mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
299 lines
8.6 KiB
C++
299 lines
8.6 KiB
C++
//-----------------------------------------------------------------------------
|
|
// Gui3DProjectionCtrl
|
|
// Doppelganger Inc
|
|
// Orion Elenzil 200701
|
|
//
|
|
// This control is meant to be merely a container for other controls.
|
|
// What's neat is that it's easy to 'attach' this control to a point in world-space
|
|
// or, more interestingly, to an object such as a player.
|
|
//
|
|
// Usage:
|
|
// * Create the Gui3DProjectionControl - by default it will be at 0, 0, 0.
|
|
// * You can change where it's located by setting the field "offsetWorld".
|
|
// - note you can specify that right in the .gui file
|
|
// * You can attach it to any SceneObject by calling "setAttachedTo()".
|
|
//
|
|
// Behaviour:
|
|
// * If you're attaching it to a player, by default it will center on the player's head.
|
|
// * If you attach it to an object, by default it will delete itself if the object is deleted.
|
|
// * Doesn't occlude w/r/t 3D objects.
|
|
//
|
|
// Console Methods:
|
|
// * SetAttachedTo(SceneObject)
|
|
// * GetAttachedTo()
|
|
//
|
|
// Params:
|
|
// * pointWorld - read/write point in worldspace. read-only if attached to an object.
|
|
// * offsetObject - an offset in objectspace. default 0, 0, 0.
|
|
// * offsetWorld - an offset in worldspace. default 0, 0, 0.
|
|
// * offsetScreen - an offset in screenspace. default 0, 0.
|
|
// * hAlign - horizontal alignment. 0 = left, 1 = center, 2 = right. default center.
|
|
// * vAlign - vertical alignment. 0 = top, 1 = center, 2 = bottomt. default center.
|
|
// * useEyePoint - H & V usage of the eyePoint, if player object. default 0, 1. (ie - use only the vertical component)
|
|
// * autoDelete - self-delete when attachedTo object is deleted. default true.
|
|
//
|
|
// Todo:
|
|
// * occlusion - hide the control when its anchor point is occluded.
|
|
// * integrate w/ zbuffer - this would actually be a change to the whole GuiControl system.
|
|
// * allow attaching to arbitrary nodes in a skeleton.
|
|
// * avoid projection when the object is out of the frustum.
|
|
//
|
|
// oxe 20070111
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#include "console/console.h"
|
|
#include "console/consoleTypes.h"
|
|
#include "scene/sceneObject.h"
|
|
#include "T3D/player.h"
|
|
#include "gui/controls/gui3DProjectionCtrl.h"
|
|
|
|
IMPLEMENT_CONOBJECT(Gui3DProjectionCtrl);
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
Gui3DProjectionCtrl::Gui3DProjectionCtrl()
|
|
{
|
|
mTSCtrl = NULL;
|
|
mAttachedTo = NULL;
|
|
mAttachedToPlayer = NULL;
|
|
mAutoDelete = true;
|
|
mHAlign = center;
|
|
mVAlign = center;
|
|
mUseEyePoint.x = 0;
|
|
mUseEyePoint.y = 1;
|
|
|
|
mPtWorld .set(0, 0, 0);
|
|
mPtProj .set(0, 0);
|
|
mOffsetObject.set(0, 0, 0);
|
|
mOffsetWorld .set(0, 0, 0);
|
|
mOffsetScreen.set(0, 0);
|
|
}
|
|
|
|
void Gui3DProjectionCtrl::initPersistFields()
|
|
{
|
|
Parent::initPersistFields();
|
|
addGroup("3DProjection");
|
|
addField("pointWorld" , TypePoint3F , Offset(mPtWorld , Gui3DProjectionCtrl));
|
|
addField("offsetObject" , TypePoint3F , Offset(mOffsetObject , Gui3DProjectionCtrl));
|
|
addField("offsetWorld" , TypePoint3F , Offset(mOffsetWorld , Gui3DProjectionCtrl));
|
|
addField("offsetScreen" , TypePoint2I , Offset(mOffsetScreen , Gui3DProjectionCtrl));
|
|
addField("hAlign" , TypeS32 , Offset(mHAlign , Gui3DProjectionCtrl));
|
|
addField("vAlign" , TypeS32 , Offset(mVAlign , Gui3DProjectionCtrl));
|
|
addField("useEyePoint" , TypePoint2I , Offset(mUseEyePoint , Gui3DProjectionCtrl));
|
|
addField("autoDelete" , TypeBool , Offset(mAutoDelete , Gui3DProjectionCtrl));
|
|
endGroup("3DProjection");
|
|
}
|
|
|
|
void Gui3DProjectionCtrl::onRender(Point2I offset, const RectI &updateRect)
|
|
{
|
|
doPositioning();
|
|
doProjection();
|
|
doAlignment();
|
|
|
|
Parent::onRender(offset, updateRect);
|
|
}
|
|
|
|
void Gui3DProjectionCtrl::resizeDuringRender()
|
|
{
|
|
doPositioning();
|
|
doProjection ();
|
|
doAlignment ();
|
|
}
|
|
|
|
|
|
|
|
bool Gui3DProjectionCtrl::onWake()
|
|
{
|
|
// walk up the GUI tree until we find a GuiTSCtrl.
|
|
|
|
mTSCtrl = NULL;
|
|
GuiControl* walkCtrl = getParent();
|
|
AssertFatal(walkCtrl != NULL, "Gui3DProjectionCtrl::onWake() - NULL parent");
|
|
bool doMore = true;
|
|
|
|
while (doMore)
|
|
{
|
|
mTSCtrl = dynamic_cast<GuiTSCtrl*>(walkCtrl);
|
|
walkCtrl = walkCtrl->getParent();
|
|
doMore = (mTSCtrl == NULL) && (walkCtrl != NULL);
|
|
}
|
|
|
|
if (!mTSCtrl)
|
|
Con::errorf("Gui3DProjectionCtrl::onWake() - no TSCtrl parent");
|
|
|
|
return Parent::onWake();
|
|
}
|
|
|
|
void Gui3DProjectionCtrl::onSleep()
|
|
{
|
|
mTSCtrl = NULL;
|
|
return Parent::onSleep();
|
|
}
|
|
|
|
void Gui3DProjectionCtrl::onDeleteNotify(SimObject* obj)
|
|
{
|
|
// - SimSet assumes that obj is a member of THIS, which in our case ain't true.
|
|
// oxe 20070116 - the following doesn't compile on GCC.
|
|
// SimSet::Parent::onDeleteNotify(obj);
|
|
|
|
if (!obj)
|
|
{
|
|
Con::warnf("Gui3DProjectionCtrl::onDeleteNotify - got NULL");
|
|
return;
|
|
}
|
|
|
|
if (obj != mAttachedTo)
|
|
{
|
|
if (mAttachedTo != NULL)
|
|
Con::warnf("Gui3DProjectionCtrl::onDeleteNotify - got unexpected object: %d vs. %d", obj->getId(), mAttachedTo->getId());
|
|
return;
|
|
}
|
|
|
|
if (mAutoDelete)
|
|
this->deleteObject();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void Gui3DProjectionCtrl::doPositioning()
|
|
{
|
|
if (mAttachedTo == NULL)
|
|
return;
|
|
|
|
Point3F ptBase; // the regular position of the object.
|
|
Point3F ptEye; // the render position of the eye node, if a player object.
|
|
Point3F pt; // combination of ptBase and ptEye.
|
|
|
|
MatrixF mat; // utility
|
|
|
|
mAttachedTo->getRenderTransform().getColumn(3, &ptBase);
|
|
|
|
if (mAttachedToPlayer != NULL)
|
|
{
|
|
mAttachedToPlayer->getRenderEyeTransform(&mat);
|
|
mat.getColumn(3, &ptEye);
|
|
}
|
|
else
|
|
{
|
|
ptEye = ptBase;
|
|
}
|
|
|
|
// use some components from ptEye but other position from ptBase
|
|
pt = ptBase;
|
|
if (mUseEyePoint.x != 0)
|
|
{
|
|
pt.x = ptEye.x;
|
|
pt.y = ptEye.y;
|
|
}
|
|
if (mUseEyePoint.y != 0)
|
|
{
|
|
pt.z = ptEye.z;
|
|
}
|
|
|
|
// object-space offset
|
|
Point3F offsetObj;
|
|
QuatF quat(mAttachedTo->getRenderTransform());
|
|
quat.mulP(mOffsetObject, &offsetObj);
|
|
pt += offsetObj;
|
|
|
|
|
|
// world-space offset
|
|
pt += mOffsetWorld;
|
|
|
|
mPtWorld = pt;
|
|
}
|
|
|
|
|
|
void Gui3DProjectionCtrl::doProjection()
|
|
{
|
|
if (!mTSCtrl)
|
|
return;
|
|
|
|
Point3F pt;
|
|
|
|
if (!mTSCtrl->project(mPtWorld, &pt))
|
|
return;
|
|
|
|
mPtProj.x = (S32)(pt.x + 0.5f);
|
|
mPtProj.y = (S32)(pt.y + 0.5f);
|
|
}
|
|
|
|
void Gui3DProjectionCtrl::doAlignment()
|
|
{
|
|
// alignment
|
|
Point2I offsetAlign;
|
|
switch(mHAlign)
|
|
{
|
|
default:
|
|
case center:
|
|
offsetAlign.x = -getBounds().extent.x / 2;
|
|
break;
|
|
case min:
|
|
offsetAlign.x = 0;
|
|
break;
|
|
case max:
|
|
offsetAlign.x = -getBounds().extent.x;
|
|
break;
|
|
}
|
|
|
|
switch(mVAlign)
|
|
{
|
|
default:
|
|
case center:
|
|
offsetAlign.y = -getBounds().extent.y / 2;
|
|
break;
|
|
case min:
|
|
offsetAlign.y = 0;
|
|
break;
|
|
case max:
|
|
offsetAlign.y = -getBounds().extent.y;
|
|
break;
|
|
}
|
|
|
|
// projected point
|
|
mPtScreen = mPtProj;
|
|
|
|
// alignment offset
|
|
mPtScreen += offsetAlign;
|
|
|
|
// screen offset
|
|
mPtScreen += mOffsetScreen;
|
|
|
|
// setTrgPosition(mPtScreen);
|
|
RectI bounds = getBounds();
|
|
bounds.point = mPtScreen;
|
|
setBounds(bounds);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void Gui3DProjectionCtrl::setAttachedTo(SceneObject* obj)
|
|
{
|
|
if (obj == mAttachedTo)
|
|
return;
|
|
|
|
if (mAttachedTo)
|
|
clearNotify(mAttachedTo);
|
|
|
|
mAttachedTo = obj;
|
|
mAttachedToPlayer = dynamic_cast<Player*>(obj);
|
|
|
|
if (mAttachedTo)
|
|
deleteNotify(mAttachedTo);
|
|
}
|
|
|
|
DefineEngineMethod(Gui3DProjectionCtrl, setAttachedTo, void, (SceneObject* target), (nullAsType<SceneObject*>()), "(object)")
|
|
{
|
|
if(target)
|
|
object->setAttachedTo(target);
|
|
}
|
|
|
|
DefineEngineMethod(Gui3DProjectionCtrl, getAttachedTo, S32, (),, "()")
|
|
{
|
|
SceneObject* obj = object->getAttachedTo();
|
|
if (!obj)
|
|
return 0;
|
|
else
|
|
return obj->getId();
|
|
}
|