mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
210 lines
6.4 KiB
C++
210 lines
6.4 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/gameTSCtrl.h"
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#include "console/consoleTypes.h"
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#include "T3D/gameBase/gameBase.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "T3D/shapeBase.h"
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#include "T3D/gameFunctions.h"
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#include "console/engineAPI.h"
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//---------------------------------------------------------------------------
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// Debug stuff:
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Point3F lineTestStart = Point3F(0, 0, 0);
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Point3F lineTestEnd = Point3F(0, 1000, 0);
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Point3F lineTestIntersect = Point3F(0, 0, 0);
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bool gSnapLine = false;
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//----------------------------------------------------------------------------
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// Class: GameTSCtrl
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//----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GameTSCtrl);
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// See Torque manual (.CHM) for more information
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ConsoleDocClass( GameTSCtrl,
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"@brief The main 3D viewport for a Torque 3D game.\n\n"
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"@ingroup Gui3D\n");
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GameTSCtrl::GameTSCtrl()
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{
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}
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//---------------------------------------------------------------------------
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bool GameTSCtrl::onAdd()
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{
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if ( !Parent::onAdd() )
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return false;
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#ifdef TORQUE_DEMO_WATERMARK
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mWatermark.init();
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#endif
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return true;
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}
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//---------------------------------------------------------------------------
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bool GameTSCtrl::processCameraQuery(CameraQuery *camq)
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{
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GameUpdateCameraFov();
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return GameProcessCameraQuery(camq);
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}
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//---------------------------------------------------------------------------
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void GameTSCtrl::renderWorld(const RectI &updateRect)
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{
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GameRenderWorld();
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}
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//---------------------------------------------------------------------------
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void GameTSCtrl::makeScriptCall(const char *func, const GuiEvent &evt) const
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{
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// write screen position
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char *sp = Con::getArgBuffer(32);
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dSprintf(sp, 32, "%d %d", evt.mousePoint.x, evt.mousePoint.y);
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// write world position
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char *wp = Con::getArgBuffer(32);
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Point3F camPos;
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mLastCameraQuery.cameraMatrix.getColumn(3, &camPos);
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dSprintf(wp, 32, "%g %g %g", camPos.x, camPos.y, camPos.z);
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// write click vector
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char *vec = Con::getArgBuffer(32);
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Point3F fp(evt.mousePoint.x, evt.mousePoint.y, 1.0);
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Point3F ray;
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unproject(fp, &ray);
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ray -= camPos;
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ray.normalizeSafe();
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dSprintf(vec, 32, "%g %g %g", ray.x, ray.y, ray.z);
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Con::executef( (SimObject*)this, func, sp, wp, vec );
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}
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void GameTSCtrl::onMouseDown(const GuiEvent &evt)
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{
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Parent::onMouseDown(evt);
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if( isMethod( "onMouseDown" ) )
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makeScriptCall( "onMouseDown", evt );
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}
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void GameTSCtrl::onRightMouseDown(const GuiEvent &evt)
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{
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Parent::onRightMouseDown(evt);
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if( isMethod( "onRightMouseDown" ) )
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makeScriptCall( "onRightMouseDown", evt );
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}
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void GameTSCtrl::onMiddleMouseDown(const GuiEvent &evt)
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{
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Parent::onMiddleMouseDown(evt);
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if( isMethod( "onMiddleMouseDown" ) )
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makeScriptCall( "onMiddleMouseDown", evt );
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}
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void GameTSCtrl::onMouseUp(const GuiEvent &evt)
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{
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Parent::onMouseUp(evt);
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if( isMethod( "onMouseUp" ) )
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makeScriptCall( "onMouseUp", evt );
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}
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void GameTSCtrl::onRightMouseUp(const GuiEvent &evt)
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{
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Parent::onRightMouseUp(evt);
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if( isMethod( "onRightMouseUp" ) )
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makeScriptCall( "onRightMouseUp", evt );
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}
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void GameTSCtrl::onMiddleMouseUp(const GuiEvent &evt)
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{
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Parent::onMiddleMouseUp(evt);
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if( isMethod( "onMiddleMouseUp" ) )
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makeScriptCall( "onMiddleMouseUp", evt );
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}
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void GameTSCtrl::onMouseMove(const GuiEvent &evt)
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{
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if(gSnapLine)
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return;
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MatrixF mat;
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Point3F vel;
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if ( GameGetCameraTransform(&mat, &vel) )
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{
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Point3F pos;
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mat.getColumn(3,&pos);
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Point3F screenPoint((F32)evt.mousePoint.x, (F32)evt.mousePoint.y, -1.0f);
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Point3F worldPoint;
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if (unproject(screenPoint, &worldPoint)) {
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Point3F vec = worldPoint - pos;
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lineTestStart = pos;
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vec.normalizeSafe();
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lineTestEnd = pos + vec * 1000;
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}
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}
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}
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void GameTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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{
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// check if should bother with a render
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GameConnection * con = GameConnection::getConnectionToServer();
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bool skipRender = !con || (con->getWhiteOut() >= 1.f) || (con->getDamageFlash() >= 1.f) || (con->getBlackOut() >= 1.f);
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if(!skipRender || true)
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Parent::onRender(offset, updateRect);
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#ifdef TORQUE_DEMO_WATERMARK
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mWatermark.render(getExtent());
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#endif
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}
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//--------------------------------------------------------------------------
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DefineEngineFunction(snapToggle, void, (),,
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"@brief Prevents mouse movement from being processed\n\n"
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"In the source, whenever a mouse move event occurs "
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"GameTSCtrl::onMouseMove() is called. Whenever snapToggle() "
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"is called, it will flag a variable that can prevent this "
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"from happening: gSnapLine. This variable is not exposed to "
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"script, so you need to call this function to trigger it.\n\n"
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"@tsexample\n"
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"// Snapping is off by default, so we will toggle\n"
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"// it on first:\n"
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"PlayGui.snapToggle();\n\n"
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"// Mouse movement should be disabled\n"
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"// Let's turn it back on\n"
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"PlayGui.snapToggle();\n"
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"@endtsexample\n\n"
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"@ingroup GuiGame")
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{
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gSnapLine = !gSnapLine;
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}
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//
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//ConsoleFunction( snapToggle, void, 1, 1, "()" )
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//{
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// gSnapLine = !gSnapLine;
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//}
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