertex3fv( slice.pb2 );
- // Left face
- PrimBuild::color3i( 255, 0, 0 );
- PrimBuild::vertex3fv( slice.pb0 );
- PrimBuild::vertex3fv( nextSlice.pb0 );
- PrimBuild::vertex3fv( nextSlice.p0 );
- PrimBuild::vertex3fv( slice.pb0 );
- PrimBuild::vertex3fv( nextSlice.p0 );
- PrimBuild::vertex3fv( slice.p0 );
- // Right face
- PrimBuild::color3i( 255, 0, 0 );
- PrimBuild::vertex3fv( slice.p2 );
- PrimBuild::vertex3fv( nextSlice.p2 );
- PrimBuild::vertex3fv( nextSlice.pb2 );
- PrimBuild::vertex3fv( slice.p2 );
- PrimBuild::vertex3fv( nextSlice.pb2 );
- PrimBuild::vertex3fv( slice.pb2 );
- }
- PrimBuild::end();
- }
- }
- DefineEngineMethod( GuiRiverEditorCtrl, deleteNode, void, (), , "deleteNode()" )
- {
- object->deleteSelectedNode();
- }
- DefineEngineMethod( GuiRiverEditorCtrl, getMode, const char*, (), , "" )
- {
- return object->getMode();
- }
- DefineEngineMethod( GuiRiverEditorCtrl, setMode, void, ( const char * mode ), , "setMode( String mode )" )
- {
- String newMode = ( mode );
- object->setMode( newMode );
- }
- DefineEngineMethod( GuiRiverEditorCtrl, getNodeWidth, F32, (), , "" )
- {
- return object->getNodeWidth();
- }
- DefineEngineMethod( GuiRiverEditorCtrl, setNodeWidth, void, ( F32 width ), , "" )
- {
- object->setNodeWidth( width );
- }
- DefineEngineMethod( GuiRiverEditorCtrl, getNodeDepth, F32, (), , "" )
- {
- return object->getNodeDepth();
- }
- DefineEngineMethod( GuiRiverEditorCtrl, setNodeDepth, void, ( F32 depth ), , "" )
- {
- object->setNodeDepth( depth );
- }
- DefineEngineMethod( GuiRiverEditorCtrl, getNodePosition, Point3F, (), , "" )
- {
- return object->getNodePosition();
- }
- DefineEngineMethod( GuiRiverEditorCtrl, setNodePosition, void, (Point3F pos), , "" )
- {
- object->setNodePosition( pos );
- }
- DefineEngineMethod( GuiRiverEditorCtrl, getNodeNormal, Point3F, (), , "" )
- {
- return object->getNodeNormal();
- }
- DefineEngineMethod( GuiRiverEditorCtrl, setNodeNormal, void, (Point3F normal), , "" )
- {
- object->setNodeNormal( normal );
- }
- DefineEngineMethod( GuiRiverEditorCtrl, setSelectedRiver, void, (const char * objName), (""), "" )
- {
- if (String::compare( objName,"" )==0)
- object->setSelectedRiver(NULL);
- else
- {
- River *river = NULL;
- if ( Sim::findObject( objName, river ) )
- object->setSelectedRiver(river);
- }
- }
- DefineEngineMethod( GuiRiverEditorCtrl, getSelectedRiver, S32, (), , "" )
- {
- River *river = object->getSelectedRiver();
- if ( !river )
- return 0;
- return river->getId();
- }
- DefineEngineMethod( GuiRiverEditorCtrl, regenerate, void, (), , "" )
- {
- River *river = object->getSelectedRiver();
- if ( river )
- river->regenerate();
- }
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