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. mSavedDrag = false;
  77. mIsDirty = false;
  78. mNodeHalfSize.set(4,4);
  79. mNodeSphereRadius = 15.0f;
  80. mNodeSphereFillColor.set( 15,15,100,145 );
  81. mNodeSphereLineColor.set( 25,25,25,0 );
  82. mHoverSplineColor.set( 255,0,0,255 );
  83. mSelectedSplineColor.set( 0,255,0,255 );
  84. mHoverNodeColor.set( 255,255,255,255 );
  85. mStartDragMousePoint = InvalidMousePoint;
  86. //mMoveNodeCursor = NULL;
  87. //mAddNodeCursor = NULL;
  88. //mInsertNodeCursor = NULL;
  89. //mResizeNodeCursor = NULL;
  90. }
  91. GuiRiverEditorCtrl::~GuiRiverEditorCtrl()
  92. {
  93. // nothing to do
  94. }
  95. void GuiRiverEditorUndoAction::undo()
  96. {
  97. River *river = NULL;
  98. if ( !Sim::findObject( mObjId, river ) )
  99. return;
  100. // Temporarily save the Rivers current data.
  101. F32 metersPerSeg = river->mMetersPerSegment;
  102. Vector<RiverNode> nodes;
  103. nodes.merge( river->mNodes );
  104. // Restore the River properties saved in the UndoAction
  105. river->mMetersPerSegment = mMetersPerSegment;
  106. // Restore the Nodes saved in the UndoAction
  107. river->mNodes.clear();
  108. for ( U32 i = 0; i < mNodes.size(); i++ )
  109. {
  110. river->_addNode( mNodes[i].point, mNodes[i].width, mNodes[i].depth, mNodes[i].normal );
  111. }
  112. // Regenerate the River
  113. river->regenerate();
  114. // If applicable set the selected River and node
  115. mRiverEditor->mSelRiver = river;
  116. mRiverEditor->mSelNode = -1;
  117. // Now save the previous River data in this UndoAction
  118. // since an undo action must become a redo action and vice-versa
  119. mMetersPerSegment = metersPerSeg;
  120. mNodes.clear();
  121. mNodes.merge( nodes );
  122. }
  123. bool GuiRiverEditorCtrl::onAdd()
  124. {
  125. if( !Parent::onAdd() )
  126. return false;
  127. mRiverSet = River::getServerSet();
  128. GFXStateBlockDesc desc;
  129. desc.fillMode = GFXFillSolid;
  130. desc.setBlend( false );
  131. desc.setZReadWrite( false, false );
  132. desc.setCullMode( GFXCullNone );
  133. mZDisableSB = GFX->createStateBlock(desc);
  134. desc.setZReadWrite( true, true );
  135. mZEnableSB = GFX->createStateBlock(desc);
  136. SceneManager::getPreRenderSignal().notify( this, &GuiRiverEditorCtrl::_prepRenderImage );
  137. return true;
  138. }
  139. void GuiRiverEditorCtrl::initPersistFields()
  140. {
  141. docsURL;
  142. addField( "DefaultWidth", TypeF32, Offset( mDefaultWidth, GuiRiverEditorCtrl ) );
  143. addField( "DefaultDepth", TypeF32, Offset( mDefaultDepth, GuiRiverEditorCtrl ) );
  144. addField( "DefaultNormal", TypePoint3F,Offset( mDefaultNormal, GuiRiverEditorCtrl ) );
  145. addField( "HoverSplineColor", TypeColorI, Offset( mHoverSplineColor, GuiRiverEditorCtrl ) );
  146. addField( "SelectedSplineColor", TypeColorI, Offset( mSelectedSplineColor, GuiRiverEditorCtrl ) );
  147. addField( "HoverNodeColor", TypeColorI, Offset( mHoverNodeColor, GuiRiverEditorCtrl ) );
  148. addField( "isDirty", TypeBool, Offset( mIsDirty, GuiRiverEditorCtrl ) );
  149. //addField( "MoveNodeCursor", TYPEID< SimObject >(), Offset( mMoveNodeCursor, GuiRiverEditorCtrl) );
  150. //addField( "AddNodeCursor", TYPEID< SimObject >(), Offset( mAddNodeCursor, GuiRiverEditorCtrl) );
  151. //addField( "InsertNodeCursor", TYPEID< SimObject >(), Offset( mInsertNodeCursor, GuiRiverEditorCtrl) );
  152. //addField( "ResizeNodeCursor", TYPEID< SimObject >(), Offset( mResizeNodeCursor, GuiRiverEditorCtrl) );
  153. Parent::initPersistFields();
  154. }
  155. void GuiRiverEditorCtrl::onSleep()
  156. {
  157. Parent::onSleep();
  158. mMode = mSelectRiverMode;
  159. mHoverNode = -1;
  160. mHoverRiver = NULL;
  161. setSelectedNode(-1);
  162. //mSelRiver = NULL;
  163. //mSelNode = -1;
  164. }
  165. void GuiRiverEditorCtrl::get3DCursor( GuiCursor *&cursor,
  166. bool &visible,
  167. const Gui3DMouseEvent &event_ )
  168. {
  169. //cursor = mAddNodeCursor;
  170. //visible = false;
  171. cursor = NULL;
  172. visible = false;
  173. GuiCanvas *root = getRoot();
  174. if ( !root )
  175. return;
  176. S32 currCursor = PlatformCursorController::curArrow;
  177. if ( root->mCursorChanged == currCursor )
  178. return;
  179. PlatformWindow *window = root->getPlatformWindow();
  180. PlatformCursorController *controller = window->getCursorController();
  181. // We've already changed the cursor,
  182. // so set it back before we change it again.
  183. if( root->mCursorChanged != -1)
  184. controller->popCursor();
  185. // Now change the cursor shape
  186. controller->pushCursor(currCursor);
  187. root->mCursorChanged = currCursor;
  188. }
  189. void GuiRiverEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
  190. {
  191. _process3DMouseDown( event );
  192. mGizmo->on3DMouseDown( event );
  193. if ( !isFirstResponder() )
  194. setFirstResponder();
  195. }
  196. void GuiRiverEditorCtrl::_process3DMouseDown( const Gui3DMouseEvent& event )
  197. {
  198. // Get the raycast collision position
  199. Point3F tPos;
  200. if ( !getStaticPos( event, tPos ) )
  201. return;
  202. mouseLock();
  203. // Construct a LineSegment from the camera position to 1000 meters away in
  204. // the direction clicked.
  205. // If that segment hits the terrain, truncate the ray to only be that length.
  206. // We will use a LineSegment/Sphere intersection test to determine if a RiverNode
  207. // was clicked.
  208. Point3F startPnt = event.pos;
  209. Point3F endPnt = event.pos + event.vec * 1000.0f;
  210. RayInfo ri;
  211. if ( gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri) )
  212. endPnt = ri.point;
  213. River *riverPtr = NULL;
  214. River *clickedRiverPtr = NULL;
  215. // Did we click on a river? check current selection first
  216. U32 insertNodeIdx = -1;
  217. Point3F collisionPnt;
  218. if ( mSelRiver != NULL && mSelRiver->collideRay( event.pos, event.vec, &insertNodeIdx, &collisionPnt ) )
  219. {
  220. clickedRiverPtr = mSelRiver;
  221. }
  222. else
  223. {
  224. for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
  225. {
  226. riverPtr = static_cast<River*>( *iter );
  227. // Do not select or edit a River within a Prefab.
  228. if ( Prefab::getPrefabByChild(riverPtr) )
  229. continue;
  230. if ( riverPtr->collideRay( event.pos, event.vec, &insertNodeIdx, &collisionPnt ) )
  231. {
  232. clickedRiverPtr = riverPtr;
  233. break;
  234. }
  235. }
  236. }
  237. // Did we click on a riverNode?
  238. bool nodeClicked = false;
  239. S32 clickedNodeIdx = -1;
  240. F32 clickedNodeDist = mNodeSphereRadius;
  241. // If we clicked on the currently selected river, only scan its nodes
  242. if ( mSelRiver != NULL && clickedRiverPtr == mSelRiver )
  243. {
  244. for ( U32 i = 0; i < mSelRiver->mNodes.size(); i++ )
  245. {
  246. const Point3F &nodePos = mSelRiver->mNodes[i].point;
  247. Point3F screenPos;
  248. project( nodePos, &screenPos );
  249. F32 dist = ( event.mousePoint - Point2I(screenPos.x, screenPos.y) ).len();
  250. if ( dist < clickedNodeDist )
  251. {
  252. clickedNodeDist = dist;
  253. clickedNodeIdx = i;
  254. insertNodeIdx = i;
  255. nodeClicked = true;
  256. }
  257. }
  258. }
  259. else
  260. {
  261. for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
  262. {
  263. riverPtr = static_cast<River*>( *iter );
  264. // Do not select or edit a River within a Prefab.
  265. if ( Prefab::getPrefabByChild(riverPtr) )
  266. continue;
  267. for ( U32 i = 0; i < riverPtr->mNodes.size(); i++ )
  268. {
  269. const Point3F &nodePos = riverPtr->mNodes[i].point;
  270. Point3F screenPos;
  271. project( nodePos, &screenPos );
  272. F32 dist = ( event.mousePoint - Point2I(screenPos.x, screenPos.y) ).len();
  273. if ( dist < clickedNodeDist )
  274. {
  275. // we found a hit!
  276. clickedNodeDist = dist;
  277. clickedNodeIdx = i;
  278. insertNodeIdx = i;
  279. nodeClicked = true;
  280. clickedRiverPtr = riverPtr;
  281. }
  282. }
  283. }
  284. }
  285. // shortcuts
  286. bool dblClick = ( event.mouseClickCount > 1 );
  287. if( dblClick )
  288. {
  289. if( mMode == mSelectRiverMode )
  290. {
  291. setMode( mAddRiverMode, true );
  292. return;
  293. }
  294. if( mMode == mAddNodeMode )
  295. {
  296. // Delete the node attached to the cursor.
  297. deleteSelectedNode();
  298. mMode = mAddRiverMode;
  299. return;
  300. }
  301. }
  302. //this check is here in order to bounce back from deleting a whole road with ctrl+z
  303. //this check places the editor back into addrivermode
  304. if ( mMode == mAddNodeMode )
  305. {
  306. if ( !mSelRiver )
  307. mMode = mAddRiverMode;
  308. }
  309. if ( mMode == mSelectRiverMode )
  310. {
  311. // Did not click on a River or a node.
  312. if ( !clickedRiverPtr )
  313. {
  314. setSelectedRiver( NULL );
  315. setSelectedNode( -1 );
  316. return;
  317. }
  318. // Clicked on a River that wasn't the currently selected River.
  319. if ( clickedRiverPtr != mSelRiver )
  320. {
  321. setSelectedRiver( clickedRiverPtr );
  322. setSelectedNode( clickedNodeIdx );
  323. return;
  324. }
  325. // Clicked on a node in the currently selected River that wasn't
  326. // the currently selected node.
  327. if ( nodeClicked )
  328. {
  329. setSelectedNode( clickedNodeIdx );
  330. return;
  331. }
  332. }
  333. else if ( mMode == mAddRiverMode )
  334. {
  335. if ( nodeClicked )
  336. {
  337. // A double-click on a node in Normal mode means set AddNode mode.
  338. if ( clickedNodeIdx == 0 )
  339. {
  340. setSelectedRiver( clickedRiverPtr );
  341. setSelectedNode( clickedNodeIdx );
  342. mAddNodeIdx = clickedNodeIdx;
  343. mMode = mAddNodeMode;
  344. mSelNode = mSelRiver->insertNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal, mAddNodeIdx );
  345. mIsDirty = true;
  346. return;
  347. }
  348. else if ( clickedNodeIdx == clickedRiverPtr->mNodes.size() - 1 )
  349. {
  350. setSelectedRiver( clickedRiverPtr );
  351. setSelectedNode( clickedNodeIdx );
  352. mAddNodeIdx = U32_MAX;
  353. mMode = mAddNodeMode;
  354. mSelNode = mSelRiver->addNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal);
  355. mIsDirty = true;
  356. setSelectedNode( mSelNode );
  357. return;
  358. }
  359. }
  360. if ( !isMethod( "createRiver" ) )
  361. {
  362. Con::errorf( "GuiRiverEditorCtrl::on3DMouseDown - createRiver method does not exist." );
  363. return;
  364. }
  365. ConsoleValue cValue = Con::executef( this, "createRiver" );
  366. const char* res = cValue.getString();
  367. River *newRiver;
  368. if ( !Sim::findObject( res, newRiver ) )
  369. {
  370. Con::errorf( "GuiRiverEditorCtrl::on3DMouseDown - createRiver method did not return a river object." );
  371. return;
  372. }
  373. // Add to Scene
  374. Scene* scene = Scene::getRootScene();
  375. if ( !scene )
  376. Con::errorf( "GuiRiverEditorCtrl - could not find root Scene to add new River" );
  377. else
  378. scene->addObject( newRiver );
  379. Point3F pos( endPnt );
  380. pos.z += mDefaultDepth * 0.5f;
  381. newRiver->insertNode( pos, mDefaultWidth, mDefaultDepth, mDefaultNormal, 0 );
  382. U32 newNode = newRiver->insertNode( pos, mDefaultWidth, mDefaultDepth, mDefaultNormal, 1 );
  383. // Always add to the end of the road, the first node is the start.
  384. mAddNodeIdx = U32_MAX;
  385. setSelectedRiver( newRiver );
  386. setSelectedNode( newNode );
  387. mMode = mAddNodeMode;
  388. // Disable the hover node while in addNodeMode, we
  389. // don't want some random node enlarged.
  390. mHoverNode = -1;
  391. // Grab the mission editor undo manager.
  392. UndoManager *undoMan = NULL;
  393. if ( !Sim::findObject( "EUndoManager", undoMan ) )
  394. {
  395. Con::errorf( "GuiMeshRoadEditorCtrl::on3DMouseDown() - EUndoManager not found!" );
  396. return;
  397. }
  398. // Create the UndoAction.
  399. MECreateUndoAction *action = new MECreateUndoAction("Create MeshRoad");
  400. action->addObject( newRiver );
  401. // Submit it.
  402. undoMan->addAction( action );
  403. return;
  404. }
  405. else if ( mMode == mAddNodeMode )
  406. {
  407. // Oops the road got deleted, maybe from an undo action?
  408. // Back to NormalMode.
  409. if ( mSelRiver )
  410. {
  411. // A double-click on a node in Normal mode means set AddNode mode.
  412. if ( clickedNodeIdx == 0 )
  413. {
  414. submitUndo( "Add Node" );
  415. mAddNodeIdx = clickedNodeIdx;
  416. mMode = mAddNodeMode;
  417. mSelNode = mSelRiver->insertNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal, mAddNodeIdx );
  418. mIsDirty = true;
  419. setSelectedNode( mSelNode );
  420. return;
  421. }
  422. else
  423. {
  424. if( clickedRiverPtr && clickedNodeIdx == clickedRiverPtr->mNodes.size() - 1 )
  425. {
  426. submitUndo( "Add Node" );
  427. mAddNodeIdx = U32_MAX;
  428. mMode = mAddNodeMode;
  429. U32 newNode = mSelRiver->addNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal);
  430. mIsDirty = true;
  431. setSelectedNode( newNode );
  432. return;
  433. }
  434. else
  435. {
  436. submitUndo( "Insert Node" );
  437. // A single-click on empty space while in
  438. // AddNode mode means insert / add a node.
  439. //submitUndo( "Add Node" );
  440. //F32 width = mSelRiver->getNodeWidth( mSelNode );
  441. U32 newNode = mSelRiver->insertNode( tPos, mDefaultWidth, mDefaultDepth, mDefaultNormal, mAddNodeIdx);
  442. mIsDirty = true;
  443. setSelectedNode( newNode );
  444. return;
  445. }
  446. }
  447. }
  448. }
  449. else if ( mMode == mInsertPointMode && mSelRiver != NULL )
  450. {
  451. if ( clickedRiverPtr == mSelRiver )
  452. {
  453. // NOTE: I guess we have to determine the if the clicked ray intersects a road but not a specific node...
  454. // in order to handle inserting nodes in the same way as for DecalRoad
  455. U32 prevNodeIdx = insertNodeIdx;
  456. U32 nextNodeIdx = ( prevNodeIdx + 1 > mSelRiver->mNodes.size() - 1 ) ? prevNodeIdx : prevNodeIdx + 1;
  457. const RiverNode &prevNode = mSelRiver->mNodes[prevNodeIdx];
  458. const RiverNode &nextNode = mSelRiver->mNodes[nextNodeIdx];
  459. F32 width = ( prevNode.width + nextNode.width ) * 0.5f;
  460. F32 depth = ( prevNode.depth + nextNode.depth ) * 0.5f;
  461. Point3F normal = ( prevNode.normal + nextNode.normal ) * 0.5f;
  462. normal.normalize();
  463. submitUndo( "Insert Node" );
  464. U32 newNode = mSelRiver->insertNode( collisionPnt, width, depth, normal, insertNodeIdx + 1 );
  465. mIsDirty = true;
  466. setSelectedNode( newNode );
  467. return;
  468. }
  469. }
  470. else if ( mMode == mRemovePointMode && mSelRiver != NULL )
  471. {
  472. if ( nodeClicked && clickedRiverPtr == mSelRiver )
  473. {
  474. setSelectedNode( clickedNodeIdx );
  475. deleteSelectedNode();
  476. return;
  477. }
  478. }
  479. else if ( mMode == mMovePointMode )
  480. {
  481. if ( nodeClicked && clickedRiverPtr == mSelRiver )
  482. {
  483. setSelectedNode( clickedNodeIdx );
  484. return;
  485. }
  486. }
  487. else if ( mMode == mScalePointMode )
  488. {
  489. if ( nodeClicked && clickedRiverPtr == mSelRiver )
  490. {
  491. setSelectedNode( clickedNodeIdx );
  492. return;
  493. }
  494. }
  495. else if ( mMode == mRotatePointMode )
  496. {
  497. if ( nodeClicked && clickedRiverPtr == mSelRiver )
  498. {
  499. setSelectedNode( clickedNodeIdx );
  500. return;
  501. }
  502. }
  503. }
  504. void GuiRiverEditorCtrl::on3DRightMouseDown(const Gui3DMouseEvent & event)
  505. {
  506. //mIsPanning = true;
  507. }
  508. void GuiRiverEditorCtrl::on3DRightMouseUp(const Gui3DMouseEvent & event)
  509. {
  510. //mIsPanning = false;
  511. }
  512. void GuiRiverEditorCtrl::on3DMouseUp(const Gui3DMouseEvent & event)
  513. {
  514. // Keep the Gizmo up to date.
  515. mGizmo->on3DMouseUp( event );
  516. mStartWidth = -1.0f;
  517. mStartHeight = -1.0f;
  518. mSavedDrag = false;
  519. mouseUnlock();
  520. }
  521. void GuiRiverEditorCtrl::on3DMouseMove(const Gui3DMouseEvent & event)
  522. {
  523. if ( mSelRiver != NULL && mMode == mAddNodeMode )
  524. {
  525. Point3F pos;
  526. if ( getStaticPos( event, pos ) )
  527. {
  528. pos.z += mSelRiver->getNodeDepth(mSelNode) * 0.5f;
  529. mSelRiver->setNodePosition( mSelNode, pos );
  530. mIsDirty = true;
  531. }
  532. return;
  533. }
  534. if ( mSelRiver != NULL && mSelNode != -1 )
  535. mGizmo->on3DMouseMove( event );
  536. // Is cursor hovering over a river?
  537. if ( mMode == mSelectRiverMode )
  538. {
  539. mHoverRiver = NULL;
  540. Point3F startPnt = event.pos;
  541. Point3F endPnt = event.pos + event.vec * 1000.0f;
  542. RayInfo ri;
  543. if ( gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri) )
  544. endPnt = ri.point;
  545. River *pRiver = NULL;
  546. for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
  547. {
  548. pRiver = static_cast<River*>( *iter );
  549. // Do not select or edit a River within a Prefab.
  550. if ( Prefab::getPrefabByChild(pRiver) )
  551. continue;
  552. if ( pRiver->collideRay( event.pos, event.vec ) )
  553. {
  554. mHoverRiver = pRiver;
  555. break;
  556. }
  557. }
  558. }
  559. // Is cursor hovering over a RiverNode?
  560. if ( mHoverRiver )
  561. {
  562. River *pRiver = mHoverRiver;
  563. S32 hoverNodeIdx = -1;
  564. F32 hoverNodeDist = mNodeSphereRadius;
  565. //for ( SimSetIterator iter(mRiverSet); *iter; ++iter )
  566. //{
  567. // River *pRiver = static_cast<River*>( *iter );
  568. for ( U32 i = 0; i < pRiver->mNodes.size(); i++ )
  569. {
  570. const Point3F &nodePos = pRiver->mNodes[i].point;
  571. Point3F screenPos;
  572. project( nodePos, &screenPos );
  573. F32 dist = ( event.mousePoint - Point2I(screenPos.x, screenPos.y) ).len();
  574. if ( dist < hoverNodeDist )
  575. {
  576. // we found a hit!
  577. hoverNodeDist = dist;
  578. hoverNodeIdx = i;
  579. }
  580. }
  581. //}
  582. mHoverNode = hoverNodeIdx;
  583. }
  584. }
  585. void GuiRiverEditorCtrl::on3DMouseDragged(const Gui3DMouseEvent & event)
  586. {
  587. // Drags are only used to transform nodes
  588. if ( !mSelRiver || mSelNode == -1 ||
  589. ( mMode != mMovePointMode && mMode != mScalePointMode && mMode != mRotatePointMode ) )
  590. return;
  591. // If we haven't already saved,
  592. // save an undo action to get back to this state,
  593. // before we make any modifications to the selected node.
  594. if ( !mSavedDrag )
  595. {
  596. submitUndo( "Modify Node" );
  597. mSavedDrag = true;
  598. }
  599. // Let the gizmo handle the drag, eg, modify its transforms
  600. mGizmo->on3DMouseDragged( event );
  601. if ( mGizmo->isDirty() )
  602. {
  603. Point3F pos = mGizmo->getPosition();
  604. Point3F scale = mGizmo->getScale();
  605. const MatrixF &mat = mGizmo->getTransform();
  606. VectorF normal;
  607. mat.getColumn( 2, &normal );
  608. mSelRiver->setNode( pos, scale.x, scale.z, normal, mSelNode );
  609. mIsDirty = true;
  610. }
  611. Con::executef( this, "onNodeModified", Con::getIntArg(mSelNode) );
  612. /*
  613. // If we are just starting a new drag,
  614. // we need to save the starting screen position of the mouse,
  615. // and the starting position of the selected node.
  616. if ( mStartDragMousePoint == InvalidMousePoint )
  617. {
  618. mStartDragMousePoint = event.mousePoint;
  619. mStartDragNodePos = mSelRiver->getNodePosition( mSelNode );
  620. }
  621. MathUtils::Line clickLine;
  622. clickLine.p = event.pos;
  623. clickLine.d = event.vec;
  624. MathUtils::Line axisLine;
  625. axisLine.p = mStartDragNodePos;
  626. axisLine.d = mGizmo.selectionToAxisVector( mGizmoSelection );
  627. MathUtils::LineSegment segment;
  628. MathUtils::mShortestSegmentBetweenLines( clickLine, axisLine, segment );
  629. // Segment.p1 is the closest point on the axis line,
  630. // We want to put the selected gizmo handle at that point,
  631. // So calculate the offset from the handle to the centerPoint to
  632. // determine the gizmo's position.
  633. mSelRiver->setNodePosition( mSelNode, segment.p1 );
  634. */
  635. /*
  636. // Convert the delta (dragged mouse distance) from screen space
  637. // into world space.
  638. Point2I deltaScreen = event.mousePoint - mStartDragMousePoint;
  639. F32 worldDist = ( event.pos - mStartDragNodePos ).len();
  640. Point2F deltaWorld;
  641. deltaWorld.x = GFX->unprojectRadius( worldDist, deltaScreen.x );
  642. deltaWorld.y = GFX->unprojectRadius( worldDist, deltaScreen.y );
  643. // Now modify the selected node depending on the kind of operation we are doing.
  644. if ( mGizmoSelection == Gizmo::Axis_X )
  645. {
  646. Point3F newPos = mStartDragNodePos;
  647. newPos.x += deltaWorld.x;
  648. mSelRiver->setNodePosition( mSelNode, newPos );
  649. }
  650. else if ( mGizmoSelection == Gizmo::Axis_Y )
  651. {
  652. Point3F newPos = mStartDragNodePos;
  653. newPos.y += deltaWorld.x;
  654. mSelRiver->setNodePosition( mSelNode, newPos );
  655. }
  656. else if ( mGizmoSelection == Gizmo::Axis_Z )
  657. {
  658. Point3F newPos = mStartDragNodePos;
  659. newPos.z += deltaWorld.y;
  660. mSelRiver->setNodePosition( mSelNode, newPos );
  661. }
  662. */
  663. /*
  664. F32 height = mStartHeight + deltaWorldX;
  665. Con::printf( "height = %g", height );
  666. mSelRiver->setNodeHeight( mSelNode, height );
  667. Con::executef( this, "onNodeHeightModified", Con::getFloatArg(height) );
  668. if ( event.modifier & SI_PRIMARY_CTRL )
  669. {
  670. //Point3F tPos;
  671. //if ( !getStaticPos( event, tPos ) )
  672. // return;
  673. if ( mStartHeight == -1.0f )
  674. {
  675. mStartHeight = mSelRiver->mNodes[mSelNode].point.z;
  676. mStartX = event.mousePoint.x;
  677. mStartWorld = mSelRiver->mNodes[mSelNode].point;
  678. }
  679. S32 deltaScreenX = event.mousePoint.x - mStartX;
  680. F32 worldDist = ( event.pos - mStartWorld ).len();
  681. F32 deltaWorldX = GFX->unprojectRadius( worldDist, deltaScreenX );
  682. F32 height = mStartHeight + deltaWorldX;
  683. Con::printf( "height = %g", height );
  684. mSelRiver->setNodeHeight( mSelNode, height );
  685. Con::executef( this, "onNodeHeightModified", Con::getFloatArg(height) );
  686. }
  687. else if ( event.modifier & SI_SHIFT )
  688. {
  689. Point3F tPos;
  690. if ( !getStaticPos( event, tPos ) )
  691. return;
  692. if ( mStartWidth == -1.0f )
  693. {
  694. mStartWidth = mSelRiver->mNodes[mSelNode].width;
  695. mStartX = event.mousePoint.x;
  696. mStartWorld = tPos;
  697. }
  698. S32 deltaScreenX = event.mousePoint.x - mStartX;
  699. F32 worldDist = ( event.pos - mStartWorld ).len();
  700. F32 deltaWorldX = GFX->unprojectRadius( worldDist, deltaScreenX );
  701. F32 width = mStartWidth + deltaWorldX;
  702. mSelRiver->setNodeWidth( mSelNode, width );
  703. Con::executef( this, "onNodeWidthModified", Con::getFloatArg(width) );
  704. }
  705. else
  706. {
  707. Point3F tPos;
  708. if ( !getStaticPos( event, tPos ) )
  709. return;
  710. else if ( mGizmoSelection == Gizmo::Axis_Y )
  711. {
  712. Point3F newPos = mStartDragNodePos;
  713. newPos.y += deltaWorld.x;
  714. mSelRiver->setNodePosition( mSelNode, newPos );
  715. }
  716. mSelRiver->setNodePosition( mSelNode, tPos );
  717. }
  718. */
  719. }
  720. void GuiRiverEditorCtrl::on3DMouseEnter(const Gui3DMouseEvent & event)
  721. {
  722. // nothing to do
  723. }
  724. void GuiRiverEditorCtrl::on3DMouseLeave(const Gui3DMouseEvent & event)
  725. {
  726. // nothing to do
  727. }
  728. bool GuiRiverEditorCtrl::onKeyDown(const GuiEvent& event)
  729. {
  730. if( event.keyCode == KEY_RETURN && mMode == mAddNodeMode )
  731. {
  732. // Delete the node attached to the cursor.
  733. deleteSelectedNode();
  734. mMode = mAddRiverMode;
  735. return true;
  736. }
  737. return false;
  738. }
  739. void GuiRiverEditorCtrl::updateGuiInfo()
  740. {
  741. // nothing to do
  742. }
  743. void GuiRiverEditorCtrl::onRender( Point2I offset, const RectI &updateRect )
  744. {
  745. PROFILE_SCOPE( GuiRiverEditorCtrl_OnRender );
  746. Parent::onRender( offset, updateRect );
  747. return;
  748. }
  749. void GuiRiverEditorCtrl::renderScene(const RectI & updateRect)
  750. {
  751. //GFXDrawUtil *drawer = GFX->getDrawUtil();
  752. GFX->setStateBlock( mZDisableSB );
  753. // get the projected size...
  754. GameConnection* connection = GameConnection::getConnectionToServer();
  755. if(!connection)
  756. return;
  757. // Grab the camera's transform
  758. MatrixF mat;
  759. connection->getControlCameraTransform(0, &mat);
  760. // Get the camera position
  761. Point3F camPos;
  762. mat.getColumn(3,&camPos);
  763. if ( mHoverRiver && mHoverRiver != mSelRiver )
  764. {
  765. _drawRiverSpline( mHoverRiver, mHoverSplineColor );
  766. }
  767. if ( mSelRiver )
  768. {
  769. _drawRiverSpline( mSelRiver, mSelectedSplineColor );
  770. // Render Gizmo for selected node if were in either of the three transform modes
  771. if ( mSelNode != -1 && ( mMode == mMovePointMode || mMode == mScalePointMode || mMode == mRotatePointMode ) )
  772. {
  773. if( mMode == mMovePointMode )
  774. {
  775. mGizmo->getProfile()->mode = MoveMode;
  776. }
  777. else if( mMode == mScalePointMode )
  778. {
  779. mGizmo->getProfile()->mode = ScaleMode;
  780. }
  781. else if( mMode == mRotatePointMode )
  782. {
  783. mGizmo->getProfile()->mode = RotateMode;
  784. }
  785. const RiverNode &node = mSelRiver->mNodes[mSelNode];
  786. MatrixF objMat = mSelRiver->getNodeTransform(mSelNode);
  787. Point3F objScale( node.width, 1.0f, node.depth );
  788. Point3F worldPos = node.point;
  789. mGizmo->set( objMat, worldPos, objScale );
  790. mGizmo->renderGizmo( mLastCameraQuery.cameraMatrix, mLastCameraQuery.fov );
  791. // Render Gizmo text
  792. //mGizmo->renderText( mSaveViewport, mSaveModelview, mSaveProjection );
  793. }
  794. }
  795. // Now draw all the 2d stuff!
  796. GFX->setClipRect(updateRect);
  797. // Draw Control nodes for selecting and highlighted rivers
  798. if ( mHoverRiver )
  799. _drawRiverControlNodes( mHoverRiver, mHoverSplineColor );
  800. if ( mSelRiver )
  801. _drawRiverControlNodes( mSelRiver, mSelectedSplineColor );
  802. }
  803. void GuiRiverEditorCtrl::_drawRiverSpline( River *river, const ColorI &color )
  804. {
  805. if ( river->mSlices.size() <= 1 )
  806. return;
  807. if ( River::smShowSpline )
  808. {
  809. // Render the River center-line
  810. PrimBuild::color( color );
  811. PrimBuild::begin( GFXLineStrip, river->mSlices.size() );
  812. for ( U32 i = 0; i < river->mSlices.size(); i++ )
  813. {
  814. PrimBuild::vertex3fv( river->mSlices[i].p1 );
  815. }
  816. PrimBuild::end();
  817. }
  818. if ( River::smWireframe )
  819. {
  820. // Left-side line
  821. PrimBuild::color3i( 100, 100, 100 );
  822. PrimBuild::begin( GFXLineStrip, river->mSlices.size() );
  823. for ( U32 i = 0; i < river->mSlices.size(); i++ )
  824. {
  825. PrimBuild::vertex3fv( river->mSlices[i].p0 );
  826. }
  827. PrimBuild::end();
  828. // Right-side line
  829. PrimBuild::begin( GFXLineStrip, river->mSlices.size() );
  830. for ( U32 i = 0; i < river->mSlices.size(); i++ )
  831. {
  832. PrimBuild::vertex3fv( river->mSlices[i].p2 );
  833. }
  834. PrimBuild::end();
  835. // Cross-sections
  836. PrimBuild::begin( GFXLineList, river->mSlices.size() * 2 );
  837. for ( U32 i = 0; i < river->mSlices.size(); i++ )
  838. {
  839. PrimBuild::vertex3fv( river->mSlices[i].p0 );
  840. PrimBuild::vertex3fv( river->mSlices[i].p2 );
  841. }
  842. PrimBuild::end();
  843. }
  844. // Segment
  845. }
  846. void GuiRiverEditorCtrl::_drawRiverControlNodes( River *river, const ColorI &color )
  847. {
  848. if ( !River::smShowSpline )
  849. return;
  850. RectI bounds = getBounds();
  851. GFXDrawUtil *drawer = GFX->getDrawUtil();
  852. bool isSelected = ( river == mSelRiver );
  853. bool isHighlighted = ( river == mHoverRiver );
  854. for ( U32 i = 0; i < river->mNodes.size(); i++ )
  855. {
  856. if ( false && isSelected && mSelNode == i )
  857. continue;
  858. const Point3F &wpos = river->mNodes[i].point;
  859. Point3F spos;
  860. project( wpos, &spos );
  861. if ( spos.z > 1.0f )
  862. continue;
  863. Point2I posi;
  864. posi.x = spos.x;
  865. posi.y = spos.y;
  866. if ( !bounds.pointInRect( posi ) )
  867. continue;
  868. ColorI theColor = color;
  869. Point2I nodeHalfSize = mNodeHalfSize;
  870. if ( isHighlighted && mHoverNode == i )
  871. {
  872. //theColor = mHoverNodeColor;
  873. nodeHalfSize += Point2I(2,2);
  874. }
  875. if ( isSelected )
  876. {
  877. if ( mSelNode == i )
  878. {
  879. theColor.set(0,0,255);
  880. }
  881. else if ( i == 0 )
  882. {
  883. theColor.set(0,255,0);
  884. }
  885. else if ( i == river->mNodes.size() - 1 )
  886. {
  887. theColor.set(255,0,0);
  888. }
  889. }
  890. drawer->drawRectFill( posi - nodeHalfSize, posi + nodeHalfSize, theColor );
  891. }
  892. }
  893. bool GuiRiverEditorCtrl::getStaticPos( const Gui3DMouseEvent & event, Point3F &tpos )
  894. {
  895. // Find clicked point on the terrain
  896. Point3F startPnt = event.pos;
  897. Point3F endPnt = event.pos + event.vec * 1000.0f;
  898. RayInfo ri;
  899. bool hit;
  900. hit = gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri);
  901. tpos = ri.point;
  902. return hit;
  903. }
  904. void GuiRiverEditorCtrl::deleteSelectedNode()
  905. {
  906. if ( !mSelRiver || mSelNode == -1 )
  907. return;
  908. // If the River has only two nodes remaining,
  909. // delete the whole River.
  910. if ( mSelRiver->mNodes.size() <= 2 )
  911. {
  912. deleteSelectedRiver( mMode != mAddNodeMode );
  913. }
  914. else
  915. {
  916. if ( mMode != mAddNodeMode )
  917. submitUndo( "Delete Node" );
  918. // Delete the SelectedNode of the SelectedRiver
  919. mSelRiver->deleteNode(mSelNode);
  920. mIsDirty = true;
  921. // We deleted the Node but not the River (it has nodes left)
  922. // so decrement the currently selected node.
  923. if ( mSelRiver->mNodes.size() <= mSelNode )
  924. setSelectedNode( mSelNode - 1 );
  925. else
  926. {
  927. // force gizmo to update to the selected nodes position
  928. // the index didn't change but the node it refers to did.
  929. U32 i = mSelNode;
  930. mSelNode = -1;
  931. setSelectedNode( i );
  932. }
  933. }
  934. // If you were in addNodeMode,
  935. // deleting a node should ends it.
  936. //mMode = smNormalMode;
  937. }
  938. void GuiRiverEditorCtrl::deleteSelectedRiver( bool undoAble )
  939. {
  940. AssertFatal( mSelRiver != NULL, "GuiRiverEditorCtrl::deleteSelectedRiver() - No River IS selected" );
  941. // Not undoAble? Just delete it.
  942. if ( !undoAble )
  943. {
  944. mSelRiver->deleteObject();
  945. mIsDirty = true;
  946. Con::executef( this, "onRiverSelected" );
  947. mSelNode = -1;
  948. return;
  949. }
  950. // Grab the mission editor undo manager.
  951. UndoManager *undoMan = NULL;
  952. if ( !Sim::findObject( "EUndoManager", undoMan ) )
  953. {
  954. // Couldn't find it? Well just delete the River.
  955. Con::errorf( "GuiRiverEditorCtrl::on3DMouseDown() - EUndoManager not found!" );
  956. return;
  957. }
  958. else
  959. {
  960. // Create the UndoAction.
  961. MEDeleteUndoAction *action = new MEDeleteUndoAction("Deleted River");
  962. action->deleteObject( mSelRiver );
  963. mIsDirty = true;
  964. // Submit it.
  965. undoMan->addAction( action );
  966. }
  967. // ScriptCallback with 'NULL' parameter for no River currently selected.
  968. Con::executef( this, "onRiverSelected" );
  969. // Clear the SelectedNode (it has been deleted along with the River).
  970. setSelectedNode( -1 );
  971. mSelNode = -1;
  972. // SelectedRiver is a SimObjectPtr and will be NULL automatically.
  973. }
  974. void GuiRiverEditorCtrl::setMode( String mode, bool sourceShortcut = false )
  975. {
  976. mMode = mode;
  977. if( sourceShortcut )
  978. Con::executef( this, "paletteSync", mode );
  979. }
  980. void GuiRiverEditorCtrl::setSelectedRiver( River *river )
  981. {
  982. mSelRiver = river;
  983. if ( mSelRiver != NULL )
  984. Con::executef( this, "onRiverSelected", river->getIdString() );
  985. else
  986. Con::executef( this, "onRiverSelected" );
  987. if ( mSelRiver != river )
  988. setSelectedNode(-1);
  989. }
  990. void GuiRiverEditorCtrl::setNodeWidth( F32 width )
  991. {
  992. if ( mSelRiver && mSelNode != -1 )
  993. {
  994. mSelRiver->setNodeWidth( mSelNode, width );
  995. mIsDirty = true;
  996. }
  997. }
  998. F32 GuiRiverEditorCtrl::getNodeWidth()
  999. {
  1000. if ( mSelRiver && mSelNode != -1 )
  1001. return mSelRiver->getNodeWidth( mSelNode );
  1002. return 0.0f;
  1003. }
  1004. void GuiRiverEditorCtrl::setNodeDepth(F32 depth)
  1005. {
  1006. if ( mSelRiver && mSelNode != -1 )
  1007. {
  1008. mSelRiver->setNodeDepth( mSelNode, depth );
  1009. mIsDirty = true;
  1010. }
  1011. }
  1012. F32 GuiRiverEditorCtrl::getNodeDepth()
  1013. {
  1014. if ( mSelRiver && mSelNode != -1 )
  1015. return mSelRiver->getNodeDepth( mSelNode );
  1016. return 0.0f;
  1017. }
  1018. void GuiRiverEditorCtrl::setNodePosition(const Point3F& pos)
  1019. {
  1020. if ( mSelRiver && mSelNode != -1 )
  1021. {
  1022. mSelRiver->setNodePosition( mSelNode, pos );
  1023. mIsDirty = true;
  1024. }
  1025. }
  1026. Point3F GuiRiverEditorCtrl::getNodePosition()
  1027. {
  1028. if ( mSelRiver && mSelNode != -1 )
  1029. return mSelRiver->getNodePosition( mSelNode );
  1030. return Point3F( 0, 0, 0 );
  1031. }
  1032. void GuiRiverEditorCtrl::setNodeNormal( const VectorF &normal )
  1033. {
  1034. if ( mSelRiver && mSelNode != -1 )
  1035. {
  1036. mSelRiver->setNodeNormal( mSelNode, normal );
  1037. mIsDirty = true;
  1038. }
  1039. }
  1040. VectorF GuiRiverEditorCtrl::getNodeNormal()
  1041. {
  1042. if ( mSelRiver && mSelNode != -1 )
  1043. return mSelRiver->getNodeNormal( mSelNode );
  1044. return VectorF::Zero;
  1045. }
  1046. void GuiRiverEditorCtrl::setSelectedNode( S32 node )
  1047. {
  1048. //if ( mSelNode == node )
  1049. // return;
  1050. mSelNode = node;
  1051. if ( mSelNode != -1 )
  1052. {
  1053. const RiverNode &curNode = mSelRiver->mNodes[mSelNode];
  1054. MatrixF objMat = mSelRiver->getNodeTransform(mSelNode);
  1055. Point3F objScale(curNode.width, 1.0f, curNode.depth );
  1056. Point3F worldPos = curNode.point;
  1057. mGizmo->set( objMat, worldPos, objScale );
  1058. }
  1059. if ( mSelNode != -1 )
  1060. Con::executef( this, "onNodeSelected", Con::getIntArg(mSelNode) );
  1061. else
  1062. Con::executef( this, "onNodeSelected", Con::getIntArg(-1) );
  1063. }
  1064. void GuiRiverEditorCtrl::submitUndo( const UTF8 *name )
  1065. {
  1066. // Grab the mission editor undo manager.
  1067. UndoManager *undoMan = NULL;
  1068. if ( !Sim::findObject( "EUndoManager", undoMan ) )
  1069. {
  1070. Con::errorf( "GuiRiverEditorCtrl::submitUndo() - EUndoManager not found!" );
  1071. return;
  1072. }
  1073. // Setup the action.
  1074. GuiRiverEditorUndoAction *action = new GuiRiverEditorUndoAction( name );
  1075. action->mObjId = mSelRiver->getId();
  1076. action->mMetersPerSegment = mSelRiver->mMetersPerSegment;
  1077. action->mSegmentsPerBatch = mSelRiver->mSegmentsPerBatch;
  1078. action->mRiverEditor = this;
  1079. for( U32 i = 0; i < mSelRiver->mNodes.size(); i++ )
  1080. {
  1081. action->mNodes.push_back( mSelRiver->mNodes[i] );
  1082. }
  1083. undoMan->addAction( action );
  1084. }
  1085. void GuiRiverEditorCtrl::_prepRenderImage( SceneManager* sceneGraph, const SceneRenderState* state )
  1086. {
  1087. if ( isAwake() && River::smEditorOpen && mSelRiver )
  1088. {
  1089. ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
  1090. ri->type = RenderPassManager::RIT_Editor;
  1091. ri->renderDelegate.bind( this, &GuiRiverEditorCtrl::_renderSelectedRiver );
  1092. ri->defaultKey = 100;
  1093. state->getRenderPass()->addInst( ri );
  1094. }
  1095. }
  1096. void GuiRiverEditorCtrl::_renderSelectedRiver( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *matInst )
  1097. {
  1098. if ( !mSelRiver || !River::smEditorOpen)
  1099. return;
  1100. GFXTransformSaver saver;
  1101. GFX->setStateBlock( mZEnableSB );
  1102. if ( River::smShowWalls && mSelRiver->mSlices.size() > 1 )
  1103. {
  1104. Point3F offset(0,0,1);
  1105. // Render the River volume
  1106. PrimBuild::begin( GFXTriangleList, 18 * mSelRiver->mSlices.size() - 1 );
  1107. for ( U32 i = 0; i < mSelRiver->mSlices.size() - 1; i++ )
  1108. {
  1109. const RiverSlice &slice = mSelRiver->mSlices[i];
  1110. const RiverSlice &nextSlice = mSelRiver->mSlices[i+1];
  1111. // Top face
  1112. //drawer->drawQuad( slice.p0, nextSlice.p0, nextSlice.p2, slice.p2, colorRed, true );
  1113. //PrimBuild::color3i( 0, 0, 255 );
  1114. //PrimBuild::vertex3fv( slice.p0 );
  1115. //PrimBuild::vertex3fv( nextSlice.p0 );
  1116. //PrimBuild::vertex3fv( nextSlice.p2 );
  1117. //PrimBuild::vertex3fv( slice.p0 );
  1118. //PrimBuild::vertex3fv( nextSlice.p2 );
  1119. //PrimBuild::vertex3fv( slice.p2 );
  1120. // Bottom face
  1121. PrimBuild::color3i( 0, 255, 0 );
  1122. PrimBuild::vertex3fv( slice.pb0 );
  1123. PrimBuild::vertex3fv( nextSlice.pb0 );
  1124. PrimBuild::vertex3fv( nextSlice.pb2 );
  1125. PrimBuild::vertex3fv( slice.pb0 );
  1126. PrimBuild::vertex3fv( nextSlice.pb2 );
  1127. PrimBuild::vertex3fv( slice.pb2 );
  1128. // Left face
  1129. PrimBuild::color3i( 255, 0, 0 );
  1130. PrimBuild::vertex3fv( slice.pb0 );
  1131. PrimBuild::vertex3fv( nextSlice.pb0 );
  1132. PrimBuild::vertex3fv( nextSlice.p0 );
  1133. PrimBuild::vertex3fv( slice.pb0 );
  1134. PrimBuild::vertex3fv( nextSlice.p0 );
  1135. PrimBuild::vertex3fv( slice.p0 );
  1136. // Right face
  1137. PrimBuild::color3i( 255, 0, 0 );
  1138. PrimBuild::vertex3fv( slice.p2 );
  1139. PrimBuild::vertex3fv( nextSlice.p2 );
  1140. PrimBuild::vertex3fv( nextSlice.pb2 );
  1141. PrimBuild::vertex3fv( slice.p2 );
  1142. PrimBuild::vertex3fv( nextSlice.pb2 );
  1143. PrimBuild::vertex3fv( slice.pb2 );
  1144. }
  1145. PrimBuild::end();
  1146. }
  1147. }
  1148. DefineEngineMethod( GuiRiverEditorCtrl, deleteNode, void, (), , "deleteNode()" )
  1149. {
  1150. object->deleteSelectedNode();
  1151. }
  1152. DefineEngineMethod( GuiRiverEditorCtrl, getMode, const char*, (), , "" )
  1153. {
  1154. return object->getMode();
  1155. }
  1156. DefineEngineMethod( GuiRiverEditorCtrl, setMode, void, ( const char * mode ), , "setMode( String mode )" )
  1157. {
  1158. String newMode = ( mode );
  1159. object->setMode( newMode );
  1160. }
  1161. DefineEngineMethod( GuiRiverEditorCtrl, getNodeWidth, F32, (), , "" )
  1162. {
  1163. return object->getNodeWidth();
  1164. }
  1165. DefineEngineMethod( GuiRiverEditorCtrl, setNodeWidth, void, ( F32 width ), , "" )
  1166. {
  1167. object->setNodeWidth( width );
  1168. }
  1169. DefineEngineMethod( GuiRiverEditorCtrl, getNodeDepth, F32, (), , "" )
  1170. {
  1171. return object->getNodeDepth();
  1172. }
  1173. DefineEngineMethod( GuiRiverEditorCtrl, setNodeDepth, void, ( F32 depth ), , "" )
  1174. {
  1175. object->setNodeDepth( depth );
  1176. }
  1177. DefineEngineMethod( GuiRiverEditorCtrl, getNodePosition, Point3F, (), , "" )
  1178. {
  1179. return object->getNodePosition();
  1180. }
  1181. DefineEngineMethod( GuiRiverEditorCtrl, setNodePosition, void, (Point3F pos), , "" )
  1182. {
  1183. object->setNodePosition( pos );
  1184. }
  1185. DefineEngineMethod( GuiRiverEditorCtrl, getNodeNormal, Point3F, (), , "" )
  1186. {
  1187. return object->getNodeNormal();
  1188. }
  1189. DefineEngineMethod( GuiRiverEditorCtrl, setNodeNormal, void, (Point3F normal), , "" )
  1190. {
  1191. object->setNodeNormal( normal );
  1192. }
  1193. DefineEngineMethod( GuiRiverEditorCtrl, setSelectedRiver, void, (const char * objName), (""), "" )
  1194. {
  1195. if (String::compare( objName,"" )==0)
  1196. object->setSelectedRiver(NULL);
  1197. else
  1198. {
  1199. River *river = NULL;
  1200. if ( Sim::findObject( objName, river ) )
  1201. object->setSelectedRiver(river);
  1202. }
  1203. }
  1204. DefineEngineMethod( GuiRiverEditorCtrl, getSelectedRiver, S32, (), , "" )
  1205. {
  1206. River *river = object->getSelectedRiver();
  1207. if ( !river )
  1208. return 0;
  1209. return river->getId();
  1210. }
  1211. DefineEngineMethod( GuiRiverEditorCtrl, regenerate, void, (), , "" )
  1212. {
  1213. River *river = object->getSelectedRiver();
  1214. if ( river )
  1215. river->regenerate();
  1216. }