Torque3D/Templates/BaseGame/game/tools/navEditor/main.tscript
marauder2k7 b5d6601b96 add cover tool
add cover tool
some more cleanup
navmeshselecttool needs to use collideBox
duDebugDrawTorque now has the transparent blending option
2025-07-28 08:24:20 +01:00

349 lines
12 KiB
Plaintext

//-----------------------------------------------------------------------------
// Copyright (c) 2014 Daniel Buckmaster
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// These values should align with enum PolyFlags in walkabout/nav.h
$Nav::WalkFlag = 1 << 0;
$Nav::SwimFlag = 1 << 1;
$Nav::JumpFlag = 1 << 2;
$Nav::LedgeFlag = 1 << 3;
$Nav::DropFlag = 1 << 4;
$Nav::ClimbFlag = 1 << 5;
$Nav::TeleportFlag = 1 << 6;
function initializeNavEditor()
{
echo(" % - Initializing Navigation Editor");
// Execute all relevant scripts and GUIs.
exec("./navEditor." @ $TorqueScriptFileExtension);
exec("./NavEditorGui.gui");
exec("./NavEditorToolbar.gui");
exec("./NavEditorConsoleDlg.gui");
exec("./CreateNewNavMeshDlg.gui");
// Add ourselves to EditorGui, where all the other tools reside
NavEditorGui.setVisible(false);
NavEditorOptionsWindow.setVisible(false);
NavEditorTreeWindow.setVisible(false);
NavEditorConsoleDlg.setVisible(false);
MainSceneTabPanel.add(NavEditorGui);
MainSceneTabPanel.add(NavEditorOptionsWindow);
MainSceneTabPanel.add(NavEditorTreeWindow);
MainSceneTabPanel.add(NavEditorConsoleDlg);
new ScriptObject(NavEditorPlugin)
{
superClass = "EditorPlugin";
editorGui = NavEditorGui;
};
new SimSet(NavMeshTools)
{
new NavMeshSelectTool()
{
internalName = "SelectTool";
toolTip = "Edit NavMesh";
buttonImage = "ToolsModule:visibility_toggle_n_image";
};
new OffMeshConnectionTool()
{
internalName = "LinkTool";
toolTip = "Link tool";
buttonImage = "ToolsModule:nav_link_n_image";
};
new CoverTool()
{
internalName = "NavCoverTool";
toolTip = "Cover Tool";
buttonImage = "ToolsModule:nav_cover_n_image";
};
new TileTool()
{
internalName = "TileTool";
toolTip = "Tile selection tool";
buttonImage = "ToolsModule:select_bounds_n_image";
};
new NavMeshTestTool()
{
internalName = "TestTool";
toolTip = "PathFinding Test tool";
buttonImage = "ToolsModule:3rd_person_camera_n_image";
};
};
// Bind shortcuts for the nav editor.
%map = new ActionMap();
%map.bindCmd(keyboard, "1", "ENavEditorSelectModeBtn.performClick();", "");
%map.bindCmd(keyboard, "2", "ENavEditorLinkModeBtn.performClick();", "");
%map.bindCmd(keyboard, "3", "ENavEditorCoverModeBtn.performClick();", "");
%map.bindCmd(keyboard, "4", "ENavEditorTileModeBtn.performClick();", "");
%map.bindCmd(keyboard, "5", "ENavEditorTestModeBtn.performClick();", "");
%map.bindCmd(keyboard, "c", "NavEditorConsoleBtn.performClick();", "");
NavEditorPlugin.map = %map;
NavEditorPlugin.initSettings();
}
function destroyNavEditor()
{
}
function NavEditorPlugin::onWorldEditorStartup(%this)
{
// Add ourselves to the window menu.
%accel = EditorGui.addToEditorsMenu("Navigation Editor", "", NavEditorPlugin);
// Add ourselves to the ToolsToolbar.
%tooltip = "Navigation Editor (" @ %accel @ ")";
EditorGui.addToToolsToolbar("NavEditorPlugin", "NavEditorPalette", "ToolsModule:nav_editor_n_image", %tooltip);
GuiWindowCtrl::attach(NavEditorOptionsWindow, NavEditorTreeWindow);
// Add ourselves to the Editor Settings window.
exec("./NavEditorSettingsTab.gui");
ESettingsWindow.addTabPage(ENavEditorSettingsPage);
ENavEditorSettingsPage.init();
// Add items to World Editor Creator
ObjectCreator.beginGroup("Navigation");
ObjectCreator.registerMissionObject("CoverPoint", "Cover point");
ObjectCreator.registerMissionObject("NavPath", "Nav Path");
ObjectCreator.registerMissionObject("NavMesh", "Navigation mesh");
ObjectCreator.endGroup();
}
function ENavEditorSettingsPage::init(%this)
{
// Initialises the settings controls in the settings dialog box.
%this-->SpawnClassOptions.clear();
%this-->SpawnClassOptions.add("Player");
%this-->SpawnClassOptions.add("AIPlayer");
%this-->SpawnClassOptions.setFirstSelected();
}
function EditorGui::SetNavPalletBar()
{
//Clears the button pallete stack
EWToolsPaletteWindow.setStackCtrl(ToolsPaletteArray); //legacy ctrl adhereance
EWToolsPaletteWindow.clearButtons();
EWToolsPaletteWindow.setActionMap(WorldEditorInspectorPlugin.map);
//Adds a button to the pallete stack
//Name Icon Click Command Tooltip text Keybind
EWToolsPaletteWindow.addButton("EditMode", "ToolsModule:visibility_toggle_n_image", "NavEditorGui.setActiveTool(NavMeshTools->SelectTool);", "", "Edit NavMesh", "1");
EWToolsPaletteWindow.addButton("LinkMode", "ToolsModule:nav_link_n_image", "NavEditorGui.setActiveTool(NavMeshTools->LinkTool);", "", "Create off-mesh links", "2");
EWToolsPaletteWindow.addButton("CoverMode","ToolsModule:nav_cover_n_image", "NavEditorGui.setActiveTool(NavMeshTools->NavCoverTool);", "", "Create Cover Points.", "3");
EWToolsPaletteWindow.addButton("TileMode", "ToolsModule:select_bounds_n_image", "NavEditorGui.setActiveTool(NavMeshTools->TileTool);" , "", "View and Edit Tiles", "4");
EWToolsPaletteWindow.addButton("TestMode", "ToolsModule:3rd_person_camera_n_image", "NavEditorGui.setActiveTool(NavMeshTools->TestTool);", "", "Test pathfinding", "5");
EWToolsPaletteWindow.refresh();
}
function NavEditorPlugin::onActivated(%this)
{
%this.readSettings();
// Set a global variable so everyone knows we're editing!
$Nav::EditorOpen = true;
// Start off in Select mode.
// Callback when the nav editor changes mode. Set the appropriate dynamic
// GUI contents in the properties/actions boxes.
NavInspector.setVisible(false);
%actions = NavEditorOptionsWindow->ActionsBox;
%actions->SelectActions.setVisible(false);
%actions->LinkActions.setVisible(false);
%actions->CoverActions.setVisible(false);
%actions->TileActions.setVisible(false);
%actions->TestActions.setVisible(false);
%properties = NavEditorOptionsWindow->PropertiesBox;
%properties->LinkProperties.setVisible(false);
%properties->TileProperties.setVisible(false);
ENavEditorSelectModeBtn.performClick();
EditorGui.bringToFront(NavEditorGui);
NavEditorGui.setVisible(true);
NavEditorGui.makeFirstResponder(true);
EditorGuiToolbarStack.remove( EWorldEditorToolbar );
EditorGuiToolbarStack.add( NavEditorToolbar );
NavEditorOptionsWindow.setVisible(true);
NavEditorTreeWindow.setVisible(true);
// Inspect the ServerNavMeshSet, which contains all the NavMesh objects
// in the mission.
if(!isObject(ServerNavMeshSet))
new SimSet(ServerNavMeshSet);
if(ServerNavMeshSet.getCount() == 0)
toolsMessageBoxYesNo("No NavMesh", "There is no NavMesh in this level. Would you like to create one?" SPC
"If not, please use the Nav Editor to create a new NavMesh.",
"Canvas.pushDialog(CreateNewNavMeshDlg);");
NavTreeView.open(ServerNavMeshSet, true);
// Push our keybindings to the top. (See initializeNavEditor for where this
// map was created.)
%this.map.push();
// Store this on a dynamic field
// in order to restore whatever setting
// the user had before.
%this.prevGizmoAlignment = GlobalGizmoProfile.alignment;
// Always use Object alignment.
GlobalGizmoProfile.alignment = "Object";
// Set the status until some other editing mode adds useful information.
EditorGuiStatusBar.setInfo("Navigation editor.");
EditorGuiStatusBar.setSelection("");
// Allow the Gui to setup.
NavEditorGui.onEditorActivated();
Parent::onActivated(%this);
EditorGui.SetNavPalletBar();
DrawModeSelector.init();
DrawModeSelector.selectDefault();
}
function NavEditorPlugin::onDeactivated(%this)
{
%this.writeSettings();
$Nav::EditorOpen = false;
NavEditorGui.setVisible(false);
EditorGuiToolbarStack.add( EWorldEditorToolbar );
EditorGuiToolbarStack.remove( NavEditorToolbar );
NavEditorOptionsWindow.setVisible(false);
NavEditorTreeWindow.setVisible(false);
%this.map.pop();
// Restore the previous Gizmo alignment settings.
GlobalGizmoProfile.alignment = %this.prevGizmoAlignment;
// Allow the Gui to cleanup.
NavEditorGui.onEditorDeactivated();
Parent::onDeactivated(%this);
}
function NavEditorPlugin::onEditMenuSelect(%this, %editMenu)
{
%hasSelection = false;
}
function NavEditorPlugin::handleDelete(%this)
{
// Event happens when the user hits 'delete'.
NavEditorGui.deleteSelected();
}
function NavEditorPlugin::handleEscape(%this)
{
return NavEditorGui.onEscapePressed();
}
function NavEditorPlugin::isDirty(%this)
{
return NavEditorGui.isDirty;
}
function NavEditorPlugin::onSaveMission(%this, %missionFile)
{
if(NavEditorGui.isDirty)
{
getScene(0).save(%missionFile);
NavEditorGui.isDirty = false;
}
}
//-----------------------------------------------------------------------------
// Settings
//-----------------------------------------------------------------------------
function NavEditorPlugin::initSettings(%this)
{
EditorSettings.beginGroup("NavEditor", true);
EditorSettings.setDefaultValue("SpawnClass", "AIPlayer");
EditorSettings.setDefaultValue("SpawnDatablock", "ProtoPlayer");
EditorSettings.endGroup();
}
function NavEditorPlugin::readSettings(%this)
{
EditorSettings.beginGroup("NavEditor", true);
// Currently these are globals because of the way they are accessed in navMesh.cpp.
NavEditorGui.spawnClass = EditorSettings.value("SpawnClass");
NavEditorGui.spawnDatablock = EditorSettings.value("SpawnDatablock");
NavEditorGui.backgroundBuild = EditorSettings.value("BackgroundBuild");
NavEditorGui.saveIntermediates = EditorSettings.value("SaveIntermediates");
NavEditorGui.playSoundWhenDone = EditorSettings.value("PlaySoundWhenDone");
// Build in the background by default, unless a preference has been saved.
if (NavEditorGui.backgroundBuild $= "")
{
NavEditorGui.backgroundBuild = true;
}
EditorSettings.endGroup();
}
function NavEditorPlugin::writeSettings(%this)
{
EditorSettings.beginGroup("NavEditor", true);
EditorSettings.setValue("SpawnClass", NavEditorGui.spawnClass);
EditorSettings.setValue("SpawnDatablock", NavEditorGui.spawnDatablock);
EditorSettings.setValue("BackgroundBuild", NavEditorGui.backgroundBuild);
EditorSettings.setValue("SaveIntermediates", NavEditorGui.saveIntermediates);
EditorSettings.setValue("PlaySoundWhenDone", NavEditorGui.playSoundWhenDone);
EditorSettings.endGroup();
}
function ESettingsWindowPopup::onWake(%this)
{
%this.setSelected(%this.findText(EditorSettings.value(%this.editorSettingsValue)));
}
function ESettingsWindowPopup::onSelect(%this)
{
EditorSettings.setValue(%this.editorSettingsValue, %this.getText());
eval(%this.editorSettingsRead);
}