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Mission Area now captures the entire level bounds based on objects in the scene Terrain is no longer required for mission area to be set
734 lines
21 KiB
C++
734 lines
21 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 "gui/worldEditor/guiMissionArea.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/primBuilder.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "gui/3d/guiTSControl.h"
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#include "T3D/gameFunctions.h"
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#include "terrain/terrData.h"
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#include "gfx/gfxTransformSaver.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "lighting/lightManager.h"
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#include "lighting/shadowMap/lightShadowMap.h"
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#include "math/mathUtils.h"
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#include "math/util/frustum.h"
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namespace {
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F32 round_local(F32 val)
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{
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if(val >= 0.f)
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{
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F32 floor = mFloor(val);
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if((val - floor) >= 0.5f)
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return(floor + 1.f);
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return(floor);
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}
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else
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{
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F32 ceil = mCeil(val);
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if((val - ceil) <= -0.5f)
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return(ceil - 1.f);
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return(ceil);
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}
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}
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}
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IMPLEMENT_CONOBJECT(GuiMissionAreaCtrl);
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ConsoleDocClass( GuiMissionAreaCtrl,
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"@brief Visual representation of Mission Area Editor.\n\n"
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"@internal"
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);
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GuiMissionAreaCtrl::GuiMissionAreaCtrl()
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{
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mHandleTextureSize = Point2I::Zero;
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mHandleTextureHalfSize = Point2F::Zero;
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mSquareBitmap = true;
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mMissionArea = 0;
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mLevelTexture = NULL;
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mLevelBounds = Box3F::Zero;
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mMissionBoundsColor.set(255,0,0);
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mCameraColor.set(255,0,0);
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mBlendStateBlock = NULL;
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mSolidStateBlock = NULL;
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mLastHitMode = Handle_None;
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mSavedDrag = false;
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mBitmap.set(256, 256, GFXFormatR8G8B8, &GFXRenderTargetProfile, "MissionAreaRenderTarget");
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}
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GuiMissionAreaCtrl::~GuiMissionAreaCtrl()
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{
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}
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//------------------------------------------------------------------------------
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void GuiMissionAreaCtrl::initPersistFields()
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{
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docsURL;
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addField( "squareBitmap", TypeBool, Offset(mSquareBitmap, GuiMissionAreaCtrl));
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INITPERSISTFIELD_IMAGEASSET(HandleBitmap, GuiMissionAreaCtrl, "Bitmap for the mission area handles.\n");
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addField( "missionBoundsColor", TypeColorI, Offset(mMissionBoundsColor, GuiMissionAreaCtrl));
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addField( "cameraColor", TypeColorI, Offset(mCameraColor, GuiMissionAreaCtrl));
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Parent::initPersistFields();
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}
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//------------------------------------------------------------------------------
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bool GuiMissionAreaCtrl::onAdd()
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{
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if(!Parent::onAdd())
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return(false);
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GFXStateBlockDesc desc;
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desc.setCullMode(GFXCullNone);
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desc.setZReadWrite(false);
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desc.setBlend(false, GFXBlendOne, GFXBlendZero);
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mSolidStateBlock = GFX->createStateBlock( desc );
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desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
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mBlendStateBlock = GFX->createStateBlock( desc );
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if (!mHandleBitmapAsset.isNull())
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{
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mHandleTextureSize = Point2I(getHandleBitmap()->getWidth(), getHandleBitmap()->getHeight());
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mHandleTextureHalfSize = Point2F(mHandleTextureSize.x, mHandleTextureSize.y) * 0.5f;
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}
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else
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{
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mHandleTextureSize = Point2I::Zero;
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mHandleTextureHalfSize = Point2F::Zero;
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}
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return(true);
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}
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bool GuiMissionAreaCtrl::onWake()
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{
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if(!Parent::onWake())
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return(false);
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updateLevelBitmap();
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// make sure mission area is clamped
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setArea(getArea());
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//onUpdate();
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setActive(true);
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return(true);
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}
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void GuiMissionAreaCtrl::onSleep()
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{
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mBitmap = NULL;
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mMissionArea = 0;
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Parent::onSleep();
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}
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//------------------------------------------------------------------------------
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void GuiMissionAreaCtrl::onMouseUp(const GuiEvent & event)
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{
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if(!bool(mMissionArea))
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return;
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RectI box;
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getScreenMissionArea(box);
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S32 hit = getHitHandles(event.mousePoint, box);
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// set the current cursor
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//updateCursor(hit);
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mLastHitMode = hit;
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if(mSavedDrag)
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{
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// Let the script get a chance at it.
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Con::executef( this, "onMissionAreaModified" );
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}
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mSavedDrag = false;
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}
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void GuiMissionAreaCtrl::onMouseDown(const GuiEvent & event)
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{
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if(!bool(mMissionArea))
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return;
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RectI box;
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getScreenMissionArea(box);
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mLastHitMode = getHitHandles(event.mousePoint, box);
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//if(mLastHitMode == Handle_Middle)
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// setCursor(GrabCursor);
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mLastMousePoint = event.mousePoint;
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}
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void GuiMissionAreaCtrl::onMouseMove(const GuiEvent & event)
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{
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if(!bool(mMissionArea))
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return;
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RectI box;
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getScreenMissionArea(box);
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S32 hit = getHitHandles(event.mousePoint, box);
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// set the current cursor...
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//updateCursor(hit);
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mLastHitMode = hit;
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}
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void GuiMissionAreaCtrl::onMouseDragged(const GuiEvent & event)
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{
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if(!bool(mMissionArea))
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return;
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if(mLastHitMode == Handle_None)
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return;
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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.
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if ( !mSavedDrag )
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{
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submitUndo( "Modify Node" );
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mSavedDrag = true;
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}
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RectI box;
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getScreenMissionArea(box);
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Point2I mouseDiff(event.mousePoint.x - mLastMousePoint.x,
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event.mousePoint.y - mLastMousePoint.y);
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// what we drag'n?
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RectI area = getArea();
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Point2I wp = screenDeltaToWorldDelta(mouseDiff);
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if (mLastHitMode == Handle_Middle)
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{
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area.point += wp;
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}
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if (mLastHitMode & Handle_Left)
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{
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if ((area.extent.x - wp.x) >= 1)
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{
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area.point.x += wp.x;
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area.extent.x -= wp.x;
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}
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}
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if (mLastHitMode & Handle_Right)
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{
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if ((area.extent.x + wp.x) >= 1)
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{
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area.extent.x += wp.x;
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}
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}
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if (mLastHitMode & Handle_Bottom)
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{
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if ((area.extent.y - wp.y) >= 1)
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{
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area.point.y += wp.y;
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area.extent.y -= wp.y;
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}
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}
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if (mLastHitMode & Handle_Top)
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{
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if ((area.extent.y + wp.y) >= 1)
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{
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area.extent.y += wp.y;
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}
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}
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setArea(area);
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mLastMousePoint = event.mousePoint;
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}
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void GuiMissionAreaCtrl::onMouseEnter(const GuiEvent &)
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{
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mLastHitMode = Handle_None;
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//setCursor(DefaultCursor);
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}
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void GuiMissionAreaCtrl::onMouseLeave(const GuiEvent &)
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{
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mLastHitMode = Handle_None;
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//setCursor(DefaultCursor);
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}
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//------------------------------------------------------------------------------
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void GuiMissionAreaCtrl::submitUndo( const UTF8 *name )
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{
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// Grab the mission editor undo manager.
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UndoManager *undoMan = NULL;
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if ( !Sim::findObject( "EUndoManager", undoMan ) )
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{
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Con::errorf( "GuiRiverEditorCtrl::submitUndo() - EUndoManager not found!" );
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return;
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}
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// Setup the action.
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GuiMissionAreaUndoAction *action = new GuiMissionAreaUndoAction( name );
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action->mMissionAreaEditor = this;
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action->mObjId = mMissionArea->getId();
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action->mArea = mMissionArea->getArea();
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undoMan->addAction( action );
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}
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//------------------------------------------------------------------------------
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void GuiMissionAreaCtrl::setMissionArea( MissionArea* area )
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{
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mMissionArea = area;
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if( mMissionArea )
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{
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setArea(getArea());
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}
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}
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void GuiMissionAreaCtrl::updateLevelBitmap()
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{
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if (mLevelTexture.isNull())
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mLevelTexture = GFX->allocRenderToTextureTarget();
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mLevelTexture->attachTexture(GFXTextureTarget::DepthStencil, GFXTextureTarget::sDefaultDepthStencil);
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mLevelTexture->attachTexture(GFXTextureTarget::Color0, mBitmap);
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mLevelBounds = Box3F::Zero;
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for (SimSetIterator iter(Sim::getRootGroup()); *iter; ++iter)
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{
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SceneObject* obj = dynamic_cast<SceneObject*>(*iter);
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if (!obj)
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continue;
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// Skip if bounds are too large (e.g., GroundPlane or visual-only objects)
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const Box3F& box = obj->getWorldBox();
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const F32 maxSizeThreshold = 2048.0f; // or tweak for your game scale
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VectorF extents = box.getExtents();
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if (extents.x > maxSizeThreshold || extents.y > maxSizeThreshold)
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continue;
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// Merge bounds
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mLevelBounds.intersect(box);
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}
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GFXTransformSaver saver;
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// Calculate orthographic dimensions
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Point3F minPt = mLevelBounds.minExtents;
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Point3F maxPt = mLevelBounds.maxExtents;
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F32 orthoWidth = maxPt.x - minPt.x;
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F32 orthoHeight = maxPt.y - minPt.y;
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F32 nearPlane = 0.01f;
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F32 farPlane = 1000.0f;
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// Set orthographic projection centered around level bounds
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GFX->setOrtho(
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-orthoWidth * 0.5f, orthoWidth * 0.5f, // left/right
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-orthoHeight * 0.5f, orthoHeight * 0.5f, // bottom/top
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nearPlane, farPlane,
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true // flip y
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);
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GFX->pushActiveRenderTarget();
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// create camera matrix
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MatrixF lightMatrix(true);
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VectorF eye = mLevelBounds.getCenter();
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eye.z += 500.0f;
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lightMatrix.LookAt(eye, VectorF(0.0f, 0.0f, -1.0f), VectorF(0.0f, -1.0f, 0.0f));
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lightMatrix.inverse();
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GFX->setWorldMatrix(lightMatrix);
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GFX->clearTextureStateImmediate(0);
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GFX->setActiveRenderTarget(mLevelTexture);
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GFX->clear(GFXClearStencil | GFXClearTarget | GFXClearZBuffer, ColorI::BLACK, 1.0f, 0);
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SceneRenderState reflectRenderState
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(
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gClientSceneGraph,
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SPT_Reflect,
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SceneCameraState::fromGFX()
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);
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// We don't use a special clipping projection, but still need to initialize
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// this for objects like SkyBox which will use it during a reflect pass.
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gClientSceneGraph->setNonClipProjection(GFX->getProjectionMatrix());
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// render scene
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LIGHTMGR->registerGlobalLights(&reflectRenderState.getCullingFrustum(), false);
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gClientSceneGraph->renderSceneNoLights(&reflectRenderState);
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LIGHTMGR->unregisterAllLights();
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// Clean up.
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mLevelTexture->resolve();
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GFX->popActiveRenderTarget();
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}
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const RectI & GuiMissionAreaCtrl::getArea()
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{
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if( !bool(mMissionArea) )
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return(MissionArea::smMissionArea);
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return(mMissionArea->getArea());
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}
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void GuiMissionAreaCtrl::setArea(const RectI & area)
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{
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if( bool(mMissionArea) )
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{
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mMissionArea->setArea(area);
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mMissionArea->inspectPostApply();
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//onUpdate();
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}
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}
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//------------------------------------------------------------------------------
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void GuiMissionAreaCtrl::drawHandle(const Point2F & pos)
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{
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Point2F pnt(pos.x-mHandleTextureHalfSize.x, pos.y-mHandleTextureHalfSize.y);
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GFX->getDrawUtil()->drawBitmap(getHandleBitmap(), pnt);
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}
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void GuiMissionAreaCtrl::drawHandles(RectI & box)
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{
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F32 fillOffset = GFX->getFillConventionOffset();
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F32 lx = box.point.x + fillOffset, rx = box.point.x + box.extent.x + fillOffset;
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F32 cx = (lx + rx) * 0.5f;
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F32 by = box.point.y + fillOffset, ty = box.point.y + box.extent.y + fillOffset;
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F32 cy = (ty + by) * 0.5f;
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GFX->getDrawUtil()->clearBitmapModulation();
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drawHandle(Point2F(lx, ty));
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drawHandle(Point2F(lx, cy));
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drawHandle(Point2F(lx, by));
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drawHandle(Point2F(rx, ty));
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drawHandle(Point2F(rx, cy));
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drawHandle(Point2F(rx, by));
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drawHandle(Point2F(cx, ty));
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drawHandle(Point2F(cx, by));
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}
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bool GuiMissionAreaCtrl::testWithinHandle(const Point2I & testPoint, S32 handleX, S32 handleY)
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{
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S32 dx = testPoint.x - handleX;
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S32 dy = testPoint.y - handleY;
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return dx <= Handle_Pixel_Size && dx >= -Handle_Pixel_Size && dy <= Handle_Pixel_Size && dy >= -Handle_Pixel_Size;
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}
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S32 GuiMissionAreaCtrl::getHitHandles(const Point2I & mousePnt, const RectI & box)
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{
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S32 lx = box.point.x, rx = box.point.x + box.extent.x - 1;
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S32 cx = (lx + rx) >> 1;
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S32 by = box.point.y, ty = box.point.y + box.extent.y - 1;
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S32 cy = (ty + by) >> 1;
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if (testWithinHandle(mousePnt, lx, ty))
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return Handle_Left | Handle_Top;
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if (testWithinHandle(mousePnt, cx, ty))
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return Handle_Top;
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if (testWithinHandle(mousePnt, rx, ty))
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return Handle_Right | Handle_Top;
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if (testWithinHandle(mousePnt, lx, by))
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return Handle_Left | Handle_Bottom;
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if (testWithinHandle(mousePnt, cx, by))
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return Handle_Bottom;
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if (testWithinHandle(mousePnt, rx, by))
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return Handle_Right | Handle_Bottom;
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if (testWithinHandle(mousePnt, lx, cy))
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return Handle_Left;
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if (testWithinHandle(mousePnt, rx, cy))
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return Handle_Right;
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if(mousePnt.x >= lx && mousePnt.x <= rx &&
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mousePnt.y >= ty && mousePnt.y <= by)
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return(Handle_Middle);
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return Handle_None;
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}
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//------------------------------------------------------------------------------
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Point2F GuiMissionAreaCtrl::worldToScreen(const Point2F & pos)
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{
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return(Point2F(mCenterPos.x + (pos.x * mScale.x), mCenterPos.y + (pos.y * mScale.y)));
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}
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Point2I GuiMissionAreaCtrl::worldToScreen(const Point2I &pos)
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{
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return(Point2I(S32(mCenterPos.x + (pos.x * mScale.x)), S32(mCenterPos.y + (pos.y * mScale.y))));
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}
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Point2F GuiMissionAreaCtrl::screenToWorld(const Point2F & pos)
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{
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return(Point2F((pos.x - mCenterPos.x) / mScale.x, (pos.y - mCenterPos.y) / mScale.y));
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}
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Point2I GuiMissionAreaCtrl::screenToWorld(const Point2I &pos)
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{
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return(Point2I(S32((pos.x - mCenterPos.x) / mScale.x), S32((pos.y - mCenterPos.y) / mScale.y)));
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}
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Point2I GuiMissionAreaCtrl::screenDeltaToWorldDelta(const Point2I &screenPoint)
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{
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return(Point2I(S32(screenPoint.x / mScale.x), S32(screenPoint.y / mScale.y)));
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}
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void GuiMissionAreaCtrl::setupScreenTransform(const Point2I& offset)
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{
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// Compute 2D size of the bounding box
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Point2F boxSize(mLevelBounds.len_x(), mLevelBounds.len_y());
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Point2F boxMin(mLevelBounds.minExtents.x, mLevelBounds.minExtents.y);
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Point2F boxCenter = Point2F(mLevelBounds.getCenter().x, mLevelBounds.getCenter().y);
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// GUI control size
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const Point2I& extenti = getExtent();
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Point2F extent((F32)extenti.x, (F32)extenti.y);
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// Maintain square aspect ratio if requested
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if (mSquareBitmap)
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extent.x > extent.y ? extent.x = extent.y : extent.y = extent.x;
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// Compute scale (how many pixels per world unit)
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mScale.set(extent.x / boxSize.x, -extent.y / boxSize.y, 0); // Y flipped
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// Instead of offsetting the center to (0,0), we want to place the box center at GUI center
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// So we compute the world-to-screen offset for center
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Point2F screenCenter((F32)offset.x + extent.x * 0.5f, (F32)offset.y + extent.y * 0.5f);
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Point2F worldCenterOffset = boxCenter * Point2F(mScale.x, mScale.y);
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// Compute the final offset that maps world center to screen center
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mCenterPos.set(screenCenter.x - worldCenterOffset.x,
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screenCenter.y - worldCenterOffset.y);
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}
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void GuiMissionAreaCtrl::getScreenMissionArea(RectI & rect)
|
|
{
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RectI area = mMissionArea->getArea();
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Point2F pos = worldToScreen(Point2F(F32(area.point.x), F32(area.point.y)));
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Point2F end = worldToScreen(Point2F(F32(area.point.x + area.extent.x), F32(area.point.y + area.extent.y)));
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//
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rect.point.x = S32(round_local(pos.x));
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rect.point.y = S32(round_local(pos.y));
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rect.extent.x = S32(round_local(end.x - pos.x));
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rect.extent.y = S32(round_local(end.y - pos.y));
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}
|
|
|
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void GuiMissionAreaCtrl::getScreenMissionArea(RectF & rect)
|
|
{
|
|
RectI area = mMissionArea->getArea();
|
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Point2F pos = worldToScreen(Point2F(F32(area.point.x), F32(area.point.y)));
|
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Point2F end = worldToScreen(Point2F(F32(area.point.x + area.extent.x), F32(area.point.y + area.extent.y)));
|
|
|
|
//
|
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rect.point.x = pos.x;
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rect.point.y = pos.y;
|
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rect.extent.x = end.x - pos.x;
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rect.extent.y = end.y - pos.y;
|
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}
|
|
|
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Point2I GuiMissionAreaCtrl::convertOrigin(const Point2I &pos)
|
|
{
|
|
// Convert screen point to our bottom left origin
|
|
Point2I pnt = globalToLocalCoord(pos);
|
|
const Point2I& extent = getExtent( );
|
|
pnt.y = extent.y - pnt.y;
|
|
Point2I pt = localToGlobalCoord(pnt);
|
|
return pt;
|
|
}
|
|
|
|
void GuiMissionAreaCtrl::onRender(Point2I offset, const RectI & updateRect)
|
|
{
|
|
|
|
RectI rect(offset, getExtent());
|
|
F32 fillOffset = GFX->getFillConventionOffset();
|
|
|
|
setUpdate();
|
|
|
|
// draw an x
|
|
if(!bool(mMissionArea))
|
|
{
|
|
GFX->setStateBlock(mSolidStateBlock);
|
|
PrimBuild::color3i( 0, 0, 0 );
|
|
PrimBuild::begin( GFXLineList, 4 );
|
|
|
|
PrimBuild::vertex2f( rect.point.x + fillOffset, updateRect.point.y + fillOffset );
|
|
PrimBuild::vertex2f( rect.point.x + updateRect.extent.x + fillOffset, updateRect.point.y + updateRect.extent.y + fillOffset );
|
|
PrimBuild::vertex2f( rect.point.x + fillOffset, updateRect.point.y + updateRect.extent.y + fillOffset );
|
|
PrimBuild::vertex2f( rect.point.x + updateRect.extent.x + fillOffset, updateRect.point.y + fillOffset );
|
|
|
|
PrimBuild::end();
|
|
|
|
return;
|
|
}
|
|
|
|
//
|
|
setupScreenTransform(offset);
|
|
|
|
// draw the terrain
|
|
if(mSquareBitmap)
|
|
rect.extent.x > rect.extent.y ? rect.extent.x = rect.extent.y : rect.extent.y = rect.extent.x;
|
|
|
|
GFXDrawUtil *drawer = GFX->getDrawUtil();
|
|
drawer->clearBitmapModulation();
|
|
drawer->drawBitmapStretch(mBitmap, rect, GFXBitmapFlip_Y, GFXTextureFilterLinear, false);
|
|
|
|
GFX->setStateBlock(mSolidStateBlock);
|
|
drawer->clearBitmapModulation();
|
|
|
|
// draw the reference axis
|
|
PrimBuild::begin( GFXLineList, 4 );
|
|
PrimBuild::color3i( 255, 0, 0 );
|
|
PrimBuild::vertex2f( rect.point.x + 5 + fillOffset, rect.point.y + rect.extent.y - 5 + fillOffset );
|
|
PrimBuild::vertex2f( rect.point.x + 25 + fillOffset, rect.point.y + rect.extent.y - 5 + fillOffset );
|
|
PrimBuild::color3i( 0, 255, 0 );
|
|
PrimBuild::vertex2f( rect.point.x + 5 + fillOffset, rect.point.y + rect.extent.y - 5 + fillOffset );
|
|
PrimBuild::vertex2f( rect.point.x + 5 + fillOffset, rect.point.y + rect.extent.y - 25 + fillOffset );
|
|
PrimBuild::end();
|
|
|
|
RectF area;
|
|
getScreenMissionArea(area);
|
|
|
|
// render the mission area box
|
|
PrimBuild::color( mMissionBoundsColor );
|
|
PrimBuild::begin( GFXLineStrip, 5 );
|
|
PrimBuild::vertex2f(area.point.x + fillOffset, area.point.y + fillOffset);
|
|
PrimBuild::vertex2f(area.point.x + area.extent.x + fillOffset, area.point.y + fillOffset);
|
|
PrimBuild::vertex2f(area.point.x + area.extent.x + fillOffset, area.point.y + area.extent.y + fillOffset);
|
|
PrimBuild::vertex2f(area.point.x + fillOffset, area.point.y + area.extent.y + fillOffset);
|
|
PrimBuild::vertex2f(area.point.x + fillOffset, area.point.y + fillOffset);
|
|
PrimBuild::end();
|
|
|
|
// render the camera
|
|
//if(mRenderCamera)
|
|
{
|
|
CameraQuery camera;
|
|
GameProcessCameraQuery(&camera);
|
|
|
|
// farplane too far, 90' looks wrong...
|
|
camera.fov = mDegToRad(60.f);
|
|
camera.farPlane = 500.f;
|
|
|
|
//
|
|
F32 rot = camera.fov / 2;
|
|
|
|
//
|
|
VectorF ray;
|
|
VectorF projRayA, projRayB;
|
|
|
|
ray.set(camera.farPlane * -mSin(rot), camera.farPlane * mCos(rot), 0);
|
|
camera.cameraMatrix.mulV(ray, &projRayA);
|
|
|
|
ray.set(camera.farPlane * -mSin(-rot), camera.farPlane * mCos(-rot), 0);
|
|
camera.cameraMatrix.mulV(ray, &projRayB);
|
|
|
|
Point3F camPos;
|
|
camera.cameraMatrix.getColumn(3, &camPos);
|
|
|
|
Point2F s = worldToScreen(Point2F(camPos.x, camPos.y));
|
|
Point2F e1 = worldToScreen(Point2F(camPos.x + projRayA.x, camPos.y + projRayA.y));
|
|
Point2F e2 = worldToScreen(Point2F(camPos.x + projRayB.x, camPos.y + projRayB.y));
|
|
|
|
PrimBuild::color( mCameraColor );
|
|
PrimBuild::begin( GFXLineList, 4 );
|
|
PrimBuild::vertex2f( s.x + fillOffset, s.y + fillOffset );
|
|
PrimBuild::vertex2f( e1.x + fillOffset, e1.y + fillOffset );
|
|
PrimBuild::vertex2f( s.x + fillOffset, s.y + fillOffset );
|
|
PrimBuild::vertex2f( e2.x + fillOffset, e2.y + fillOffset );
|
|
PrimBuild::end();
|
|
}
|
|
|
|
// render the handles
|
|
RectI iArea;
|
|
getScreenMissionArea(iArea);
|
|
drawHandles(iArea);
|
|
|
|
renderChildControls(offset, updateRect);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
DefineEngineMethod( GuiMissionAreaCtrl, setMissionArea, void, ( MissionArea* area ),,
|
|
"@brief Set the MissionArea to edit.\n\n")
|
|
{
|
|
object->setMissionArea( area );
|
|
}
|
|
|
|
DefineEngineMethod(GuiMissionAreaCtrl, updateLevelBitmap, void, (), ,
|
|
"@brief Update the level bitmap and bounds.\n\n")
|
|
{
|
|
object->updateLevelBitmap();
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
void GuiMissionAreaUndoAction::undo()
|
|
{
|
|
MissionArea *ma = NULL;
|
|
if ( !Sim::findObject( mObjId, ma ) )
|
|
return;
|
|
|
|
// Temporarily save the MissionArea's current data.
|
|
RectI area = ma->getArea();
|
|
|
|
// Restore the MissionArea properties saved in the UndoAction
|
|
ma->setArea( mArea );
|
|
ma->inspectPostApply();
|
|
|
|
// Now save the previous Mission data in this UndoAction
|
|
// since an undo action must become a redo action and vice-versa
|
|
mArea = area;
|
|
|
|
// Let the script get a chance at it.
|
|
Con::executef( mMissionAreaEditor, "onUndo" );
|
|
}
|