mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
bug fix
deleteSelection when an output node had multiple connections only the first one was deleted, needed a new function to return a vector of connections that are now looped and deleted at the end of delete selection. few other minor additions and fixes.
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dbbd9383e7
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d9c4269d8b
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@ -1294,7 +1294,7 @@ void GFXDrawUtil::drawObjectBox( const GFXStateBlockDesc &desc, const Point3F &s
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Point3F cubePts[8];
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for (U32 i = 0; i < 8; i++)
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{
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cubePts[i] = cubePoints[i]/2;
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cubePts[i] = cubePoints[i]/2;
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}
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// 8 corner points of the box
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@ -23,6 +23,7 @@
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#include "platform/platform.h"
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#include "gui/shaderEditor/guiShaderEditor.h"
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#include "gui/shaderEditor/nodes/materialOutputNode.h"
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#include "gui/shaderEditor/nodes/mathNode.h"
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#include "core/frameAllocator.h"
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#include "core/stream/fileStream.h"
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@ -62,7 +63,8 @@ GuiShaderEditor::GuiShaderEditor()
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mTempConnection = NULL;
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mNodeSize = 10;
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// test
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addNode(new MaterialOutputNode());
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addNode(new BRDFOutputNode());
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addNode(new MathAddNode());
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addNode(new GuiShaderNode());
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}
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@ -648,31 +650,23 @@ void GuiShaderEditor::deleteSelection()
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{
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mTrash->addObject(node);
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Vector<NodeConnection*> connVec;
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for (NodeInput* input : node->mInputNodes)
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{
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NodeConnection* conn;
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if (hasConnection(input, conn))
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{
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// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
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Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
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if (i != mCurrConnections.end())
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{
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mCurrConnections.erase(i);
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}
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}
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hasConnection(input, connVec);
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}
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for (NodeOutput* output : node->mOutputNodes)
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{
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NodeConnection* conn;
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if (hasConnection(output, conn))
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hasConnection(output, connVec);
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}
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for (NodeConnection* conn : connVec)
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{
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Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
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if (i != mCurrConnections.end())
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{
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// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
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Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
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if (i != mCurrConnections.end())
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{
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mCurrConnections.erase(i);
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}
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mCurrConnections.erase(i);
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}
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}
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@ -857,7 +851,6 @@ U32 GuiShaderEditor::finishConnection(const Point2I& pt)
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NodeConnection* conn;
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if(hasConnection(inNode, conn))
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{
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// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
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Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
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if (i != mCurrConnections.end())
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{
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@ -886,7 +879,6 @@ U32 GuiShaderEditor::finishConnection(const Point2I& pt)
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NodeConnection* conn;
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if (hasConnection(mTempConnection->inSocket, conn))
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{
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// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
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Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
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if (i != mCurrConnections.end())
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{
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@ -916,6 +908,22 @@ bool GuiShaderEditor::hasConnection(NodeSocket* inSocket)
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return false;
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}
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bool GuiShaderEditor::hasConnection(NodeSocket* inSocket, Vector<NodeConnection*>& conn)
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{
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bool ret = false;
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for (NodeConnection* con : mCurrConnections)
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{
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if (con->inSocket == dynamic_cast<NodeInput*>(inSocket) || con->outSocket == dynamic_cast<NodeOutput*>(inSocket))
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{
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conn.push_back(con);
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ret = true;
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}
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}
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return ret;
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}
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bool GuiShaderEditor::hasConnection(NodeSocket* inSocket, NodeConnection*& conn)
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{
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for (NodeConnection* con : mCurrConnections)
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@ -924,11 +932,9 @@ bool GuiShaderEditor::hasConnection(NodeSocket* inSocket, NodeConnection*& conn)
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{
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if (conn != nullptr)
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conn = con;
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return true;
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}
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}
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return false;
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}
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@ -92,6 +92,7 @@ protected:
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bool findHitSocket(const Point2I& pt);
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U32 finishConnection(const Point2I& pt);
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bool hasConnection(NodeSocket* inSocket);
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bool hasConnection(NodeSocket* inSocket, Vector<NodeConnection*>& conn);
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bool hasConnection(NodeSocket* inSocket, NodeConnection*& conn);
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void findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult);
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@ -22,15 +22,19 @@
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#include "platform/platform.h"
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#include "gui/shaderEditor/nodes/materialOutputNode.h"
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IMPLEMENT_CONOBJECT(MaterialOutputNode);
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//-----------------------------------------------------------------
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// BRDF Output Node.
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//-----------------------------------------------------------------
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ConsoleDocClass(MaterialOutputNode,
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IMPLEMENT_CONOBJECT(BRDFOutputNode);
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ConsoleDocClass(BRDFOutputNode,
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"@brief Deferred Material output.\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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MaterialOutputNode::MaterialOutputNode()
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BRDFOutputNode::BRDFOutputNode()
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: GuiShaderNode()
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{
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mNodeType = NodeTypes::Output;
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@ -22,14 +22,18 @@
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#include "gui/shaderEditor/guiShaderNode.h"
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class MaterialOutputNode : public GuiShaderNode
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//-----------------------------------------------------------------
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// Put all material output nodes here.
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//-----------------------------------------------------------------
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class BRDFOutputNode : public GuiShaderNode
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{
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typedef GuiShaderNode Parent;
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public:
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MaterialOutputNode();
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BRDFOutputNode();
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// is the parent that all other nodes are derived from.
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DECLARE_CONOBJECT(MaterialOutputNode);
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DECLARE_CONOBJECT(BRDFOutputNode);
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DECLARE_CATEGORY("Shader Output");
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DECLARE_DESCRIPTION("Deferred Material output.");
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};
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50
Engine/source/gui/shaderEditor/nodes/mathNode.cpp
Normal file
50
Engine/source/gui/shaderEditor/nodes/mathNode.cpp
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@ -0,0 +1,50 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gui/shaderEditor/nodes/mathNode.h"
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//-----------------------------------------------------------------
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// Math addition Node.
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//-----------------------------------------------------------------
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IMPLEMENT_CONOBJECT(MathAddNode);
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ConsoleDocClass(MathAddNode,
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"@brief Math addition node.\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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MathAddNode::MathAddNode()
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: GuiShaderNode()
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{
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mNodeType = NodeTypes::MathOperation;
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mInputNodes.push_back(new NodeInput("A", DataDimensions::Dynamic));
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mInputNodes.push_back(new NodeInput("B", DataDimensions::Dynamic));
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mOutputNodes.push_back(new NodeOutput("Result", DataDimensions::Dynamic));
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mTitle = "Math Node";
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}
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39
Engine/source/gui/shaderEditor/nodes/mathNode.h
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39
Engine/source/gui/shaderEditor/nodes/mathNode.h
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@ -0,0 +1,39 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gui/shaderEditor/guiShaderNode.h"
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//-----------------------------------------------------------------
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// Put all Math nodes here.
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//-----------------------------------------------------------------
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class MathAddNode : public GuiShaderNode
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{
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typedef GuiShaderNode Parent;
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public:
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MathAddNode();
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// is the parent that all other nodes are derived from.
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DECLARE_CONOBJECT(MathAddNode);
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DECLARE_CATEGORY("Shader Math");
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DECLARE_DESCRIPTION("Math addition node.");
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};
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@ -84,9 +84,10 @@ float4 main(Conn IN) : TORQUE_TARGET0
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// (p.x >= halfSize.x - radius + halfBorder && p.x <= halfSize.x + radius - halfBorder) ) { // right border
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// }
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toColor = IN.color;
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toColor = IN.color;
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sdf = abs(sdf) / borderSize;
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}
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sdf = abs(sdf) / borderSize;
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}
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else{
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fromColor = IN.color;
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