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Added basic Walkabout with #define renamed and no editor.
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22 changed files with 3725 additions and 196 deletions
189
Engine/source/navigation/guiNavEditorCtrl.h
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189
Engine/source/navigation/guiNavEditorCtrl.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2014 Daniel Buckmaster
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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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#ifndef _GUINAVEDITORCTRL_H_
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#define _GUINAVEDITORCTRL_H_
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#ifndef _EDITTSCTRL_H_
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#include "gui/worldEditor/editTSCtrl.h"
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#endif
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#ifndef _UNDO_H_
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#include "util/undo.h"
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#endif
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#ifndef _GIZMO_H_
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#include "gui/worldEditor/gizmo.h"
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#endif
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#include "navMesh.h"
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#include "T3D/aiPlayer.h"
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struct ObjectRenderInst;
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class SceneManager;
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class SceneRenderState;
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class BaseMatInstance;
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class GuiNavEditorCtrl : public EditTSCtrl
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{
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typedef EditTSCtrl Parent;
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friend class GuiNavEditorUndoAction;
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public:
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static const String mSelectMode;
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static const String mLinkMode;
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static const String mCoverMode;
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static const String mTileMode;
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static const String mTestMode;
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GuiNavEditorCtrl();
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~GuiNavEditorCtrl();
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DECLARE_CONOBJECT(GuiNavEditorCtrl);
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/// @name SimObject
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/// @{
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bool onAdd();
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static void initPersistFields();
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/// @}
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/// @name GuiControl
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/// @{
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virtual void onSleep();
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virtual void onRender(Point2I offset, const RectI &updateRect);
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/// @}
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/// @name EditTSCtrl
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/// @{
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void get3DCursor(GuiCursor *&cursor, bool &visible, const Gui3DMouseEvent &event_);
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bool get3DCentre(Point3F &pos);
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void on3DMouseDown(const Gui3DMouseEvent & event);
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void on3DMouseUp(const Gui3DMouseEvent & event);
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void on3DMouseMove(const Gui3DMouseEvent & event);
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void on3DMouseDragged(const Gui3DMouseEvent & event);
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void on3DMouseEnter(const Gui3DMouseEvent & event);
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void on3DMouseLeave(const Gui3DMouseEvent & event);
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void updateGuiInfo();
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void renderScene(const RectI & updateRect);
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/// @}
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/// @name GuiNavEditorCtrl
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/// @{
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bool getStaticPos(const Gui3DMouseEvent & event, Point3F &tpos);
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void setMode(String mode, bool sourceShortcut);
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String getMode() { return mMode; }
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void selectMesh(NavMesh *mesh);
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void deselect();
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S32 getMeshId();
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S32 getPlayerId();
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String mSpawnClass;
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String mSpawnDatablock;
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void deleteLink();
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void setLinkFlags(const LinkData &d);
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void buildTile();
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void spawnPlayer(const Point3F &pos);
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/// @}
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protected:
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void _prepRenderImage(SceneManager* sceneGraph, const SceneRenderState* sceneState);
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void submitUndo(const UTF8 *name = "Action");
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GFXStateBlockRef mZDisableSB;
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GFXStateBlockRef mZEnableSB;
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bool mSavedDrag;
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bool mIsDirty;
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String mMode;
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/// Currently-selected NavMesh.
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SimObjectPtr<NavMesh> mMesh;
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/// @name Link mode
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/// @{
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Point3F mLinkStart;
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S32 mCurLink;
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S32 mLink;
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/// @}
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/// @name Tile mode
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/// @{
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S32 mCurTile;
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S32 mTile;
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duDebugDrawTorque dd;
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/// @}
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/// @name Test mode
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/// @{
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SimObjectPtr<AIPlayer> mPlayer;
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SimObjectPtr<AIPlayer> mCurPlayer;
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/// @}
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Gui3DMouseEvent mLastMouseEvent;
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#define InvalidMousePoint Point2I(-100,-100)
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Point2I mStartDragMousePoint;
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};
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class GuiNavEditorUndoAction : public UndoAction
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{
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public:
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GuiNavEditorUndoAction(const UTF8* actionName) : UndoAction(actionName)
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{
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}
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GuiNavEditorCtrl *mNavEditor;
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SimObjectId mObjId;
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F32 mMetersPerSegment;
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U32 mSegmentsPerBatch;
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virtual void undo();
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virtual void redo() { undo(); }
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};
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#endif
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