mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
989 lines
31 KiB
C++
989 lines
31 KiB
C++
//-----------------------------------------------------------------------------
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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 "T3D/guiObjectView.h"
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#include "renderInstance/renderPassManager.h"
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#include "lighting/lightManager.h"
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#include "lighting/lightInfo.h"
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#include "core/resourceManager.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "console/consoleTypes.h"
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#include "math/mathTypes.h"
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#include "gfx/gfxTransformSaver.h"
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#include "console/engineAPI.h"
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IMPLEMENT_CONOBJECT( GuiObjectView );
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ConsoleDocClass( GuiObjectView,
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"@brief GUI control which displays a 3D model.\n\n"
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"Model displayed in the control can have other objects mounted onto it, and the light settings can be adjusted.\n\n"
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"@tsexample\n"
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" new GuiObjectView(ObjectPreview)\n"
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" {\n"
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" shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
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" mountedNode = \"mount0\";\n"
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" lightColor = \"1 1 1 1\";\n"
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" lightAmbient = \"0.5 0.5 0.5 1\";\n"
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" lightDirection = \"0 0.707 -0.707\";\n"
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" orbitDiststance = \"2\";\n"
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" minOrbitDiststance = \"0.917688\";\n"
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" maxOrbitDiststance = \"5\";\n"
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" cameraSpeed = \"0.01\";\n"
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" cameraZRot = \"0\";\n"
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" forceFOV = \"0\";\n"
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" reflectPriority = \"0\";\n"
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" };\n"
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"@endtsexample\n\n"
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"@see GuiControl\n\n"
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"@ingroup Gui3D\n"
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);
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IMPLEMENT_CALLBACK( GuiObjectView, onMouseEnter, void, (),(),
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"@brief Called whenever the mouse enters the control.\n\n"
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"@tsexample\n"
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"// The mouse has entered the control, causing the callback to occur\n"
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"GuiObjectView::onMouseEnter(%this)\n"
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" {\n"
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" // Code to run when the mouse enters this control\n"
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" }\n"
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"@endtsexample\n\n"
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"@see GuiControl\n\n"
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);
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IMPLEMENT_CALLBACK( GuiObjectView, onMouseLeave, void, (),(),
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"@brief Called whenever the mouse leaves the control.\n\n"
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"@tsexample\n"
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"// The mouse has left the control, causing the callback to occur\n"
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"GuiObjectView::onMouseLeave(%this)\n"
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" {\n"
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" // Code to run when the mouse leaves this control\n"
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" }\n"
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"@endtsexample\n\n"
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"@see GuiControl\n\n"
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);
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//------------------------------------------------------------------------------
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GuiObjectView::GuiObjectView()
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: mMaxOrbitDist( 5.0f ),
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mMinOrbitDist( 0.0f ),
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mOrbitDist( 5.0f ),
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mMouseState( None ),
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mModel( NULL ),
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mMountedModel( NULL ),
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mLastMousePoint( 0, 0 ),
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mLastRenderTime( 0 ),
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mRunThread( NULL ),
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mLight( NULL ),
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mAnimationSeq( -1 ),
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mMountNodeName( "mount0" ),
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mMountNode( -1 ),
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mCameraSpeed( 0.01f ),
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mLightColor( 1.0f, 1.0f, 1.0f ),
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mLightAmbient( 0.5f, 0.5f, 0.5f ),
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mLightDirection( 0.f, 0.707f, -0.707f )
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{
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mCameraMatrix.identity();
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mCameraRot.set( 0.0f, 0.0f, 3.9f );
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mCameraPos.set( 0.0f, 1.75f, 1.25f );
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mCameraMatrix.setColumn( 3, mCameraPos );
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mOrbitPos.set( 0.0f, 0.0f, 0.0f );
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// By default don't do dynamic reflection
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// updates for this viewport.
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mReflectPriority = 0.0f;
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}
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//------------------------------------------------------------------------------
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GuiObjectView::~GuiObjectView()
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{
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if( mModel )
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SAFE_DELETE( mModel );
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if( mMountedModel )
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SAFE_DELETE( mMountedModel );
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if( mLight )
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SAFE_DELETE( mLight );
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::initPersistFields()
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{
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addGroup( "Model" );
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addField( "shapeFile", TypeStringFilename, Offset( mModelName, GuiObjectView ),
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"The object model shape file to show in the view." );
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addField( "skin", TypeRealString, Offset( mSkinName, GuiObjectView ),
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"The skin to use on the object model." );
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endGroup( "Model" );
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addGroup( "Animation" );
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addField( "animSequence", TypeRealString, Offset( mAnimationSeqName, GuiObjectView ),
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"The animation sequence to play on the model." );
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endGroup( "Animation" );
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addGroup( "Mounting" );
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addField( "mountedShapeFile", TypeStringFilename, Offset( mMountedModelName, GuiObjectView ),
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"Optional shape file to mount on the primary model (e.g. weapon)." );
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addField( "mountedSkin", TypeRealString, Offset( mMountSkinName, GuiObjectView ),
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"Skin name used on mounted shape file." );
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addField( "mountedNode", TypeRealString, Offset( mMountNodeName, GuiObjectView ),
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"Name of node on primary model to which to mount the secondary shape." );
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endGroup( "Mounting" );
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addGroup( "Lighting" );
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addField( "lightColor", TypeColorF, Offset( mLightColor, GuiObjectView ),
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"Diffuse color of the sunlight used to render the model." );
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addField( "lightAmbient", TypeColorF, Offset( mLightAmbient, GuiObjectView ),
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"Ambient color of the sunlight used to render the model." );
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addField( "lightDirection", TypePoint3F, Offset( mLightDirection, GuiObjectView ),
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"Direction from which the model is illuminated." );
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endGroup( "Lighting" );
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addGroup( "Camera" );
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addField( "orbitDiststance", TypeF32, Offset( mOrbitDist, GuiObjectView ),
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"Distance from which to render the model." );
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addField( "minOrbitDiststance", TypeF32, Offset( mMinOrbitDist, GuiObjectView ),
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"Maxiumum distance to which the camera can be zoomed out." );
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addField( "maxOrbitDiststance", TypeF32, Offset( mMaxOrbitDist, GuiObjectView ),
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"Minimum distance below which the camera will not zoom in further." );
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addField( "cameraSpeed", TypeF32, Offset( mCameraSpeed, GuiObjectView ),
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"Multiplier for mouse camera operations." );
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endGroup( "Camera" );
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Parent::initPersistFields();
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::onStaticModified( StringTableEntry slotName, const char* newValue )
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{
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Parent::onStaticModified( slotName, newValue );
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static StringTableEntry sShapeFile = StringTable->insert( "shapeFile" );
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static StringTableEntry sSkin = StringTable->insert( "skin" );
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static StringTableEntry sMountedShapeFile = StringTable->insert( "mountedShapeFile" );
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static StringTableEntry sMountedSkin = StringTable->insert( "mountedSkin" );
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static StringTableEntry sMountedNode = StringTable->insert( "mountedNode" );
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static StringTableEntry sLightColor = StringTable->insert( "lightColor" );
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static StringTableEntry sLightAmbient = StringTable->insert( "lightAmbient" );
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static StringTableEntry sLightDirection = StringTable->insert( "lightDirection" );
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static StringTableEntry sOrbitDistance = StringTable->insert( "orbitDistance" );
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static StringTableEntry sMinOrbitDistance = StringTable->insert( "minOrbitDistance" );
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static StringTableEntry sMaxOrbitDistance = StringTable->insert( "maxOrbitDistance" );
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static StringTableEntry sAnimSequence = StringTable->insert( "animSequence" );
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if( slotName == sShapeFile )
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setObjectModel( String( mModelName ) );
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else if( slotName == sSkin )
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setSkin( String( mSkinName ) );
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else if( slotName == sMountedShapeFile )
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setMountedObject( String( mMountedModelName ) );
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else if( slotName == sMountedSkin )
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setMountSkin( String( mMountSkinName ) );
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else if( slotName == sMountedNode )
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setMountNode( String( mMountNodeName ) );
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else if( slotName == sLightColor )
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setLightColor( mLightColor );
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else if( slotName == sLightAmbient )
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setLightAmbient( mLightAmbient );
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else if( slotName == sLightDirection )
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setLightDirection( mLightDirection );
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else if( slotName == sOrbitDistance || slotName == sMinOrbitDistance || slotName == sMaxOrbitDistance )
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setOrbitDistance( mOrbitDist );
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else if( slotName == sAnimSequence )
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setObjectAnimation( String( mAnimationSeqName ) );
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}
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//------------------------------------------------------------------------------
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bool GuiObjectView::onWake()
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{
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if( !Parent::onWake() )
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return false;
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if( !mLight )
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{
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mLight = LIGHTMGR->createLightInfo();
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mLight->setColor( mLightColor );
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mLight->setAmbient( mLightAmbient );
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mLight->setDirection( mLightDirection );
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}
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return true;
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::onMouseDown( const GuiEvent &event )
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{
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if( !mActive || !mVisible || !mAwake )
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return;
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mMouseState = Rotating;
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mLastMousePoint = event.mousePoint;
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mouseLock();
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::onMouseUp( const GuiEvent &event )
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{
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mouseUnlock();
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mMouseState = None;
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::onMouseDragged( const GuiEvent &event )
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{
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if( mMouseState != Rotating )
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return;
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Point2I delta = event.mousePoint - mLastMousePoint;
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mLastMousePoint = event.mousePoint;
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mCameraRot.x += ( delta.y * mCameraSpeed );
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mCameraRot.z += ( delta.x * mCameraSpeed );
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::onRightMouseDown( const GuiEvent &event )
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{
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mMouseState = Zooming;
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mLastMousePoint = event.mousePoint;
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mouseLock();
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::onRightMouseUp( const GuiEvent &event )
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{
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mouseUnlock();
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mMouseState = None;
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::onRightMouseDragged( const GuiEvent &event )
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{
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if( mMouseState != Zooming )
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return;
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S32 delta = event.mousePoint.y - mLastMousePoint.y;
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mLastMousePoint = event.mousePoint;
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mOrbitDist += ( delta * mCameraSpeed );
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::setObjectAnimation( S32 index )
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{
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mAnimationSeq = index;
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mAnimationSeqName = String();
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if( mModel )
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_initAnimation();
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::setObjectAnimation( const String& sequenceName )
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{
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mAnimationSeq = -1;
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mAnimationSeqName = sequenceName;
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if( mModel )
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_initAnimation();
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::setObjectModel( const String& modelName )
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{
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SAFE_DELETE( mModel );
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mRunThread = 0;
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mModelName = String::EmptyString;
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// Load the shape.
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Resource< TSShape > model = ResourceManager::get().load( modelName );
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if( !model )
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{
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Con::warnf( "GuiObjectView::setObjectModel - Failed to load model '%s'", modelName.c_str() );
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return;
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}
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// Instantiate it.
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mModel = new TSShapeInstance( model, true );
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mModelName = modelName;
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if( !mSkinName.isEmpty() )
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mModel->reSkin( mSkinName );
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// Initialize camera values.
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mOrbitPos = mModel->getShape()->center;
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mMinOrbitDist = mModel->getShape()->radius;
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// Initialize animation.
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_initAnimation();
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_initMount();
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::setSkin( const String& name )
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{
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if( mModel )
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mModel->reSkin( name, mSkinName );
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mSkinName = name;
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::setMountSkin( const String& name )
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{
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if( mMountedModel )
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mMountedModel->reSkin( name, mMountSkinName );
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mMountSkinName = name;
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::setMountNode( S32 index )
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{
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setMountNode( String::ToString( "mount%i", index ) );
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::setMountNode( const String& name )
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{
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mMountNodeName = name;
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if( mModel )
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_initMount();
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::setMountedObject( const String& modelName )
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{
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SAFE_DELETE( mMountedModel );
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mMountedModelName = String::EmptyString;
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// Load the model.
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Resource< TSShape > model = ResourceManager::get().load( modelName );
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if( !model )
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{
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Con::warnf( "GuiObjectView::setMountedObject - Failed to load object model '%s'",
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modelName.c_str() );
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return;
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}
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mMountedModel = new TSShapeInstance( model, true );
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mMountedModelName = modelName;
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if( !mMountSkinName.isEmpty() )
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mMountedModel->reSkin( mMountSkinName );
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if( mModel )
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_initMount();
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}
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//------------------------------------------------------------------------------
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bool GuiObjectView::processCameraQuery( CameraQuery* query )
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{
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// Adjust the camera so that we are still facing the model.
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Point3F vec;
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MatrixF xRot, zRot;
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xRot.set( EulerF( mCameraRot.x, 0.0f, 0.0f ) );
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zRot.set( EulerF( 0.0f, 0.0f, mCameraRot.z ) );
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mCameraMatrix.mul( zRot, xRot );
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mCameraMatrix.getColumn( 1, &vec );
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vec *= mOrbitDist;
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mCameraPos = mOrbitPos - vec;
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query->farPlane = 2100.0f;
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query->nearPlane = query->farPlane / 5000.0f;
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query->fov = 45.0f;
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mCameraMatrix.setColumn( 3, mCameraPos );
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query->cameraMatrix = mCameraMatrix;
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return true;
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::onMouseEnter( const GuiEvent & event )
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{
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onMouseEnter_callback();
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::onMouseLeave( const GuiEvent & event )
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{
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onMouseLeave_callback();
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}
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//------------------------------------------------------------------------------
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void GuiObjectView::renderWorld( const RectI& updateRect )
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{
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if( !mModel )
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return;
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GFXTransformSaver _saveTransforms;
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// Determine the camera position, and store off render state.
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MatrixF modelview;
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MatrixF mv;
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Point3F cp;
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modelview = GFX->getWorldMatrix();
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mv = modelview;
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mv.inverse();
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mv.getColumn( 3, &cp );
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RenderPassManager* renderPass = gClientSceneGraph->getDefaultRenderPass();
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S32 time = Platform::getVirtualMilliseconds();
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S32 dt = time - mLastRenderTime;
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mLastRenderTime = time;
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LIGHTMGR->unregisterAllLights();
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LIGHTMGR->setSpecialLight( LightManager::slSunLightType, mLight );
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GFX->setStateBlock( mDefaultGuiSB );
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F32 left, right, top, bottom, nearPlane, farPlane;
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bool isOrtho;
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GFX->getFrustum( &left, &right, &bottom, &top, &nearPlane, &farPlane, &isOrtho );
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Frustum frust( false, left, right, top, bottom, nearPlane, farPlane, MatrixF::Identity );
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SceneRenderState state
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(
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gClientSceneGraph,
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SPT_Diffuse,
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SceneCameraState( GFX->getViewport(), frust, GFX->getWorldMatrix(), GFX->getProjectionMatrix() ),
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renderPass,
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false
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);
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// Set up our TS render state here.
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TSRenderState rdata;
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rdata.setSceneState( &state );
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// We might have some forward lit materials
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// so pass down a query to gather lights.
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LightQuery query;
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query.init( SphereF( Point3F::Zero, 1.0f ) );
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rdata.setLightQuery( &query );
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// Render primary model.
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if( mModel )
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{
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if( mRunThread )
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{
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mModel->advanceTime( dt / 1000.f, mRunThread );
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mModel->animate();
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|
}
|
|
|
|
mModel->render( rdata );
|
|
}
|
|
|
|
// Render mounted model.
|
|
|
|
if( mMountedModel && mMountNode != -1 )
|
|
{
|
|
GFX->pushWorldMatrix();
|
|
GFX->multWorld( mModel->mNodeTransforms[ mMountNode ] );
|
|
GFX->multWorld( mMountTransform );
|
|
|
|
mMountedModel->render( rdata );
|
|
|
|
GFX->popWorldMatrix();
|
|
}
|
|
|
|
renderPass->renderPass( &state );
|
|
|
|
// Make sure to remove our fake sun.
|
|
LIGHTMGR->unregisterAllLights();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void GuiObjectView::setOrbitDistance( F32 distance )
|
|
{
|
|
// Make sure the orbit distance is within the acceptable range
|
|
mOrbitDist = mClampF( distance, mMinOrbitDist, mMaxOrbitDist );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void GuiObjectView::setCameraSpeed( F32 factor )
|
|
{
|
|
mCameraSpeed = factor;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void GuiObjectView::setLightColor( const ColorF& color )
|
|
{
|
|
mLightColor = color;
|
|
if( mLight )
|
|
mLight->setColor( color );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void GuiObjectView::setLightAmbient( const ColorF& color )
|
|
{
|
|
mLightAmbient = color;
|
|
if( mLight )
|
|
mLight->setAmbient( color );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void GuiObjectView::setLightDirection( const Point3F& direction )
|
|
{
|
|
mLightDirection = direction;
|
|
if( mLight )
|
|
mLight->setDirection( direction );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void GuiObjectView::_initAnimation()
|
|
{
|
|
AssertFatal( mModel, "GuiObjectView::_initAnimation - No model loaded!" );
|
|
|
|
if( mAnimationSeqName.isEmpty() && mAnimationSeq == -1 )
|
|
return;
|
|
|
|
// Look up sequence by name.
|
|
|
|
if( !mAnimationSeqName.isEmpty() )
|
|
{
|
|
mAnimationSeq = mModel->getShape()->findSequence( mAnimationSeqName );
|
|
|
|
if( mAnimationSeq == -1 )
|
|
{
|
|
Con::errorf( "GuiObjectView::_initAnimation - Cannot find animation sequence '%s' on '%s'",
|
|
mAnimationSeqName.c_str(),
|
|
mModelName.c_str()
|
|
);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Start sequence.
|
|
|
|
if( mAnimationSeq != -1 )
|
|
{
|
|
if( mAnimationSeq >= mModel->getShape()->sequences.size() )
|
|
{
|
|
Con::errorf( "GuiObjectView::_initAnimation - Sequence '%i' out of range for model '%s'",
|
|
mAnimationSeq,
|
|
mModelName.c_str()
|
|
);
|
|
|
|
mAnimationSeq = -1;
|
|
return;
|
|
}
|
|
|
|
if( !mRunThread )
|
|
mRunThread = mModel->addThread();
|
|
|
|
mModel->setSequence( mRunThread, mAnimationSeq, 0.f );
|
|
}
|
|
|
|
mLastRenderTime = Platform::getVirtualMilliseconds();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void GuiObjectView::_initMount()
|
|
{
|
|
AssertFatal( mModel, "GuiObjectView::_initMount - No model loaded!" );
|
|
|
|
if( !mMountedModel )
|
|
return;
|
|
|
|
mMountTransform.identity();
|
|
|
|
// Look up the node to which to mount to.
|
|
|
|
if( !mMountNodeName.isEmpty() )
|
|
{
|
|
mMountNode = mModel->getShape()->findNode( mMountNodeName );
|
|
if( mMountNode == -1 )
|
|
{
|
|
Con::errorf( "GuiObjectView::_initMount - No node '%s' on '%s'",
|
|
mMountNodeName.c_str(),
|
|
mModelName.c_str()
|
|
);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Make sure mount node is valid.
|
|
|
|
if( mMountNode != -1 && mMountNode >= mModel->getShape()->nodes.size() )
|
|
{
|
|
Con::errorf( "GuiObjectView::_initMount - Mount node index '%i' out of range for '%s'",
|
|
mMountNode,
|
|
mModelName.c_str()
|
|
);
|
|
|
|
mMountNode = -1;
|
|
return;
|
|
}
|
|
|
|
// Look up node on the mounted model from
|
|
// which to mount to the primary model's node.
|
|
|
|
S32 mountPoint = mMountedModel->getShape()->findNode( "mountPoint" );
|
|
if( mountPoint != -1 )
|
|
{
|
|
mMountedModel->getShape()->getNodeWorldTransform( mountPoint, &mMountTransform ),
|
|
mMountTransform.inverse();
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
// Console Methods.
|
|
//=============================================================================
|
|
// MARK: ---- Console Methods ----
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, getModel, const char*, (),,
|
|
"@brief Return the model displayed in this view.\n\n"
|
|
"@tsexample\n"
|
|
"// Request the displayed model name from the GuiObjectView object.\n"
|
|
"%modelName = %thisGuiObjectView.getModel();\n"
|
|
"@endtsexample\n\n"
|
|
"@return Name of the displayed model.\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
return Con::getReturnBuffer( object->getModelName() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, setModel, void, (const char* shapeName),,
|
|
"@brief Sets the model to be displayed in this control.\n\n"
|
|
"@param shapeName Name of the model to display.\n"
|
|
"@tsexample\n"
|
|
"// Define the model we want to display\n"
|
|
"%shapeName = \"gideon.dts\";\n\n"
|
|
"// Tell the GuiObjectView object to display the defined model\n"
|
|
"%thisGuiObjectView.setModel(%shapeName);\n"
|
|
"@endtsexample\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
object->setObjectModel( shapeName );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, getMountedModel, const char*, (),,
|
|
"@brief Return the name of the mounted model.\n\n"
|
|
"@tsexample\n"
|
|
"// Request the name of the mounted model from the GuiObjectView object\n"
|
|
"%mountedModelName = %thisGuiObjectView.getMountedModel();\n"
|
|
"@endtsexample\n\n"
|
|
"@return Name of the mounted model.\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
return Con::getReturnBuffer( object->getMountedModelName() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, setMountedModel, void, (const char* shapeName),,
|
|
"@brief Sets the model to be mounted on the primary model.\n\n"
|
|
"@param shapeName Name of the model to mount.\n"
|
|
"@tsexample\n"
|
|
"// Define the model name to mount\n"
|
|
"%modelToMount = \"GideonGlasses.dts\";\n\n"
|
|
"// Inform the GuiObjectView object to mount the defined model to the existing model in the control\n"
|
|
"%thisGuiObjectView.setMountedModel(%modelToMount);\n"
|
|
"@endtsexample\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
object->setObjectModel(shapeName);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, getSkin, const char*, (),,
|
|
"@brief Return the name of skin used on the primary model.\n\n"
|
|
"@tsexample\n"
|
|
"// Request the name of the skin used on the primary model in the control\n"
|
|
"%skinName = %thisGuiObjectView.getSkin();\n"
|
|
"@endtsexample\n\n"
|
|
"@return Name of the skin used on the primary model.\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
return Con::getReturnBuffer( object->getSkin() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, setSkin, void, (const char* skinName),,
|
|
"@brief Sets the skin to use on the model being displayed.\n\n"
|
|
"@param skinName Name of the skin to use.\n"
|
|
"@tsexample\n"
|
|
"// Define the skin we want to apply to the main model in the control\n"
|
|
"%skinName = \"disco_gideon\";\n\n"
|
|
"// Inform the GuiObjectView control to update the skin the to defined skin\n"
|
|
"%thisGuiObjectView.setSkin(%skinName);\n"
|
|
"@endtsexample\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
object->setSkin( skinName );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, getMountSkin, const char*, ( S32 param1, S32 param2),,
|
|
"@brief Return the name of skin used on the mounted model.\n\n"
|
|
"@tsexample\n"
|
|
"// Request the skin name from the model mounted on to the main model in the control\n"
|
|
"%mountModelSkin = %thisGuiObjectView.getMountSkin();\n"
|
|
"@endtsexample\n\n"
|
|
"@return Name of the skin used on the mounted model.\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
return Con::getReturnBuffer( object->getMountSkin() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, setMountSkin, void, (const char* skinName),,
|
|
"@brief Sets the skin to use on the mounted model.\n\n"
|
|
"@param skinName Name of the skin to set on the model mounted to the main model in the control\n"
|
|
"@tsexample\n"
|
|
"// Define the name of the skin\n"
|
|
"%skinName = \"BronzeGlasses\";\n\n"
|
|
"// Inform the GuiObjectView Control of the skin to use on the mounted model\n"
|
|
"%thisGuiObjectViewCtrl.setMountSkin(%skinName);\n"
|
|
"@endtsexample\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
object->setMountSkin(skinName);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, setSeq, void, (const char* indexOrName),,
|
|
"@brief Sets the animation to play for the viewed object.\n\n"
|
|
"@param indexOrName The index or name of the animation to play.\n"
|
|
"@tsexample\n"
|
|
"// Set the animation index value, or animation sequence name.\n"
|
|
"%indexVal = \"3\";\n"
|
|
"//OR:\n"
|
|
"%indexVal = \"idle\";\n\n"
|
|
"// Inform the GuiObjectView object to set the animation sequence of the object in the control.\n"
|
|
"%thisGuiObjectVew.setSeq(%indexVal);\n"
|
|
"@endtsexample\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
if( dIsdigit( indexOrName[0] ) )
|
|
object->setObjectAnimation( dAtoi( indexOrName ) );
|
|
else
|
|
object->setObjectAnimation( indexOrName );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, setMount, void, ( const char* shapeName, const char* mountNodeIndexOrName),,
|
|
"@brief Mounts the given model to the specified mount point of the primary model displayed in this control.\n\n"
|
|
"Detailed description\n\n"
|
|
"@param shapeName Name of the model to mount.\n"
|
|
"@param mountNodeIndexOrName Index or name of the mount point to be mounted to. If index, corresponds to \"mountN\" in your shape where N is the number passed here.\n"
|
|
"@tsexample\n"
|
|
"// Set the shapeName to mount\n"
|
|
"%shapeName = \"GideonGlasses.dts\"\n\n"
|
|
"// Set the mount node of the primary model in the control to mount the new shape at\n"
|
|
"%mountNodeIndexOrName = \"3\";\n"
|
|
"//OR:\n"
|
|
"%mountNodeIndexOrName = \"Face\";\n\n"
|
|
"// Inform the GuiObjectView object to mount the shape at the specified node.\n"
|
|
"%thisGuiObjectView.setMount(%shapeName,%mountNodeIndexOrName);\n"
|
|
"@endtsexample\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
if( dIsdigit( mountNodeIndexOrName[0] ) )
|
|
object->setMountNode( dAtoi( mountNodeIndexOrName ) );
|
|
else
|
|
object->setMountNode( mountNodeIndexOrName );
|
|
|
|
object->setMountedObject( shapeName );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, getOrbitDistance, F32, (),,
|
|
"@brief Return the current distance at which the camera orbits the object.\n\n"
|
|
"@tsexample\n"
|
|
"// Request the current orbit distance\n"
|
|
"%orbitDistance = %thisGuiObjectView.getOrbitDistance();\n"
|
|
"@endtsexample\n\n"
|
|
"@return The distance at which the camera orbits the object.\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
return object->getOrbitDistance();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, setOrbitDistance, void, (F32 distance),,
|
|
"@brief Sets the distance at which the camera orbits the object. Clamped to the acceptable range defined in the class by min and max orbit distances.\n\n"
|
|
"Detailed description\n\n"
|
|
"@param distance The distance to set the orbit to (will be clamped).\n"
|
|
"@tsexample\n"
|
|
"// Define the orbit distance value\n"
|
|
"%orbitDistance = \"1.5\";\n\n"
|
|
"// Inform the GuiObjectView object to set the orbit distance to the defined value\n"
|
|
"%thisGuiObjectView.setOrbitDistance(%orbitDistance);\n"
|
|
"@endtsexample\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
object->setOrbitDistance( distance );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, getCameraSpeed, F32, (),,
|
|
"@brief Return the current multiplier for camera zooming and rotation.\n\n"
|
|
"@tsexample\n"
|
|
"// Request the current camera zooming and rotation multiplier value\n"
|
|
"%multiplier = %thisGuiObjectView.getCameraSpeed();\n"
|
|
"@endtsexample\n\n"
|
|
"@return Camera zooming / rotation multiplier value.\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
return object->getCameraSpeed();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, setCameraSpeed, void, (F32 factor),,
|
|
"@brief Sets the multiplier for the camera rotation and zoom speed.\n\n"
|
|
"@param factor Multiplier for camera rotation and zoom speed.\n"
|
|
"@tsexample\n"
|
|
"// Set the factor value\n"
|
|
"%factor = \"0.75\";\n\n"
|
|
"// Inform the GuiObjectView object to set the camera speed.\n"
|
|
"%thisGuiObjectView.setCameraSpeed(%factor);\n"
|
|
"@endtsexample\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
object->setCameraSpeed( factor );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, setLightColor, void, ( ColorF color),,
|
|
"@brief Set the light color on the sun object used to render the model.\n\n"
|
|
"@param color Color of sunlight.\n"
|
|
"@tsexample\n"
|
|
"// Set the color value for the sun\n"
|
|
"%color = \"1.0 0.4 0.5\";\n\n"
|
|
"// Inform the GuiObjectView object to change the sun color to the defined value\n"
|
|
"%thisGuiObjectView.setLightColor(%color);\n"
|
|
"@endtsexample\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
object->setLightColor( color );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, setLightAmbient, void, (ColorF color),,
|
|
"@brief Set the light ambient color on the sun object used to render the model.\n\n"
|
|
"@param color Ambient color of sunlight.\n"
|
|
"@tsexample\n"
|
|
"// Define the sun ambient color value\n"
|
|
"%color = \"1.0 0.4 0.6\";\n\n"
|
|
"// Inform the GuiObjectView object to set the sun ambient color to the requested value\n"
|
|
"%thisGuiObjectView.setLightAmbient(%color);\n"
|
|
"@endtsexample\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
object->setLightAmbient( color );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiObjectView, setLightDirection, void, (Point3F direction),,
|
|
"@brief Set the light direction from which to light the model.\n\n"
|
|
"@param direction XYZ direction from which the light will shine on the model\n"
|
|
"@tsexample\n"
|
|
"// Set the light direction\n"
|
|
"%direction = \"1.0 0.2 0.4\"\n\n"
|
|
"// Inform the GuiObjectView object to change the light direction to the defined value\n"
|
|
"%thisGuiObjectView.setLightDirection(%direction);\n"
|
|
"@endtsexample\n\n"
|
|
"@see GuiControl")
|
|
{
|
|
object->setLightDirection( direction );
|
|
}
|