mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-25 15:19:30 +00:00
Profile editor for the meshRoad object
credit to Ryan Mounts (RDM) found originally at http://www.garagegames.com/community/forums/viewthread/105391
This commit is contained in:
parent
76c5e30869
commit
973fd44c6a
12 changed files with 2501 additions and 201 deletions
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@ -55,6 +55,14 @@ ConsoleDocClass( GuiMeshRoadEditorCtrl,
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"@internal"
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);
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S32 _NodeIndexCmp( U32 const *a, U32 const *b )
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{
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S32 a2 = (*a);
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S32 b2 = (*b);
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S32 diff = a2 - b2;
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return diff < 0 ? 1 : diff > 0 ? -1 : 0;
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}
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GuiMeshRoadEditorCtrl::GuiMeshRoadEditorCtrl()
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:
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// Each of the mode names directly correlates with the Mesh Road Editor's
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@ -69,6 +77,10 @@ GuiMeshRoadEditorCtrl::GuiMeshRoadEditorCtrl()
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mRotatePointMode("MeshRoadEditorRotateMode"),
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mSavedDrag(false),
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mIsDirty( false ),
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mSavedProfileDrag( false ),
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mDeselectProfileNode( false ),
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mProfileNode( -1 ),
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mProfileColor( 255,255,0 ),
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mRoadSet( NULL ),
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mSelNode( -1 ),
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mHoverNode( -1 ),
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@ -116,6 +128,48 @@ void GuiMeshRoadEditorUndoAction::undo()
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object->_addNode( mNodes[i].point, mNodes[i].width, mNodes[i].depth, mNodes[i].normal );
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}
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// Temporarily save the Roads current profile data.
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Vector<MeshRoadProfileNode> profNodes;
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Vector<U8> profMtrls;
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profNodes.merge( object->mSideProfile.mNodes );
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profMtrls.merge( object->mSideProfile.mSegMtrls );
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// Restore the Profile Nodes saved in the UndoAction
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Point3F pos;
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object->mSideProfile.mNodes.clear();
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object->mSideProfile.mSegMtrls.clear();
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for ( U32 i = 0; i < mProfileNodes.size(); i++ )
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{
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MeshRoadProfileNode newNode;
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pos = mProfileNodes[i].getPosition();
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newNode.setSmoothing( mProfileNodes[i].isSmooth() );
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object->mSideProfile.mNodes.push_back( newNode );
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object->mSideProfile.mNodes.last().setPosition( pos.x, pos.y );
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if(i)
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object->mSideProfile.mSegMtrls.push_back(mProfileMtrls[i-1]);
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}
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// Set the first node position to trigger packet update to client
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pos.set(0.0f, 0.0f, 0.0f);
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object->mSideProfile.setNodePosition(0,pos);
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// Regenerate the Road
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object->mSideProfile.generateNormals();
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// If applicable set the selected Road and node
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mEditor->mProfileNode = -1;
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// Now save the previous Road data in this UndoAction
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// since an undo action must become a redo action and vice-versa
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//mMetersPerSegment = metersPerSeg;
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mProfileNodes.clear();
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mProfileNodes.merge( profNodes );
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mProfileMtrls.clear();
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mProfileMtrls.merge( profMtrls );
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// Regenerate the Road
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object->regenerate();
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@ -228,6 +282,158 @@ void GuiMeshRoadEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
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if ( !isFirstResponder() )
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setFirstResponder();
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if( MeshRoad::smShowRoadProfile && mSelRoad )
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{
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// Ctrl-Click = Add Node
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if(event.modifier & SI_CTRL)
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{
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S32 clickedNode = _getProfileNodeAtScreenPos( &mSelRoad->mSideProfile, event.mousePoint );
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if(clickedNode != -1)
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{
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// If clicked node is already in list, remove it, else add it to list
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if(!mSelProfNodeList.remove(clickedNode) && clickedNode > 0)
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mSelProfNodeList.push_back(clickedNode);
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return;
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}
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Point3F pos;
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PlaneF xy( mSelRoad->mSlices[0].p2, -mSelRoad->mSlices[0].fvec );
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xy.intersect(event.pos, event.vec, &pos);
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mSelRoad->mSideProfile.worldToObj(pos);
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U32 node = mSelRoad->mSideProfile.clickOnLine(pos);
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if(node != -1)
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{
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submitUndo( "Add Profile Node" );
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mSelRoad->mSideProfile.addPoint(node, pos);
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mProfileNode = node;
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mSelProfNodeList.clear();
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mSelProfNodeList.push_back(node);
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mIsDirty = true;
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}
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return;
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}
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// Alt-Click = Delete Node
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if(event.modifier & SI_ALT)
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{
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S32 clickedNode = _getProfileNodeAtScreenPos( &mSelRoad->mSideProfile, event.mousePoint );
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if(mSelProfNodeList.find_next(clickedNode) != -1)
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{
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submitUndo( "Delete Profile Node" );
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mSelProfNodeList.sort( _NodeIndexCmp );
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for(U32 i=0; i < mSelProfNodeList.size(); i++)
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mSelRoad->mSideProfile.removePoint( mSelProfNodeList[i] );
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mProfileNode = -1;
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mSelProfNodeList.clear();
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mIsDirty = true;
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}
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else if(clickedNode > 0 && clickedNode < mSelRoad->mSideProfile.mNodes.size()-1)
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{
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submitUndo( "Delete Profile Node" );
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mSelRoad->mSideProfile.removePoint( clickedNode );
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mProfileNode = -1;
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mSelProfNodeList.clear();
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mIsDirty = true;
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}
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return;
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}
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// Shift-Click = Toggle Node Smoothing
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if(event.modifier & SI_SHIFT)
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{
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S32 clickedNode = _getProfileNodeAtScreenPos( &mSelRoad->mSideProfile, event.mousePoint );
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if(clickedNode != -1)
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{
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submitUndo( "Smooth Profile Node" );
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if(mSelProfNodeList.find_next(clickedNode) != -1)
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{
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for(U32 i=0; i < mSelProfNodeList.size(); i++)
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mSelRoad->mSideProfile.toggleSmoothing(mSelProfNodeList[i]);
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}
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else
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{
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mSelRoad->mSideProfile.toggleSmoothing(clickedNode);
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if(clickedNode != 0)
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{
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mProfileNode = clickedNode;
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mSelProfNodeList.clear();
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mSelProfNodeList.push_back(clickedNode);
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}
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}
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mIsDirty = true;
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return;
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}
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Point3F pos;
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PlaneF xy( mSelRoad->mSlices[0].p2, -mSelRoad->mSlices[0].fvec );
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xy.intersect(event.pos, event.vec, &pos);
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mSelRoad->mSideProfile.worldToObj(pos);
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U32 node = mSelRoad->mSideProfile.clickOnLine(pos);
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if(node > 0)
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{
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submitUndo( "Profile Material" );
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mSelRoad->mSideProfile.toggleSegMtrl(node-1);
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mIsDirty = true;
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}
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return;
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}
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// Click to select/deselect nodes
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S32 clickedNode = _getProfileNodeAtScreenPos( &mSelRoad->mSideProfile, event.mousePoint );
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if(clickedNode != -1)
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{
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if(mSelProfNodeList.find_next(clickedNode) != -1)
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{
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mProfileNode = clickedNode;
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mDeselectProfileNode = true;
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}
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else if(clickedNode != 0)
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{
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mProfileNode = clickedNode;
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mSelProfNodeList.clear();
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mSelProfNodeList.push_back(clickedNode);
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}
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else
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{
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mProfileNode = -1;
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mSelProfNodeList.clear();
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// Reset profile if Node 0 is double-clicked
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if( event.mouseClickCount > 1 )
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{
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submitUndo( "Reset Profile" );
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mSelRoad->mSideProfile.resetProfile(mSelRoad->mSlices[0].depth);
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mSelRoad->regenerate();
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}
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}
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return;
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}
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mProfileNode = -1;
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mSelProfNodeList.clear();
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}
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// Get the raycast collision position
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Point3F tPos;
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if ( !getStaticPos( event, tPos ) )
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@ -588,6 +794,33 @@ void GuiMeshRoadEditorCtrl::on3DMouseUp(const Gui3DMouseEvent & event)
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mSavedDrag = false;
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mSavedProfileDrag = false;
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if( MeshRoad::smShowRoadProfile && mSelRoad )
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{
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// If we need to deselect node... this means we clicked on a selected node without dragging
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if( mDeselectProfileNode )
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{
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S32 clickedNode = _getProfileNodeAtScreenPos( &mSelRoad->mSideProfile, event.mousePoint );
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if(clickedNode == mProfileNode)
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{
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mProfileNode = -1;
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mSelProfNodeList.clear();
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}
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mDeselectProfileNode = false;
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}
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// Else if we dragged a node, update the road
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else
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{
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S32 clickedNode = _getProfileNodeAtScreenPos( &mSelRoad->mSideProfile, event.mousePoint );
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if(clickedNode == mProfileNode)
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mSelRoad->regenerate(); // This regens the road for collision purposes on the server
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}
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}
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mouseUnlock();
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}
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@ -661,6 +894,43 @@ void GuiMeshRoadEditorCtrl::on3DMouseMove(const Gui3DMouseEvent & event)
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void GuiMeshRoadEditorCtrl::on3DMouseDragged(const Gui3DMouseEvent & event)
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{
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if( MeshRoad::smShowRoadProfile && mProfileNode > 0 && mSelRoad)
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{
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// If we haven't already saved,
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// save an undo action to get back to this state,
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// before we make any modifications to the selected node.
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if ( !mSavedProfileDrag )
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{
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submitUndo( "Modify Profile Node" );
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mSavedProfileDrag = true;
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mIsDirty = true;
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}
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U32 idx;
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Point3F pos, diff;
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PlaneF xy( mSelRoad->mSlices[0].p2, -mSelRoad->mSlices[0].fvec );
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xy.intersect(event.pos, event.vec, &pos);
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mSelRoad->mSideProfile.worldToObj(pos);
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diff = pos - mSelRoad->mSideProfile.mNodes[mProfileNode].getPosition();
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for(U32 i=0; i < mSelProfNodeList.size(); i++)
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{
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idx = mSelProfNodeList[i];
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pos = mSelRoad->mSideProfile.mNodes[idx].getPosition();
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pos += diff;
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if(pos.x < -mSelRoad->mSlices[0].width/2.0f)
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pos.x = -mSelRoad->mSlices[0].width/2.0f + 1e-6;
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mSelRoad->mSideProfile.setNodePosition( idx, pos );
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}
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mDeselectProfileNode = false;
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return;
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}
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// Drags are only used to transform nodes
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if ( !mSelRoad || mSelNode == -1 ||
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( mMode != mMovePointMode && mMode != mScalePointMode && mMode != mRotatePointMode ) )
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@ -756,6 +1026,18 @@ void GuiMeshRoadEditorCtrl::renderScene(const RectI & updateRect)
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Point3F camPos;
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mat.getColumn(3,&camPos);
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// Set up transform
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if( mSelRoad )
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{
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MatrixF profileMat(true);
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profileMat.setRow(0, mSelRoad->mSlices[0].rvec);
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profileMat.setRow(1, mSelRoad->mSlices[0].uvec);
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profileMat.setRow(2, -mSelRoad->mSlices[0].fvec);
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mSelRoad->mSideProfile.setTransform(profileMat, mSelRoad->mSlices[0].p2);
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}
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if ( mHoverRoad && mHoverRoad != mSelRoad )
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{
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_drawSpline( mHoverRoad, mHoverSplineColor );
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@ -806,6 +1088,37 @@ void GuiMeshRoadEditorCtrl::renderScene(const RectI & updateRect)
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_drawControlNodes( mHoverRoad, mHoverSplineColor );
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if ( mSelRoad )
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_drawControlNodes( mSelRoad, mSelectedSplineColor );
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if(MeshRoad::smShowRoadProfile)
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{
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char buf[64];
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Point2I posi;
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posi.x = 10;
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posi.y = updateRect.len_y() - 80;
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GFX->getDrawUtil()->setBitmapModulation(ColorI(128, 128, 128));
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dStrcpy(buf, "Reset Profile: Double-click Start Node", 64);
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GFX->getDrawUtil()->drawTextN(mProfile->mFont, posi, buf, dStrlen(buf));
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posi.y -= mProfile->mFont->getCharHeight((U8)buf[0]) + 4;
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dStrcpy(buf, "Move Node: Click and Drag Node", 64);
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GFX->getDrawUtil()->drawTextN(mProfile->mFont, posi, buf, dStrlen(buf));
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posi.y -= mProfile->mFont->getCharHeight((U8)buf[0]) + 4;
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dStrcpy(buf, "Select Multiple Nodes: Ctrl-click Nodes", 64);
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GFX->getDrawUtil()->drawTextN(mProfile->mFont, posi, buf, dStrlen(buf));
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posi.y -= mProfile->mFont->getCharHeight((U8)buf[0]) + 4;
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dStrcpy(buf, "Toggle Material: Shift-click Spline Segment", 64);
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GFX->getDrawUtil()->drawTextN(mProfile->mFont, posi, buf, dStrlen(buf));
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posi.y -= mProfile->mFont->getCharHeight((U8)buf[0]) + 4;
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dStrcpy(buf, "Toggle Smoothing: Shift-click Node", 64);
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GFX->getDrawUtil()->drawTextN(mProfile->mFont, posi, buf, dStrlen(buf));
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posi.y -= mProfile->mFont->getCharHeight((U8)buf[0]) + 4;
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dStrcpy(buf, "Delete Node: Alt-click Node", 64);
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GFX->getDrawUtil()->drawTextN(mProfile->mFont, posi, buf, dStrlen(buf));
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posi.y -= mProfile->mFont->getCharHeight((U8)buf[0]) + 4;
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dStrcpy(buf, "Add Node: Ctrl-click Spline", 64);
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GFX->getDrawUtil()->drawTextN(mProfile->mFont, posi, buf, dStrlen(buf));
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}
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}
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S32 GuiMeshRoadEditorCtrl::_getNodeAtScreenPos( const MeshRoad *pRoad, const Point2I &posi )
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@ -834,6 +1147,33 @@ S32 GuiMeshRoadEditorCtrl::_getNodeAtScreenPos( const MeshRoad *pRoad, const Poi
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return -1;
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}
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S32 GuiMeshRoadEditorCtrl::_getProfileNodeAtScreenPos( MeshRoadProfile *pProfile, const Point2I &posi)
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{
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for ( U32 i = 0; i < pProfile->mNodes.size(); i++ )
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{
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Point3F nodePos;
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pProfile->getNodeWorldPos(i, nodePos);
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Point3F screenPos;
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project( nodePos, &screenPos );
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if ( screenPos.z < 0.0f )
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continue;
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Point2I screenPosI( (S32)screenPos.x, (S32)screenPos.y );
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RectI nodeScreenRect( screenPosI - mNodeHalfSize, mNodeHalfSize * 2 );
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if ( nodeScreenRect.pointInRect(posi) )
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{
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// we found a hit!
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return i;
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}
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}
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return -1;
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}
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void GuiMeshRoadEditorCtrl::_drawSpline( MeshRoad *river, const ColorI &color )
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{
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if ( river->mSlices.size() <= 1 )
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@ -842,8 +1182,12 @@ void GuiMeshRoadEditorCtrl::_drawSpline( MeshRoad *river, const ColorI &color )
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if ( MeshRoad::smShowSpline )
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{
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// Render the River center-line
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PrimBuild::color( color );
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PrimBuild::begin( GFXLineStrip, river->mSlices.size() );
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if( MeshRoad::smShowRoadProfile )
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PrimBuild::color( ColorI(100,100,100) );
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else
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PrimBuild::color( color );
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PrimBuild::begin( GFXLineStrip, river->mSlices.size() );
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for ( U32 i = 0; i < river->mSlices.size(); i++ )
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{
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PrimBuild::vertex3fv( river->mSlices[i].p1 );
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@ -880,6 +1224,100 @@ void GuiMeshRoadEditorCtrl::_drawSpline( MeshRoad *river, const ColorI &color )
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PrimBuild::end();
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}
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// If we are in Profile Edit Mode, draw the profile spline and node normals
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if ( MeshRoad::smShowRoadProfile )
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{
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Point3F nodePos;
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Point3F normEndPos;
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U32 numSide, numTop, numBottom;
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numSide = numTop = numBottom = 0;
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for ( U32 i = 0; i < river->mSideProfile.mSegMtrls.size(); i++ )
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{
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switch(river->mSideProfile.mSegMtrls[i])
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{
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case MeshRoad::Side: numSide++; break;
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case MeshRoad::Top: numTop++; break;
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case MeshRoad::Bottom: numBottom++; break;
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}
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}
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// Render the profile spline
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// Side
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if(numSide)
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{
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PrimBuild::color( mProfileColor );
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PrimBuild::begin( GFXLineList, 2*numSide );
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for ( U32 i = 0; i < river->mSideProfile.mSegMtrls.size(); i++ )
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{
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if(river->mSideProfile.mSegMtrls[i] == MeshRoad::Side)
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{
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river->mSideProfile.getNodeWorldPos(i, nodePos);
|
||||
PrimBuild::vertex3fv( nodePos );
|
||||
|
||||
river->mSideProfile.getNodeWorldPos(i+1, nodePos);
|
||||
PrimBuild::vertex3fv( nodePos );
|
||||
}
|
||||
}
|
||||
PrimBuild::end();
|
||||
}
|
||||
|
||||
// Top
|
||||
if(numTop)
|
||||
{
|
||||
PrimBuild::color( ColorI(0,255,0) );
|
||||
PrimBuild::begin( GFXLineList, 2*numTop );
|
||||
for ( U32 i = 0; i < river->mSideProfile.mSegMtrls.size(); i++ )
|
||||
{
|
||||
if(river->mSideProfile.mSegMtrls[i] == MeshRoad::Top)
|
||||
{
|
||||
river->mSideProfile.getNodeWorldPos(i, nodePos);
|
||||
PrimBuild::vertex3fv( nodePos );
|
||||
|
||||
river->mSideProfile.getNodeWorldPos(i+1, nodePos);
|
||||
PrimBuild::vertex3fv( nodePos );
|
||||
}
|
||||
}
|
||||
PrimBuild::end();
|
||||
}
|
||||
|
||||
// Bottom
|
||||
if(numBottom)
|
||||
{
|
||||
PrimBuild::color( ColorI(255,0,255) );
|
||||
PrimBuild::begin( GFXLineList, 2*numBottom );
|
||||
for ( U32 i = 0; i < river->mSideProfile.mSegMtrls.size(); i++ )
|
||||
{
|
||||
if(river->mSideProfile.mSegMtrls[i] == MeshRoad::Bottom)
|
||||
{
|
||||
river->mSideProfile.getNodeWorldPos(i, nodePos);
|
||||
PrimBuild::vertex3fv( nodePos );
|
||||
|
||||
river->mSideProfile.getNodeWorldPos(i+1, nodePos);
|
||||
PrimBuild::vertex3fv( nodePos );
|
||||
}
|
||||
}
|
||||
PrimBuild::end();
|
||||
}
|
||||
|
||||
// Render node normals
|
||||
PrimBuild::color( ColorI(255,0,0) );
|
||||
PrimBuild::begin( GFXLineList, 4*river->mSideProfile.mNodes.size() - 4 );
|
||||
for ( U32 i = 0; i < river->mSideProfile.mNodes.size()-1; i++ )
|
||||
{
|
||||
for( U32 j = 0; j < 2; j++)
|
||||
{
|
||||
river->mSideProfile.getNodeWorldPos(i+j, nodePos);
|
||||
PrimBuild::vertex3fv( nodePos );
|
||||
|
||||
river->mSideProfile.getNormWorldPos(2*i+j, normEndPos);
|
||||
PrimBuild::vertex3fv( normEndPos );
|
||||
}
|
||||
}
|
||||
PrimBuild::end();
|
||||
}
|
||||
|
||||
// Segment
|
||||
}
|
||||
|
||||
|
|
@ -940,8 +1378,46 @@ void GuiMeshRoadEditorCtrl::_drawControlNodes( MeshRoad *river, const ColorI &co
|
|||
}
|
||||
}
|
||||
|
||||
if( MeshRoad::smShowRoadProfile && isSelected )
|
||||
theColor.set(100,100,100);
|
||||
|
||||
drawer->drawRectFill( posi - nodeHalfSize, posi + nodeHalfSize, theColor );
|
||||
}
|
||||
|
||||
// Draw profile control nodes
|
||||
if( MeshRoad::smShowRoadProfile && isSelected )
|
||||
{
|
||||
Point3F wpos;
|
||||
Point3F spos;
|
||||
Point2I posi;
|
||||
ColorI theColor;
|
||||
|
||||
for( U32 i = 0; i < river->mSideProfile.mNodes.size(); i++)
|
||||
{
|
||||
river->mSideProfile.getNodeWorldPos(i, wpos);
|
||||
|
||||
project( wpos, &spos );
|
||||
|
||||
if ( spos.z > 1.0f )
|
||||
continue;
|
||||
|
||||
posi.x = spos.x;
|
||||
posi.y = spos.y;
|
||||
|
||||
if ( !bounds.pointInRect( posi ) )
|
||||
continue;
|
||||
|
||||
if(i == 0)
|
||||
theColor.set(mProfileColor.red/3, mProfileColor.green/3, mProfileColor.blue/3,255);
|
||||
else
|
||||
theColor.set(mProfileColor,255);
|
||||
|
||||
if( mSelProfNodeList.find_next(i) != -1 )
|
||||
theColor.set(0,0,255);
|
||||
|
||||
drawer->drawRectFill( posi - mNodeHalfSize, posi + mNodeHalfSize, theColor );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool GuiMeshRoadEditorCtrl::getStaticPos( const Gui3DMouseEvent & event, Point3F &tpos )
|
||||
|
|
@ -1174,6 +1650,15 @@ void GuiMeshRoadEditorCtrl::submitUndo( const UTF8 *name )
|
|||
action->mNodes.push_back( mSelRoad->mNodes[i] );
|
||||
}
|
||||
|
||||
// Save profile nodes and materials
|
||||
for( U32 i = 0; i < mSelRoad->mSideProfile.mNodes.size(); i++)
|
||||
{
|
||||
action->mProfileNodes.push_back( mSelRoad->mSideProfile.mNodes[i] );
|
||||
|
||||
if(i)
|
||||
action->mProfileMtrls.push_back( mSelRoad->mSideProfile.mSegMtrls[i-1] );
|
||||
}
|
||||
|
||||
undoMan->addAction( action );
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -117,6 +117,7 @@ class GuiMeshRoadEditorCtrl : public EditTSCtrl
|
|||
};
|
||||
|
||||
S32 _getNodeAtScreenPos( const MeshRoad *pRoad, const Point2I &posi );
|
||||
S32 _getProfileNodeAtScreenPos( MeshRoadProfile *pProfile, const Point2I &posi);
|
||||
void _drawSpline( MeshRoad *road, const ColorI &color );
|
||||
void _drawControlNodes( MeshRoad *road, const ColorI &color );
|
||||
|
||||
|
|
@ -128,9 +129,14 @@ class GuiMeshRoadEditorCtrl : public EditTSCtrl
|
|||
bool mSavedDrag;
|
||||
bool mIsDirty;
|
||||
|
||||
bool mSavedProfileDrag;
|
||||
bool mDeselectProfileNode;
|
||||
|
||||
SimSet *mRoadSet;
|
||||
S32 mSelNode;
|
||||
S32 mHoverNode;
|
||||
S32 mProfileNode;
|
||||
Vector<U32> mSelProfNodeList;
|
||||
U32 mAddNodeIdx;
|
||||
SimObjectPtr<MeshRoad> mSelRoad;
|
||||
SimObjectPtr<MeshRoad> mHoverRoad;
|
||||
|
|
@ -146,6 +152,7 @@ class GuiMeshRoadEditorCtrl : public EditTSCtrl
|
|||
ColorI mHoverSplineColor;
|
||||
ColorI mSelectedSplineColor;
|
||||
ColorI mHoverNodeColor;
|
||||
ColorI mProfileColor;
|
||||
|
||||
bool mHasCopied;
|
||||
public:
|
||||
|
|
@ -167,6 +174,8 @@ class GuiMeshRoadEditorUndoAction : public UndoAction
|
|||
GuiMeshRoadEditorCtrl *mEditor;
|
||||
|
||||
Vector<MeshRoadNode> mNodes;
|
||||
Vector<MeshRoadProfileNode> mProfileNodes;
|
||||
Vector<U8> mProfileMtrls;
|
||||
|
||||
SimObjectId mObjId;
|
||||
F32 mMetersPerSegment;
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
|
|
@ -50,6 +50,7 @@
|
|||
#include "collision/convex.h"
|
||||
#endif
|
||||
|
||||
#include "math/util/decomposePoly.h"
|
||||
|
||||
//extern U32 gIdxArray[6][2][3];
|
||||
|
||||
|
|
@ -61,6 +62,67 @@ struct MeshRoadHitSegment
|
|||
|
||||
class MeshRoad;
|
||||
|
||||
class MeshRoadProfileNode
|
||||
{
|
||||
private:
|
||||
Point3F mPos; // The position of the node. Only x and y are used.
|
||||
bool mSmooth; // Is the node smoothed? Determines the normal at the node.
|
||||
|
||||
public:
|
||||
MeshRoadProfileNode() { mSmooth = false; }
|
||||
MeshRoadProfileNode(Point3F p) { mPos = p; mSmooth = false; }
|
||||
|
||||
void setPosition(F32 x, F32 y) { mPos.x = x; mPos.y = y; mPos.z = 0.0f; }
|
||||
Point3F getPosition() { return mPos; }
|
||||
void setSmoothing(bool isSmooth) { mSmooth = isSmooth; }
|
||||
bool isSmooth() { return mSmooth; }
|
||||
};
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// MeshRoadProfile Class
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
class MeshRoadProfile
|
||||
{
|
||||
private:
|
||||
friend class GuiMeshRoadEditorCtrl;
|
||||
friend class MeshRoad;
|
||||
friend class GuiMeshRoadEditorUndoAction;
|
||||
|
||||
protected:
|
||||
MeshRoad* mRoad; // A pointer to the Road this profile belongs to
|
||||
Vector<MeshRoadProfileNode> mNodes; // The list of nodes in the profile
|
||||
Vector<VectorF> mNodeNormals; // The list of normals for each node
|
||||
Vector<U8> mSegMtrls; // The list of segment materials
|
||||
MatrixF mObjToSlice; // Transform profile from obj to slice space
|
||||
MatrixF mSliceToObj; // Transform profile from slice to obj space
|
||||
Point3F mStartPos; // Start position of profile in world space
|
||||
decompPoly mCap; // The polygon that caps the ends
|
||||
|
||||
public:
|
||||
MeshRoadProfile();
|
||||
|
||||
S32 clickOnLine(Point3F &p); // In profile space
|
||||
void addPoint(U32 nodeId, Point3F &p); // In profile space
|
||||
void removePoint(U32 nodeId);
|
||||
void setNodePosition(U32 nodeId, Point3F pos); // In profile space
|
||||
void toggleSmoothing(U32 nodeId);
|
||||
void toggleSegMtrl(U32 seg); // Toggle between top, bottom, side
|
||||
void generateNormals();
|
||||
void generateEndCap(F32 width);
|
||||
void setProfileDepth(F32 depth);
|
||||
void setTransform(const MatrixF &mat, const Point3F &p); // Object to slice space transform
|
||||
void getNodeWorldPos(U32 nodeId, Point3F &p); // Get node position in world space
|
||||
void getNormToSlice(U32 normId, VectorF &n); // Get normal vector in slice space
|
||||
void getNormWorldPos(U32 normId, Point3F &p); // Get normal end pos in world space
|
||||
void worldToObj(Point3F &p); // Transform from world to obj space
|
||||
void objToWorld(Point3F &p); // Transform from obj to world space
|
||||
F32 getProfileLen();
|
||||
F32 getNodePosPercent(U32 nodeId);
|
||||
Vector<MeshRoadProfileNode> getNodes() { return mNodes; }
|
||||
void resetProfile(F32 defaultDepth); // Reset profile to 2 default nodes
|
||||
};
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// MeshRoadConvex Class
|
||||
//-------------------------------------------------------------------------
|
||||
|
|
@ -282,6 +344,9 @@ struct MeshRoadSlice
|
|||
F32 texCoordV;
|
||||
|
||||
U32 parentNodeIdx;
|
||||
|
||||
Vector<Point3F> verts;
|
||||
Vector<VectorF> norms;
|
||||
};
|
||||
typedef Vector<MeshRoadSlice> MeshRoadSliceVector;
|
||||
|
||||
|
|
@ -420,6 +485,7 @@ private:
|
|||
friend class GuiMeshRoadEditorCtrl;
|
||||
friend class GuiMeshRoadEditorUndoAction;
|
||||
friend class MeshRoadConvex;
|
||||
friend class MeshRoadProfile;
|
||||
|
||||
typedef SceneObject Parent;
|
||||
|
||||
|
|
@ -431,7 +497,8 @@ private:
|
|||
InitialUpdateMask = Parent::NextFreeMask << 3,
|
||||
SelectedMask = Parent::NextFreeMask << 4,
|
||||
MaterialMask = Parent::NextFreeMask << 5,
|
||||
NextFreeMask = Parent::NextFreeMask << 6,
|
||||
ProfileMask = Parent::NextFreeMask << 6,
|
||||
NextFreeMask = Parent::NextFreeMask << 7,
|
||||
};
|
||||
|
||||
public:
|
||||
|
|
@ -509,12 +576,14 @@ public:
|
|||
|
||||
/// Protected 'Component' Field setter that will add a component to the list.
|
||||
static bool addNodeFromField( void *object, const char *index, const char *data );
|
||||
static bool addProfileNodeFromField(void *obj, const char *index, const char* data);
|
||||
|
||||
static bool smEditorOpen;
|
||||
static bool smWireframe;
|
||||
static bool smShowBatches;
|
||||
static bool smShowSpline;
|
||||
static bool smShowRoad;
|
||||
static bool smShowRoadProfile;
|
||||
static SimObjectPtr<SimSet> smServerMeshRoadSet;
|
||||
|
||||
protected:
|
||||
|
|
@ -556,6 +625,8 @@ protected:
|
|||
|
||||
U32 mVertCount[SurfaceCount];
|
||||
U32 mTriangleCount[SurfaceCount];
|
||||
|
||||
MeshRoadProfile mSideProfile;
|
||||
|
||||
// Fields.
|
||||
F32 mTextureLength;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue