Torque3D/Engine/modules/Verve/VPath/VPathEditor.cpp

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2019-03-07 22:23:41 +00:00
//-----------------------------------------------------------------------------
// Verve
// Copyright (C) 2014 - Violent Tulip
//
// 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 "VPathEditor.h"
#include "console/consoleTypes.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/primBuilder.h"
#include "gui/worldEditor/worldEditor.h"
#include "math/mathUtils.h"
#include "sim/netConnection.h"
//-----------------------------------------------------------------------------
static F32 gProjectDistance = 2000.f;
static F32 gSelectionDistance = 2.f;
static ColorI gPathColor( 255, 255, 255 );
static ColorI gPathColorSel( 0, 255, 255 );
static ColorI gNodeLookAtPointColor( 255, 127, 39 );
//-----------------------------------------------------------------------------
// Implement the Edit Mode enum list.
ImplementEnumType( VPathEditorMode, "" )
{ VPathEditor::k_Gizmo, "GIZMO" },
{ VPathEditor::k_AddNode, "ADDNODE" },
{ VPathEditor::k_DeleteNode, "DELETENODE" },
EndImplementEnumType;
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT( VPathEditor );
//-----------------------------------------------------------------------------
VPathEditor::VPathEditor( void ) :
mIsDirty( false ),
mEditMode( k_Gizmo ),
mEditWeight( false ),
mEditWeightHandle( -1 )
{
// Void.
}
bool VPathEditor::onAdd( void )
{
if ( !Parent::onAdd() )
{
return false;
}
// Assign Gizmo Name.
mGizmo->assignName( "VPathEditorGizmo" );
return true;
}
bool VPathEditor::onWake( void )
{
// Clear Selection.
updateSelection( NULL, -1 );
// Return Parent Value.
return Parent::onWake();
}
void VPathEditor::initPersistFields( void )
{
addField( "IsDirty", TypeBool, Offset( mIsDirty, VPathEditor ) );
addField( "EditMode", TYPEID<EditMode>(), Offset( mEditMode, VPathEditor ) );
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
//
// Gui Events
//
//-----------------------------------------------------------------------------
void VPathEditor::on3DMouseDown( const Gui3DMouseEvent &pEvent )
{
// Using the Gizmo?
if ( mEditMode != k_Gizmo )
{
// No, Quit Now.
return;
}
// Gizmo Event.
mGizmo->on3DMouseDown( pEvent );
if ( isValidSelection() )
{
// Store Node Information.
pushNodeEdit();
switch( mGizmoProfile->mode )
{
case MoveMode:
case RotateMode:
{
if ( mGizmo->getSelection() != Gizmo::None )
{
// Using Gizmo.
return;
}
} break;
case ScaleMode:
{
if ( isEditingWeight( pEvent ) )
{
// Editing Weights.
return;
}
} break;
}
}
else if ( mSelection.Path )
{
// Store Path Information.
pushPathEdit();
if ( mGizmo->getSelection() != Gizmo::None )
{
// Using Gizmo.
return;
}
}
// Update Selection.
if ( !updateSelection( pEvent ) )
{
// Clear Selection.
updateSelection( NULL, -1 );
}
}
void VPathEditor::on3DMouseUp( const Gui3DMouseEvent &pEvent )
{
switch ( mEditMode )
{
case k_Gizmo :
{
// Gizmo Event.
mGizmo->on3DMouseUp( pEvent );
// Handle History Actions.
popPathEdit();
popNodeEdit();
// Clear Editing.
mEditWeight = false;
} break;
case k_AddNode :
{
if ( mSelection.Path != NULL )
{
// Add New!
addNode( pEvent );
// Dirty.
mIsDirty = true;
}
} break;
case k_DeleteNode :
{
// Update Selection.
if ( updateSelection( pEvent ) )
{
if ( isValidSelection() )
{
// Delete Node.
deleteNode( mSelection.Node );
// Dirty.
mIsDirty = true;
}
// Clear Node Selection.
updateSelection( mSelection.Path, -1 );
}
} break;
}
}
void VPathEditor::on3DMouseMove( const Gui3DMouseEvent &pEvent )
{
// Update?
if ( mEditMode != k_Gizmo || !mSelection.Path )
{
return;
}
// Update Gizmo?
if ( mSelection.Node == -1 || mGizmoProfile->mode != ScaleMode )
{
// Gizmo Event.
mGizmo->on3DMouseMove( pEvent );
}
}
void VPathEditor::on3DMouseDragged( const Gui3DMouseEvent &pEvent )
{
// Update?
if ( mEditMode != k_Gizmo || !mSelection.Path )
{
return;
}
// Update Gizmo?
if ( mSelection.Node == -1 || mGizmoProfile->mode != ScaleMode )
{
// Gizmo Event.
mGizmo->on3DMouseDragged( pEvent );
// Handle Gizmo?
if ( mGizmo->getSelection() == Gizmo::None )
{
// Return.
return;
}
}
// Editing the Path?
if ( mSelection.Node == -1 )
{
switch ( mGizmoProfile->mode )
{
case MoveMode :
{
// Fetch Node Position.
const Point3F oldPosition = mSelection.Path->getPosition();
// Determine New Position.
const Point3F newPosition = ( oldPosition + mGizmo->getOffset() );
// Apply New Position.
setPathPosition( newPosition );
// Dirty.
mIsDirty = true;
mPathEdit.Dirty = true;
} break;
/*
case RotateMode :
{
// Rotation Delta.
MatrixF deltaRotation( EulerF( mGizmo->getDeltaRot() ) );
// Fetch Current Transform.
MatrixF mat = mSelection.Path->getTransform();
mat.mul( deltaRotation );
// Apply New Transform.
setPathTransform( mat );
// Dirty.
mIsDirty = true;
mPathEdit.Dirty = true;
} break;
case ScaleMode :
{
// Apply New Scale.
setPathScale( mGizmo->getScale() );
// Dirty.
mIsDirty = true;
mPathEdit.Dirty = true;
} break;
*/
}
}
// No, Editing a Node
else
{
switch ( mGizmoProfile->mode )
{
case MoveMode :
{
// Fetch Node.
VPathNode *node = mSelection.Path->getNode( mSelection.Node );
// Fetch Node Position.
const Point3F oldPosition = node->getLocalPosition();
// Invert Transform.
MatrixF pathTransform = mSelection.Path->getTransform();
pathTransform.setPosition( Point3F::Zero );
pathTransform.inverse();
Point3F deltaPosition = mGizmo->getOffset();
pathTransform.mulP( deltaPosition );
// Apply New Position.
setNodePosition( mSelection.Node, ( oldPosition + deltaPosition ) );
} break;
case RotateMode :
{
// Fetch Node.
VPathNode *node = mSelection.Path->getNode( mSelection.Node );
// Invert Transform.
MatrixF pathTransform = mSelection.Path->getTransform();
pathTransform.setPosition( Point3F::Zero );
pathTransform.inverse();
// Rotation Delta.
MatrixF deltaRotation( EulerF( mGizmo->getDeltaRot() ) );
pathTransform.mul( deltaRotation );
// Fetch Current Transform.
MatrixF mat = node->getWorldTransform();
mat.mul( deltaRotation );
// Construct Quat.
QuatF newRotation;
newRotation.set( mat );
// Apply New Rotation.
setNodeRotation( mSelection.Node, newRotation );
} break;
case ScaleMode :
{
if ( isEditingWeight() )
{
// Edit Weight.
updateWeight( pEvent );
}
} break;
}
}
}
//-----------------------------------------------------------------------------
//
// Reference Methods.
//
//-----------------------------------------------------------------------------
VPath *VPathEditor::getClientPath( VPath *pPath )
{
if ( !pPath )
{
return NULL;
}
NetConnection *toServer = NetConnection::getConnectionToServer();
NetConnection *toClient = NetConnection::getLocalClientConnection();
if ( !toServer || !toClient )
{
return NULL;
}
const S32 ghostIndex = toClient->getGhostIndex( pPath );
if ( ghostIndex == -1 )
{
return NULL;
}
return dynamic_cast<VPath*>( toServer->resolveGhost( ghostIndex ) );
}
//-----------------------------------------------------------------------------
//
// Selection Methods.
//
//-----------------------------------------------------------------------------
bool VPathEditor::updateSelection( const Gui3DMouseEvent &pEvent )
{
const Point3F pt0 = pEvent.pos;
const Point3F pt1 = pEvent.pos + pEvent.vec * gProjectDistance;
RayInfo ri;
if ( !gServerContainer.collideBox( pt0, pt1, MarkerObjectType, &ri ) )
{
// No Object.
return false;
}
VPath *path = dynamic_cast<VPath*>( ri.object );
if ( !path )
{
// No Path Object.
return false;
}
// No Node.
S32 nodeIndex = -1;
for ( VPathNodeIterator itr = path->mNodeList.begin(); itr != path->mNodeList.end(); itr++ )
{
VPathNode *node = ( *itr );
Point3F projPosition;
project( node->getWorldPosition(), &projPosition );
if ( projPosition.z <= 0.0f )
{
continue;
}
const Point2I rectHalfSize( 8, 8 );
const Point2I screenPosition( ( S32 )projPosition.x, ( S32 )projPosition.y );
const RectI screenRect( screenPosition - rectHalfSize, 2 * rectHalfSize );
// Mouse Close Enough?
if ( screenRect.pointInRect( pEvent.mousePoint ) )
{
// Select Node.
nodeIndex = ( itr - path->mNodeList.begin() );
}
}
// Set Selection.
updateSelection( path, nodeIndex );
// Valid Selection.
return true;
}
void VPathEditor::updateSelection( VPath *pPathObject, const S32 &pNodeIndex )
{
// Store Selection.
mSelection.Path = pPathObject;
mSelection.Node = pNodeIndex;
// Quick Update.
updateSelection();
// Return Buffer.
char buffer[2][32];
dSprintf( buffer[0], sizeof( buffer[0] ), "%d", ( pPathObject ) ? pPathObject->getId() : 0 );
dSprintf( buffer[1], sizeof( buffer[1] ), "%d", pNodeIndex );
// Callback.
Con::executef( this, "onUpdateSelection", buffer[0], buffer[1] );
}
void VPathEditor::updateSelection( void )
{
if ( !isValidSelection() )
{
// No Further Updates.
return;
}
// Fetch Node.
VPathNode *node = mSelection.Path->getNode( mSelection.Node );
// Fetch Node Rotation Matrix.
MatrixF mat;
node->getWorldRotation().setMatrix( &mat );
// Determine Tangent Axis.
Point3F pt0( VPath::gBezierAxis * node->getWeight() );
Point3F pt1( -VPath::gBezierAxis * node->getWeight() );
// Rotate Axis.
mat.mulP( pt0 );
mat.mulP( pt1 );
// Offset Points.
pt0 += node->getWorldPosition();
pt1 += node->getWorldPosition();
// Store Points.
mSelection.TangentHandle[0] = pt0;
mSelection.TangentHandle[1] = pt1;
}
ConsoleMethod( VPathEditor, clearSelection, void, 2, 2, "( void )" )
{
// Clear Selection.
object->updateSelection( NULL, -1 );
}
ConsoleMethod( VPathEditor, setSelection, void, 3, 4, "( pObject, [pNodeIndex] )" )
{
// Fetch Path.
VPath *path = dynamic_cast<VPath*>( Sim::findObject( argv[2] ) );
if ( !path )
{
Con::errorf( "VPathEditor::setSelection() - Unable to select target Object." );
return;
}
if ( argc == 3 )
{
// Select Path.
object->updateSelection( path, -1 );
return;
}
// Select Path & Node.
object->updateSelection( path, dAtoi( argv[3] ) );
}
ConsoleMethod( VPathEditor, isValidSelection, bool, 2, 2, "( void )" )
{
return object->isValidSelection();
}
ConsoleMethod( VPathEditor, getSelectedPath, S32, 2, 2, "( void )" )
{
// Fetch Path.
VPath *path = object->mSelection.Path;
// Return ID.
return ( path ) ? path->getId() : 0;
}
ConsoleMethod( VPathEditor, getSelectedNode, S32, 2, 2, "( void )" )
{
// Return Node Index.
return ( object->mSelection.Path ) ? object->mSelection.Node : -1;
}
ConsoleMethod( VPathEditor, deleteSelection, void, 2, 2, "( void )" )
{
// Valid Selection?
if ( object->isValidSelection() )
{
object->deleteNode( object->mSelection.Node );
}
}
//-----------------------------------------------------------------------------
//
// Weight Editing Methods.
//
//-----------------------------------------------------------------------------
bool VPathEditor::isEditingWeight( const Gui3DMouseEvent &pEvent )
{
if ( !isValidSelection() || mSelection.Path->mPathType != VPath::k_PathBezier )
{
// False.
mEditWeight = false;
// Invalid Selection.
return false;
}
const Point3F pt0 = pEvent.pos;
const Point3F pt1 = pEvent.pos + pEvent.vec * gProjectDistance;
// Min Index.
S32 minNode = -1;
F32 minDistance = F32_MAX;
for ( S32 i = 0; i < 2; i++ )
{
Point3F pt;
if ( !Utility::FindNearestPointOnLine( mSelection.TangentHandle[i], pt0, pt1, &pt ) )
{
// Skip.
continue;
}
// Distance.
const F32 ptDistance = ( pt - mSelection.TangentHandle[i] ).len();
if ( ptDistance < minDistance )
{
// Store Index.
minNode = i;
// Store Distance.
minDistance = ptDistance;
}
}
if ( minDistance > gSelectionDistance )
{
// False.
mEditWeight = false;
// Too Far Away.
return false;
}
// True.
mEditWeight = true;
mEditWeightHandle = minNode;
return true;
}
void VPathEditor::updateWeight( const Gui3DMouseEvent &pEvent )
{
if ( !isEditingWeight() )
{
// Woops!
return;
}
// Fetch Current Node.
VPathNode *node = mSelection.Path->getNode( mSelection.Node );
Point3F nodePos = node->getWorldPosition();
// Fetch Node Transform.
MatrixF mat = node->getWorldTransform();
// Fetch the Normal.
const VectorF planeNormal = mat.getColumn3F( 0 );
// Construct Plane.
const PlaneF plane( nodePos, planeNormal );
Point3F iPt;
if ( plane.intersect( pEvent.pos, pEvent.vec, &iPt ) )
{
/*
// Fetch Edit Vector.
VectorF tangentVect( mSelection.TangentHandle[mEditWeightHandle] - nodePos );
tangentVect.normalize();
// Fetch Mouse Vector.
VectorF mouseVec( iPt - nodePos );
F32 mouseDist = mouseVec.len();
mouseVec.normalize();
// Find the Angles.
F32 tangentAngle = mAtan2( -tangentVect.z, tangentVect.x );
F32 mouseAngle = mAtan2( -mouseVec.z, mouseVec.x );
// Determine Sign.
const S32 sign = ( planeNormal.y > 0.f ) ? -1.f : 1.f;
// Delta Rotation..
const QuatF deltaRotation( AngAxisF( planeNormal, sign * ( mouseAngle - tangentAngle ) ) );
// Calculate New Rotation.
QuatF newRotation;
newRotation.mul( nodePos, deltaRotation );
// Apply Rotation.
setNodeRotation( mSelection.Node, newRotation );
*/
/*
// Fetch Edit Vector.
VectorF handleVec( mSelection.TangentHandle[mEditWeightHandle] - nodePos );
handleVec.normalize();
// Fetch Mouse Vector.
VectorF mouseVec( iPt - nodePos );
mouseVec.normalize();
// Find the Angles.
F32 handleAngle = Utility::GetPitch( handleVec ); //mAtan2( -handleVec.z, handleVec.x );
F32 mouseAngle = Utility::GetPitch( mouseVec ); //mAtan2( -mouseVec.z, mouseVec.x );
// Determine Sign.
const S32 sign = ( planeNormal.y > 0.f ) ? -1.f : 1.f;
// Delta Rotation.
MatrixF rotMat;
AngAxisF::RotateY( sign * ( mouseAngle - handleAngle ), &rotMat );
// Rotate.
mat.mul( rotMat );
QuatF newRotation;
newRotation.set( mat );
// Apply Rotation.
setNodeRotation( mSelection.Node, newRotation );
*/
// Apply Weight.
setNodeWeight( mSelection.Node, ( iPt - nodePos ).len() );
}
}
//-----------------------------------------------------------------------------
//
// Path Editing Methods.
//
//-----------------------------------------------------------------------------
void VPathEditor::setPathPosition( const Point3F &pPosition )
{
// Fetch Paths.
VPath *serverPath = mSelection.Path;
VPath *clientPath = getClientPath( serverPath );
// Update Position.
serverPath->setPosition( pPosition );
clientPath->setPosition( pPosition );
// Update Selection.
updateSelection();
}
void VPathEditor::setPathRotation( const QuatF &pRotation )
{
// Determine the Matrix.
MatrixF mat;
pRotation.setMatrix( &mat );
mat.setPosition( mSelection.Path->getPosition() );
// Update Transform.
setPathTransform( mat );
}
void VPathEditor::setPathTransform( const MatrixF &pTransform )
{
// Fetch Paths.
VPath *serverPath = mSelection.Path;
VPath *clientPath = getClientPath( serverPath );
// Update Transform.
serverPath->setTransform( pTransform );
clientPath->setTransform( pTransform );
// Update Selection.
updateSelection();
}
void VPathEditor::setPathScale( const VectorF &pScale )
{
// Fetch Paths.
VPath *serverPath = mSelection.Path;
VPath *clientPath = getClientPath( serverPath );
// Fetch Current Scale.
VectorF scale = serverPath->getScale();
scale.convolve( pScale );
// Update Scale.
serverPath->setScale( scale );
clientPath->setScale( scale );
// Update Selection.
updateSelection();
}
//-----------------------------------------------------------------------------
//
// Node Editing Methods.
//
//-----------------------------------------------------------------------------
bool VPathEditor::getPointOnPath( VPath *pPath, const Gui3DMouseEvent &pEvent, S32 &pNode, MatrixF &pTransform )
{
if ( pPath->getNodeCount() < 2 )
{
// Start / End Points.
const Point3F pt0 = pEvent.pos;
const Point3F pt1 = pEvent.pos + pEvent.vec * gProjectDistance;
// Create Intersection Plane.
const PlaneF plane( pPath->getPosition(), VPath::gBezierUp );
// Intersection Point.
Point3F intersectionPoint;
if ( !plane.intersect( pEvent.pos, pEvent.vec, &intersectionPoint ) )
{
// No Intersection.
return false;
}
// I'th Node.
pNode = pPath->getNodeCount();
// Set Identity.
pTransform.identity();
// Set Position.
pTransform.setPosition( intersectionPoint );
// Return.
return true;
}
switch ( pPath->mPathType )
{
case VPath::k_PathLinear :
{
return getPointOnLinearPath( pPath, pEvent, pNode, pTransform );
} break;
case VPath::k_PathBezier :
{
return getPointOnBezierPath( pPath, pEvent, pNode, pTransform );
} break;
}
return false;
}
bool VPathEditor::getPointOnLinearPath( VPath *pPath, const Gui3DMouseEvent &pEvent, S32 &pNode, MatrixF &pTransform )
{
// Start / End Points.
const Point3F pt0 = pEvent.pos;
const Point3F pt1 = pEvent.pos + pEvent.vec * gProjectDistance;
S32 minNode = -1;
F32 minDistance = F32_MAX;
Point3F minPoint( 0.f, 0.f, 0.f );
for ( VPathNodeIterator itr = pPath->mNodeList.begin(); itr != pPath->mNodeList.end(); itr++ )
{
// Fetch Nodes.
VPathNode *srcNode = ( *itr );
VPathNode *dstNode = ( itr == ( pPath->mNodeList.end() - 1 ) ) ? ( *( pPath->mNodeList.begin() ) ) : ( *( itr + 1 ) );
// Project to Screen.
Point3F srcNodeScreenPosition, dstNodeScreenPosition;
project( srcNode->getWorldPosition(), &srcNodeScreenPosition );
project( dstNode->getWorldPosition(), &dstNodeScreenPosition );
// Skip?
if ( srcNodeScreenPosition.z > 1.f && dstNodeScreenPosition.z > 1.f )
{
continue;
}
Point3F ptOut0, ptOut1;
F32 ptOutDistance;
if ( !Utility::FindNearestDistanceBetweenLines( pt0, pt1,
srcNode->getWorldPosition(), dstNode->getWorldPosition(),
&ptOut0, &ptOut1, &ptOutDistance ) )
{
continue;
}
if ( ptOutDistance < minDistance )
{
minDistance = ptOutDistance;
minPoint = ptOut1;
minNode = ( itr - pPath->mNodeList.begin() );
}
}
// Distance too Large?
if ( minDistance > 0.25f )
{
// Invalid.
return false;
}
// Setup.
pTransform.identity();
pTransform.setPosition( minPoint );
// Store Node.
pNode = minNode;
return true;
}
bool VPathEditor::getPointOnBezierPath( VPath *pPath, const Gui3DMouseEvent &pEvent, S32 &pNode, MatrixF &pTransform )
{
S32 minNode = -1;
F32 minInterp = 0.f;
F32 minDistance = F32_MAX;
Point3F minPoint( 0.f, 0.f, 0.f );
for ( VPathNodeIterator itr = pPath->mNodeList.begin(); itr != pPath->mNodeList.end(); itr++ )
{
// Fetch Nodes.
VPathNode *srcNode = ( *itr );
VPathNode *dstNode = ( itr == ( pPath->mNodeList.end() - 1 ) ) ? ( *( pPath->mNodeList.begin() ) ) : ( *( itr + 1 ) );
// Project to Screen.
Point3F srcNodeScreenPosition, dstNodeScreenPosition;
project( srcNode->getWorldPosition(), &srcNodeScreenPosition );
project( dstNode->getWorldPosition(), &dstNodeScreenPosition );
// Skip?
if ( srcNodeScreenPosition.z > 1.f && dstNodeScreenPosition.z > 1.f )
{
continue;
}
// Positions.
const Point3F &pt0 = srcNode->getWorldPosition();
const Point3F &pt3 = dstNode->getWorldPosition();
// Fetch Node Rotation Matrices.
MatrixF mat0, mat1;
srcNode->getWorldRotation().setMatrix( &mat0 );
dstNode->getWorldRotation().setMatrix( &mat1 );
// Determine Tangent Axis.
Point3F pt1( VPath::gBezierAxis * srcNode->getWeight() );
Point3F pt2( -VPath::gBezierAxis * dstNode->getWeight() );
// Rotate Axis.
mat0.mulP( pt1 );
mat1.mulP( pt2 );
// Offset Points.
pt1 += pt0;
pt2 += pt3;
for ( F32 t = 0.f, it = 1.f; t <= 1.f; t += 0.1f, it = ( 1.f - t ) )
{
// Calculate Position.
Point3F pos = ( pt0 * it * it * it ) + ( 3 * pt1 * it * it * t ) + ( 3 * pt2 * it * t * t ) + ( pt3 * t * t * t );
// Determine the Screen Position.
Point3F screenPos;
project( pos, &screenPos );
// Behind?
if ( screenPos.z > 1.f )
{
// Skip Point.
continue;
}
// Determine the Distance.
F32 screenDistance = Point2F( screenPos.x - pEvent.mousePoint.x, screenPos.y - pEvent.mousePoint.y ).lenSquared();
// Min Distance?
if ( screenDistance < minDistance )
{
// Store.
minDistance = screenDistance;
minInterp = t;
minPoint = pos;
minNode = ( itr - pPath->mNodeList.begin() );
}
}
}
// Distance too Large?
if ( minDistance > 1000.f )
{
// Invalid.
return false;
}
// Fetch Orientation.
const VectorF &orientation = pPath->getPathOrientation( pPath->getNode( minNode ),
pPath->getNode( ( minNode + 1 ) % pPath->getNodeCount() ),
minInterp, true );
// Z-Axis.
VectorF zVec = -orientation;
zVec.normalize();
// X-Axis.
VectorF xVec = mCross( VPath::gBezierUp, zVec );
xVec.normalize();
// Y-Axis.
VectorF yVec = mCross( zVec, xVec );
yVec.normalize();
// Setup Object Transform.
pTransform.identity();
pTransform.setColumn( 0, xVec );
pTransform.setColumn( 1, -zVec );
pTransform.setColumn( 2, yVec );
// Set the Position.
pTransform.setPosition( minPoint );
// Store Node.
pNode = minNode;
return true;
}
void VPathEditor::addNode( const Gui3DMouseEvent &pEvent )
{
VPath *path = mSelection.Path;
if ( !path )
{
// Woops!
return;
}
// Min Index.
S32 nodeIndex = -1;
MatrixF nodeTransform( true );
if ( !getPointOnPath( path, pEvent, nodeIndex, nodeTransform ) )
{
// Can't Add.
return;
}
// Invert Transform.
MatrixF pathTransform = mSelection.Path->getTransform();
pathTransform.setPosition( Point3F::Zero );
pathTransform.inverse();
Point3F nodePosition = ( nodeTransform.getPosition() - mSelection.Path->getPosition() );
pathTransform.mulP( nodePosition );
// Node Rotation.
nodeTransform.mul( pathTransform );
QuatF nodeRotation( nodeTransform );
// Node Weights.
F32 nodeWeight = 10.f;
// Add New Node.
VPathNode *node = path->addNode( nodePosition, nodeRotation, nodeWeight, ++nodeIndex );
// Valid Node?
if ( !node )
{
return;
}
// Update Size.
path->updateContainer();
// Calculate Path.
path->calculatePath();
UndoManager *historyManager = NULL;
if ( !Sim::findObject( "EUndoManager", historyManager ) )
{
Con::errorf( "VPathEditor::addNode() - EUndoManager not found!" );
return;
}
// Create Undo Action.
VPathEditorAddNodeAction *editAction = new VPathEditorAddNodeAction();
// Store Editor.
editAction->mEditor = this;
// Store Node Details.
editAction->mPath = path;
editAction->mNodeIndex = nodeIndex;
editAction->mNodePosition = nodePosition;
editAction->mNodeRotation = nodeRotation;
editAction->mNodeWeight = nodeWeight;
// Add To Manager.
historyManager->addAction( editAction );
// Set World Editor Dirty.
setWorldEditorDirty();
}
void VPathEditor::deleteNode( const S32 &pNodeIndex )
{
VPath *path = mSelection.Path;
if ( !path )
{
// Woops!
return;
}
// Fetch Node Properites.
VPathNode *node = path->getNode( pNodeIndex );
const Point3F position = node->getLocalPosition();
const QuatF rotation = node->getLocalRotation();
const F32 weight = node->getWeight();
// Delete Node.
path->deleteNode( pNodeIndex );
// Update Path.
path->updateContainer();
// Calculate Path.
path->calculatePath();
// Selected Node?
const S32 _nodeIndex = pNodeIndex;
if ( pNodeIndex == mSelection.Node )
{
// Update Selection.
updateSelection( mSelection.Path, -1 );
}
UndoManager *historyManager = NULL;
if ( !Sim::findObject( "EUndoManager", historyManager ) )
{
Con::errorf( "VPathEditor::deleteNode() - EUndoManager not found!" );
return;
}
// Create Undo Action.
VPathEditorDeleteNodeAction *editAction = new VPathEditorDeleteNodeAction();
// Store Editor.
editAction->mEditor = this;
// Store Node Details.
editAction->mPath = path;
editAction->mNodeIndex = _nodeIndex;
editAction->mNodePosition = position;
editAction->mNodeRotation = rotation;
editAction->mNodeWeight = weight;
// Add To Manager.
historyManager->addAction( editAction );
// Set World Editor Dirty.
setWorldEditorDirty();
}
void VPathEditor::setNodePosition( const S32 &pNodeIndex, const Point3F &pPosition )
{
// Fetch Paths.
VPath *serverPath = mSelection.Path;
VPath *clientPath = getClientPath( serverPath );
// Sanity!
if ( !serverPath || !clientPath )
{
return;
}
// Change?
if ( serverPath->getNodeLocalPosition( pNodeIndex ) == pPosition )
{
return;
}
// Set Position.
serverPath->setNodePosition( pNodeIndex, pPosition );
clientPath->setNodePosition( pNodeIndex, pPosition );
// Update Selection.
updateSelection();
// Dirty.
mIsDirty = true;
mNodeEdit.Dirty = true;
// Arg Buffer.
char buffer[3][32];
dSprintf( buffer[0], sizeof( buffer[0] ), "%d", mSelection.Path->getId() );
dSprintf( buffer[1], sizeof( buffer[1] ), "%d", pNodeIndex );
dSprintf( buffer[2], sizeof( buffer[2] ), "%d", ( mSelection.Node == pNodeIndex ) );
// Callback.
Con::executef( this, "onUpdateNodePosition", buffer[0], buffer[1], buffer[2] );
}
void VPathEditor::setNodeRotation( const S32 &pNodeIndex, const QuatF &pRotation )
{
// Fetch Paths.
VPath *serverPath = mSelection.Path;
VPath *clientPath = getClientPath( serverPath );
// Sanity!
if ( !serverPath || !clientPath )
{
return;
}
// Change?
if ( serverPath->getNodeLocalRotation( pNodeIndex ) == pRotation )
{
return;
}
// Set Position.
serverPath->setNodeRotation( pNodeIndex, pRotation );
clientPath->setNodeRotation( pNodeIndex, pRotation );
// Update Selection.
updateSelection();
// Dirty.
mIsDirty = true;
mNodeEdit.Dirty = true;
// Arg Buffer.
char buffer[3][32];
dSprintf( buffer[0], sizeof( buffer[0] ), "%d", mSelection.Path->getId() );
dSprintf( buffer[1], sizeof( buffer[1] ), "%d", pNodeIndex );
dSprintf( buffer[2], sizeof( buffer[2] ), "%d", ( mSelection.Node == pNodeIndex ) );
// Callback.
Con::executef( this, "onUpdateNodeRotation", buffer[0], buffer[1], buffer[2] );
}
void VPathEditor::setNodeWeight( const S32 &pNodeIndex, const F32 &pWeight )
{
// Fetch Paths.
VPath *serverPath = mSelection.Path;
VPath *clientPath = getClientPath( serverPath );
// Sanity!
if ( !serverPath || !clientPath )
{
return;
}
// Change?
if ( serverPath->getNodeWeight( pNodeIndex ) == pWeight )
{
return;
}
// Set Weight.
serverPath->setNodeWeight( pNodeIndex, pWeight );
clientPath->setNodeWeight( pNodeIndex, pWeight );
// Update Selection.
updateSelection();
// Dirty.
mIsDirty = true;
mNodeEdit.Dirty = true;
// Arg Buffer.
char buffer[3][32];
dSprintf( buffer[0], sizeof( buffer[0] ), "%d", mSelection.Path->getId() );
dSprintf( buffer[1], sizeof( buffer[1] ), "%d", pNodeIndex );
dSprintf( buffer[2], sizeof( buffer[2] ), "%d", ( mSelection.Node == pNodeIndex ) );
// Callback.
Con::executef( this, "onUpdateNodeWeight", buffer[0], buffer[1], buffer[2] );
}
void VPathEditor::setNodeOrientationMode( const S32 &pNodeIndex, const VPathNode::eOrientationType &pType )
{
// Fetch Paths.
VPath *serverPath = mSelection.Path;
VPath *clientPath = getClientPath( serverPath );
// Sanity!
if ( !serverPath || !clientPath )
{
return;
}
// Set Orientation Mode.
serverPath->setNodeOrientationMode( pNodeIndex, pType );
clientPath->setNodeOrientationMode( pNodeIndex, pType );
// Dirty.
mIsDirty = true;
mNodeEdit.Dirty = true;
// Arg Buffer.
char buffer[3][32];
dSprintf( buffer[0], sizeof( buffer[0] ), "%d", mSelection.Path->getId() );
dSprintf( buffer[1], sizeof( buffer[1] ), "%d", pNodeIndex );
dSprintf( buffer[2], sizeof( buffer[2] ), "%d", ( mSelection.Node == pNodeIndex ) );
// Callback.
Con::executef( this, "onUpdateNodeOrientation", buffer[0], buffer[1], buffer[2] );
}
void VPathEditor::setNodeOrientationMode( const S32 &pNodeIndex, const VPathNode::eOrientationType &pType, const Point3F &pPoint )
{
// Fetch Paths.
VPath *serverPath = mSelection.Path;
VPath *clientPath = getClientPath( serverPath );
// Sanity!
if ( !serverPath || !clientPath )
{
return;
}
// Set Orientation Mode.
serverPath->setNodeOrientationMode( pNodeIndex, pType, pPoint );
clientPath->setNodeOrientationMode( pNodeIndex, pType, pPoint );
// Dirty.
mIsDirty = true;
mNodeEdit.Dirty = true;
// Arg Buffer.
char buffer[3][32];
dSprintf( buffer[0], sizeof( buffer[0] ), "%d", mSelection.Path->getId() );
dSprintf( buffer[1], sizeof( buffer[1] ), "%d", pNodeIndex );
dSprintf( buffer[2], sizeof( buffer[2] ), "%d", ( mSelection.Node == pNodeIndex ) );
// Callback.
Con::executef( this, "onUpdateNodeOrientation", buffer[0], buffer[1], buffer[2] );
}
void VPathEditor::pushPathEdit( void )
{
// Clear Current Edit Dirty.
mPathEdit.Dirty = false;
if ( mSelection.Path != NULL )
{
// Store Node Details.
mPathEdit.Transform = mSelection.Path->getTransform();
}
}
void VPathEditor::popPathEdit( void )
{
// Did Edit?
if ( mPathEdit.Dirty && mSelection.Path != NULL )
{
UndoManager *historyManager = NULL;
if ( !Sim::findObject( "EUndoManager", historyManager ) )
{
Con::errorf( "VPathEditor - EUndoManager not found!" );
return;
}
// Create Undo Action.
VPathEditorEditPathAction *editAction = new VPathEditorEditPathAction( "Edit Path" );
// Store Editor.
editAction->mEditor = this;
// Store Path Details.
editAction->mPath = mSelection.Path;
editAction->mTransform = mPathEdit.Transform;
// Add To Manager.
historyManager->addAction( editAction );
// Clear Dirty.
mPathEdit.Dirty = false;
// Set World Editor Dirty.
setWorldEditorDirty();
}
}
void VPathEditor::pushNodeEdit( void )
{
// Clear Current Edit Dirty.
mNodeEdit.Dirty = false;
if ( isValidSelection() )
{
// Fetch Node.
VPathNode *node = mSelection.Path->getNode( mSelection.Node );
// Store Node Details.
mNodeEdit.Position = node->getLocalPosition();
mNodeEdit.Rotation = node->getLocalRotation();
mNodeEdit.Weight = node->getWeight();
}
}
void VPathEditor::popNodeEdit( void )
{
// Did Edit?
if ( mNodeEdit.Dirty && isValidSelection() )
{
UndoManager *historyManager = NULL;
if ( !Sim::findObject( "EUndoManager", historyManager ) )
{
Con::errorf( "VPathEditor - EUndoManager not found!" );
return;
}
// Create Undo Action.
VPathEditorEditNodeAction *editAction = new VPathEditorEditNodeAction( "Edit Node" );
// Store Editor.
editAction->mEditor = this;
// Store Node Details.
editAction->mPath = mSelection.Path;
editAction->mNodeIndex = mSelection.Node;
editAction->mNodePosition = mNodeEdit.Position;
editAction->mNodeRotation = mNodeEdit.Rotation;
editAction->mNodeWeight = mNodeEdit.Weight;
editAction->mNodeOrientation = mSelection.Path->getNode( mSelection.Node )->getOrientationMode();
// Add To Manager.
historyManager->addAction( editAction );
// Clear Dirty.
mNodeEdit.Dirty = false;
// Set World Editor Dirty.
setWorldEditorDirty();
}
}
void VPathEditor::setWorldEditorDirty( void )
{
WorldEditor *worldEditor;
if ( Sim::findObject( "EWorldEditor", worldEditor ) )
{
worldEditor->setDirty();
}
}
//-----------------------------------------------------------------------------
//
// Render Methods.
//
//-----------------------------------------------------------------------------
void VPathEditor::setStateBlock( void )
{
// Valid State Block?
if ( !mStateBlock )
{
// Setup Definition.
GFXStateBlockDesc def;
def.blendDefined = true;
def.blendEnable = true;
def.blendSrc = GFXBlendSrcAlpha;
def.blendDest = GFXBlendInvSrcAlpha;
def.zDefined = true;
def.cullDefined = false;
// Create State Block.
mStateBlock = GFX->createStateBlock( def );
}
// Set State Block.
GFX->setStateBlock( mStateBlock );
}
void VPathEditor::renderScene( const RectI &pUpdateRect )
{
// Setup State Block.
setStateBlock();
if ( isValidSelection() )
{
// Fetch Current Node.
VPathNode *node = mSelection.Path->getNode( mSelection.Node );
// Render Gizmo?
if ( mEditMode == k_Gizmo && mGizmoProfile->mode != ScaleMode )
{
// Fetch Node Transform.
MatrixF mat= node->getWorldTransform();
// Move Gizmo.
mGizmo->set( mat, node->getWorldPosition(), Point3F( 1.0f, 1.0f, 1.0f ) );
// Render Gizmo.
mGizmo->renderGizmo( mLastCameraQuery.cameraMatrix );
}
// Render Handles?
if ( mSelection.Path->mPathType == VPath::k_PathBezier )
{
// Fetch Tangent Handles.
const Point3F &pt0 = mSelection.TangentHandle[0];
const Point3F &pt1 = mSelection.TangentHandle[1];
// State Block.
GFXStateBlockDesc desc;
desc.setZReadWrite( true, true );
desc.fillMode = GFXFillSolid;
// Set Color.
PrimBuild::color( gPathColorSel );
// Render Line.
PrimBuild::begin( GFXLineList, 2 );
PrimBuild::vertex3fv( pt0 );
PrimBuild::vertex3fv( pt1 );
PrimBuild::end();
// Render Handles.
GFX->getDrawUtil()->drawSphere( desc, 0.1f, pt0, gPathColorSel );
GFX->getDrawUtil()->drawSphere( desc, 0.1f, pt1, gPathColorSel );
}
// ToPoint Node?
if ( node->getOrientationMode().Type == VPathNode::k_OrientationToPoint )
{
PrimBuild::color( gNodeLookAtPointColor );
PrimBuild::begin( GFXLineStrip, 2 );
PrimBuild::vertex3fv( node->getWorldPosition() );
PrimBuild::vertex3fv( node->getOrientationMode().Point );
PrimBuild::end();
}
}
else if ( mSelection.Path && mEditMode == k_Gizmo )
{
switch ( mGizmoProfile->mode )
{
case MoveMode:
{
// Fetch Path Transform.
const MatrixF &mat = mSelection.Path->getTransform();
// Fetch the Path's Box Center.
const Point3F &pos = mSelection.Path->getWorldBox().getCenter();
// Move Gizmo.
mGizmo->set( mat, pos, Point3F( 1.0f, 1.0f, 1.0f ) );
// Render Gizmo.
mGizmo->renderGizmo( mLastCameraQuery.cameraMatrix );
} break;
}
}
// Render Path Segments.
renderPaths( k_RenderSegments );
// Set Clip Rect.
GFX->setClipRect( pUpdateRect );
// Render Path Nodes.
renderPaths( k_RenderNodes );
if ( isValidSelection() )
{
// Fetch Current Node.
VPathNode *node = mSelection.Path->getNode( mSelection.Node );
// ToPoint Node?
if ( node->getOrientationMode().Type == VPathNode::k_OrientationToPoint )
{
// Project to Screen.
Point3F screenPosition;
project( node->getOrientationMode().Point, &screenPosition );
if ( screenPosition.z <= 1.0f )
{
// Determine the center & size of the node rectangle.
Point2I nodeCenter = Point2I( screenPosition.x, screenPosition.y );
Point2I nodeHalfSize = Point2I( 8, 8 );
// Determine Render Rectangle.
RectI nodeRect;
nodeRect.point = nodeCenter - nodeHalfSize;
nodeRect.extent = ( 2 * nodeHalfSize );
// Draw?
if ( getBounds().overlaps( nodeRect ) )
{
// Render the Point.
GFX->getDrawUtil()->drawRectFill( nodeRect, gNodeLookAtPointColor );
}
}
}
}
}
void VPathEditor::renderPaths( const RenderType &pRenderType )
{
SimSet *objectSet = VPath::getServerSet();
for ( SimSetIterator itr( objectSet ); *itr; ++itr )
{
VPath *path = dynamic_cast<VPath*>( *itr );
if ( path )
{
// Render Path.
renderPath( pRenderType, path, ( path == mSelection.Path ) ? gPathColorSel : gPathColor );
}
}
}
void VPathEditor::renderPath( const RenderType &pRenderType, VPath *pPath, const ColorI &pColor )
{
if ( !pPath )
{
// Sanity!
return;
}
switch ( pRenderType )
{
case k_RenderSegments :
{
switch ( pPath->mPathType )
{
case VPath::k_PathLinear :
{
renderLinearPath( pPath, pColor );
} break;
case VPath::k_PathBezier :
{
renderBezierPath( pPath, pColor );
} break;
}
} break;
case k_RenderNodes :
{
// Fetch Draw Util.
GFXDrawUtil *drawUtil = GFX->getDrawUtil();
// Fetch Bounds.
RectI bounds = getBounds();
const Point2I nodeMinHalfSize( 8, 8 );
for ( VPathNodeIterator itr = pPath->mNodeList.begin(); itr != pPath->mNodeList.end(); itr++ )
{
// Fetch Node.
VPathNode *node = ( *itr );
// Project to Screen.
Point3F screenPosition;
project( node->getWorldPosition(), &screenPosition );
if ( screenPosition.z > 1.0f )
{
continue;
}
// Determine the node text information.
const char *nodeText = avar( "%d", ( itr - pPath->mNodeList.begin() ) );
const Point2I nodeTextHalfSize = Point2I( 0.5f * (F32)getControlProfile()->mFont->getStrWidth( nodeText ),
0.5f * (F32)getControlProfile()->mFont->getHeight() );
// Determine the center & size of the node rectangle.
Point2I nodeCenter = Point2I( screenPosition.x, screenPosition.y );
Point2I nodeHalfSize = Point2I( nodeTextHalfSize.x + 3, nodeTextHalfSize.y + 3 );
nodeHalfSize.setMax( nodeMinHalfSize );
// Determine Render Rectangle.
RectI nodeRect;
nodeRect.point = nodeCenter - nodeHalfSize;
nodeRect.extent = ( 2 * nodeHalfSize );
// Draw?
if ( !bounds.overlaps( nodeRect ) )
{
continue;
}
// Render the Point.
drawUtil->drawRectFill( nodeRect, pColor );
// Draw the node index text.
drawUtil->setBitmapModulation( getControlProfile()->mFontColor );
drawUtil->drawText( getControlProfile()->mFont, nodeCenter - nodeTextHalfSize, nodeText );
}
} break;
}
}
void VPathEditor::renderLinearPath( VPath *pPath, const ColorI &pColor )
{
if ( pPath->mNodeList.size() < 2 )
{
// No Lines.
return;
}
PrimBuild::color( pColor );
PrimBuild::begin( GFXLineStrip, ( pPath->mNodeList.size() + 1 ) );
for ( VPathNodeIterator itr = pPath->mNodeList.begin(); itr != pPath->mNodeList.end(); itr++ )
{
// Apply Vertex.
PrimBuild::vertex3fv( ( *itr )->getWorldPosition() );
}
// Loop Back.
PrimBuild::vertex3fv( pPath->mNodeList.front()->getWorldPosition() );
PrimBuild::end();
}
void VPathEditor::renderBezierPath( VPath *pPath, const ColorI &pColor )
{
if ( pPath->mNodeList.size() < 2 )
{
// No Lines.
return;
}
PrimBuild::color( pColor );
PrimBuild::begin( GFXLineStrip, U32( ( ( 1.01f / 0.01f ) + 1 ) * pPath->mNodeList.size() ) );
for ( VPathNodeIterator itr = pPath->mNodeList.begin(); itr != pPath->mNodeList.end(); itr++ )
{
// Fetch Nodes.
VPathNode *srcNode = ( *itr );
VPathNode *dstNode = ( itr == ( pPath->mNodeList.end() - 1 ) ) ? ( *( pPath->mNodeList.begin() ) ) : ( *( itr + 1 ) );
// Positions.
const Point3F &pt0 = srcNode->getWorldPosition();
const Point3F &pt3 = dstNode->getWorldPosition();
// Fetch Node Rotation Matrices.
MatrixF mat0, mat1;
srcNode->getWorldRotation().setMatrix( &mat0 );
dstNode->getWorldRotation().setMatrix( &mat1 );
// Determine Tangent Axis.
Point3F pt1( VPath::gBezierAxis * srcNode->getWeight() );
Point3F pt2( -VPath::gBezierAxis * dstNode->getWeight() );
// Rotate Axis.
mat0.mulP( pt1 );
mat1.mulP( pt2 );
// Offset Points.
pt1 += pt0;
pt2 += pt3;
for ( F32 t = 0.f, it = 1.f; t <= 1.f; t += 0.01f, it = ( 1.f - t ) )
{
// Calculate Position.
Point3F pos = ( pt0 * it * it * it ) + ( 3 * pt1 * it * it * t ) + ( 3 * pt2 * it * t * t ) + ( pt3 * t * t * t );
// Apply Vertex.
PrimBuild::vertex3fv( pos );
}
}
PrimBuild::end();
}
//-----------------------------------------------------------------------------
//
// History Events
//
//-----------------------------------------------------------------------------
void VPathEditor::VPathEditorEditPathAction::undo( void )
{
const MatrixF oldTransform = mTransform;
const MatrixF newTransform = mPath->getTransform();
// Apply Old Values.
mEditor->setPathTransform( oldTransform );
// The ol' Switcheroo.
mTransform = newTransform;
// Update Selection.
mEditor->updateSelection();
if ( mPath == mEditor->mSelection.Path )
{
// Arg Buffer.
char buffer[32];
dSprintf( buffer, sizeof( buffer ), "%d", mPath->getId() );
// Callback.
Con::executef( mEditor, "onUpdatePath", buffer );
}
// Set World Editor Dirty.
mEditor->setWorldEditorDirty();
}
void VPathEditor::VPathEditorEditPathAction::redo( void )
{
// Undo.
undo();
}
void VPathEditor::VPathEditorEditNodeAction::undo( void )
{
// Fetch Properties.
const Point3F oldPosition = mNodePosition;
const QuatF oldRotation = mNodeRotation;
const F32 oldWeight = mNodeWeight;
const VPathNode::sOrientation oldOrientation = mNodeOrientation;
VPathNode *node = mPath->getNode( mNodeIndex );
const Point3F newPosition = node->getLocalPosition();
const QuatF newRotation = node->getLocalRotation();
const F32 newWeight = node->getWeight();
const VPathNode::sOrientation newOrientation = node->getOrientationMode();
// Apply Old Values.
mPath->setNodePosition( mNodeIndex, oldPosition );
mPath->setNodeRotation( mNodeIndex, oldRotation );
mPath->setNodeWeight( mNodeIndex, oldWeight );
switch( oldOrientation.Type )
{
case VPathNode::k_OrientationFree :
{
// Orient Free.
mPath->setNodeOrientationMode( mNodeIndex, oldOrientation.Type );
} break;
case VPathNode::k_OrientationToPoint :
{
// Orient To Point.
mPath->setNodeOrientationMode( mNodeIndex, oldOrientation.Type, oldOrientation.Point );
} break;
}
// The ol' Switcheroo.
mNodePosition = newPosition;
mNodeRotation = newRotation;
mNodeWeight = newWeight;
mNodeOrientation = newOrientation;
// Update Selection.
mEditor->updateSelection();
if ( mPath == mEditor->mSelection.Path )
{
// Arg Buffer.
char buffer[3][32];
dSprintf( buffer[0], sizeof( buffer[0] ), "%d", mPath->getId() );
dSprintf( buffer[1], sizeof( buffer[1] ), "%d", mNodeIndex );
dSprintf( buffer[2], sizeof( buffer[2] ), "%d", ( mEditor->mSelection.Node == mNodeIndex ) );
// Callback.
Con::executef( mEditor, "onUpdateNode", buffer[0], buffer[1], buffer[2] );
}
// Set World Editor Dirty.
mEditor->setWorldEditorDirty();
}
void VPathEditor::VPathEditorEditNodeAction::redo( void )
{
// Undo.
undo();
}
void VPathEditor::VPathEditorAddNodeAction::undo( void )
{
// Selected Node?
if ( mNodeIndex == mEditor->mSelection.Node )
{
// Update Selection.
mEditor->updateSelection( mEditor->mSelection.Path, -1 );
}
// Delete Node.
mPath->deleteNode( mNodeIndex );
// Update Size.
mPath->updateContainer();
// Calculate Path.
mPath->calculatePath();
// Set World Editor Dirty.
mEditor->setWorldEditorDirty();
}
void VPathEditor::VPathEditorAddNodeAction::redo( void )
{
// Add Node.
VPathNode *node = mPath->addNode( mNodePosition, mNodeRotation, mNodeWeight, mNodeIndex );
// Valid Node?
if ( node )
{
// Update Size.
mPath->updateContainer();
// Calculate Path.
mPath->calculatePath();
}
// Set World Editor Dirty.
mEditor->setWorldEditorDirty();
}
void VPathEditor::VPathEditorDeleteNodeAction::undo( void )
{
// Add Node.
VPathNode *node = mPath->addNode( mNodePosition, mNodeRotation, mNodeWeight, mNodeIndex );
// Valid Node?
if ( node )
{
// Update Size.
mPath->updateContainer();
// Calculate Path.
mPath->calculatePath();
}
// Set World Editor Dirty.
mEditor->setWorldEditorDirty();
}
void VPathEditor::VPathEditorDeleteNodeAction::redo( void )
{
// Delete Node.
mPath->deleteNode( mNodeIndex );
// Update Size.
mPath->updateContainer();
// Calculate Path.
mPath->calculatePath();
// Set World Editor Dirty.
mEditor->setWorldEditorDirty();
}
//-----------------------------------------------------------------------------
//
// Script Edit Methods
//
//-----------------------------------------------------------------------------
ConsoleMethod( VPathEditor, setNodePosition, void, 3, 3, "( pPosition )" )
{
// Valid Selection?
if ( !object->isValidSelection() )
{
Con::warnf( "VPathEditor::setNodePosition() - Invalid Node Selection." );
return;
}
// Fetch Position.
Point3F position;
dSscanf( argv[2], "%g %g %g", &position.x, &position.y, &position.z );
// Store.
object->pushNodeEdit();
// Apply Update.
object->setNodePosition( object->mSelection.Node, position );
// Create Undo Action.
object->popNodeEdit();
}
ConsoleMethod( VPathEditor, setNodeRotation, void, 3, 3, "( pRotation )" )
{
// Valid Selection?
if ( !object->isValidSelection() )
{
Con::warnf( "VPathEditor::setNodeRotation() - Invalid Node Selection." );
return;
}
// Fetch Rotation.
AngAxisF aa;
QuatF rotation;
dSscanf( argv[2], "%g %g %g %g", &aa.axis.x, &aa.axis.y, &aa.axis.z, &aa.angle );
// Set Rotation.
rotation.set( aa );
// Store.
object->pushNodeEdit();
// Apply Update.
object->setNodeRotation( object->mSelection.Node, rotation );
// Create Undo Action.
object->popNodeEdit();
}
ConsoleMethod( VPathEditor, setNodeWeight, void, 3, 3, "( pWeight )" )
{
// Valid Selection?
if ( !object->isValidSelection() )
{
Con::warnf( "VPathEditor::setNodeWeight() - Invalid Node Selection." );
return;
}
// Store.
object->pushNodeEdit();
// Apply Update.
object->setNodeWeight( object->mSelection.Node, dAtof( argv[2] ) );
// Create Undo Action.
object->popNodeEdit();
}
ConsoleMethod( VPathEditor, setNodeOrientationMode, void, 3, 4, "( string pOrientationType, [vector pPoint] )" )
{
// Valid Selection?
if ( !object->isValidSelection() )
{
Con::warnf( "VPathEditor::setNodeOrientationMode() - Invalid Node Selection." );
return;
}
// Store.
object->pushNodeEdit();
// Orient?
const VPathNode::eOrientationType type = VPathNode::getOrientationTypeEnum( argv[2] );
switch ( type )
{
case VPathNode::k_OrientationFree :
{
// Apply Mode.
object->setNodeOrientationMode( object->mSelection.Node, type );
} break;
case VPathNode::k_OrientationToPoint:
{
// Fetch Point.
Point3F lookAtPoint( 0.f, 0.f, 0.f );
dSscanf( argv[3], "%g %g %g", &lookAtPoint.x, &lookAtPoint.y, &lookAtPoint.z );
// Apply Mode.
object->setNodeOrientationMode( object->mSelection.Node, type, lookAtPoint );
} break;
}
// Create Undo Action.
object->popNodeEdit();
}
//-----------------------------------------------------------------------------
//
// Utility
//
//-----------------------------------------------------------------------------
bool Utility::FindNearestDistanceBetweenLines( const Point3F &pA0, const Point3F &pA1, const Point3F &pB0, const Point3F &pB1, Point3F *pOutA, Point3F *pOutB, F32 *pDist )
{
const Point3F pA1A0 = ( pA1 - pA0 );
if ( pA1A0.isZero() )
{
return false;
}
const Point3F pB1B0 = ( pB1 - pB0 );
if ( pB1B0.isZero() )
{
return false;
}
const Point3F pA0B0 = ( pA0 - pB0 );
const F32 &d1343 = pA0B0.x * pB1B0.x + pA0B0.y * pB1B0.y + pA0B0.z * pB1B0.z;
const F32 &d4321 = pB1B0.x * pA1A0.x + pB1B0.y * pA1A0.y + pB1B0.z * pA1A0.z;
const F32 &d1321 = pA0B0.x * pA1A0.x + pA0B0.y * pA1A0.y + pA0B0.z * pA1A0.z;
const F32 &d4343 = pB1B0.x * pB1B0.x + pB1B0.y * pB1B0.y + pB1B0.z * pB1B0.z;
const F32 &d2121 = pA1A0.x * pA1A0.x + pA1A0.y * pA1A0.y + pA1A0.z * pA1A0.z;
const F32 &denom = d2121 * d4343 - d4321 * d4321;
if ( mIsZero( denom ) )
{
return false;
}
const F32 &mua = ( d1343 * d4321 - d1321 * d4343 ) / denom;
const F32 &mub = ( d1343 + d4321 * mua ) / d4343;
*pOutA = pA0 + mua *pA1A0;
*pOutB = pB0 + mub *pB1B0;
// Store Distance.
*pDist = ( ( *pOutA ) - ( *pOutB ) ).len();
return true;
}
bool Utility::IntersectLineSegment( const Point3F &pA0, const Point3F &pA1, const Point3F &pB0, const Point3F &pB1, const bool pSnap, Point3F *pX )
{
//
// Finding the intersection with the following method:
// We have line a going from P1 to P2:
// Pa = P1 + ua( P2 - P1 )
// and line b going from P3 to P4:
// Pb = P3 + ub( P4 - P3 )
//
// Solving for Pa = Pb:
// x1 + ua( x2 - x1 ) = x3 + ub( x4 - x3 )
// y1 + ua( y2 - y1 ) = y3 + ub( y4 - y3 )
//
// Solving for ua and ub:
// ua = ( ( x4 - x3 )( y1 - y3 ) - ( y4 - y3 )( x1 - x3 ) ) / d
// ub = ( ( x2 - x1 )( y1 - y3 ) - ( y2 - y1 )( x1 - x3 ) ) / d
// denom = ( y4 - y3 )( x2 - x1 ) - ( x4 - x3 )( y2 - y1 )
//
// x = x1 + ua( x2 - x1 )
// y = y1 + ua( y2 - y1 )
//
const F32 d = ( ( pB1.y - pB0.y ) * ( pA1.x - pA0.x ) ) - ( ( pB1.x - pB0.x ) * ( pA1.y - pA0.y ) );
if ( d == 0.0f )
{
// Lines are parallel
return false;
}
// Find the point of intersection
const F32 uA = ( ( ( pB1.x - pB0.x ) * ( pA0.y - pB0.y ) ) - ( ( pB1.y - pB0.y ) * ( pA0.x - pB0.x ) ) ) / d;
const F32 uB = ( ( ( pA1.x - pA0.x ) * ( pA0.y - pB0.y ) ) - ( ( pA1.y - pA0.y ) * ( pA0.x - pB0.x ) ) ) / d;
if ( !pSnap
&& ( ( uA < 0.0f ) || ( uA > 1.0f )
|| ( uB < 0.0f ) || ( uB > 1.0f ) ) )
{
return false;
}
if ( pX )
{
if ( uA < 0.0f )
{
*pX = pA0;
}
else if ( uA > 1.f )
{
*pX = pA1;
}
else
{
// The path intersects the segment
*pX = pA0 + uA * ( pA1 - pA0 );
}
}
return true;
}
bool Utility::FindNearestPointOnLine( const Point3F &pSrcPosition, const Point3F &pA0, const Point3F &pA1, Point3F *pDstPosition )
{
const Point3F up( 0.0f, 0.0f, 1.0f );
Point3F dir = ( pA1 - pA0 );
dir.normalize();
Point3F normal = mCross( dir, up );
normal.normalize();
// Find the nearest intersection point between the point and the line
const Point3F b0 = pSrcPosition + ( normal * 100000.0f );
const Point3F b1 = pSrcPosition - ( normal * 100000.0f );
return IntersectLineSegment( pA0, pA1, b0, b1, true, pDstPosition );
}
F32 Utility::GetPitch( const VectorF &pVec )
{
F32 pitch;
if ( mFabs( pVec.x ) > mFabs( pVec.y ) )
{
pitch = mAtan2( mFabs( pVec.z ), mFabs( pVec.x ) );
}
else
{
pitch = mAtan2( mFabs( pVec.z ), mFabs( pVec.y ) );
}
if ( pVec.z < 0.f )
{
pitch = -pitch;
}
return pitch;
}
F32 Utility::GetYaw( const VectorF &pVec )
{
F32 yaw = mAtan2( pVec.x, pVec.y );
if ( yaw < 0.f )
{
yaw += M_2PI_F;
}
return yaw;
}