Torque3D/Engine/source/T3D/guiObjectView.h
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

292 lines
7.8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
#ifndef _GUIOBJECTVIEW_H_
#define _GUIOBJECTVIEW_H_
#ifndef _GUITSCONTROL_H_
#include "gui/3d/guiTSControl.h"
#endif
#ifndef _TSSHAPEINSTANCE_H_
#include "ts/tsShapeInstance.h"
#endif
#include "T3D/assets/ShapeAsset.h"
class LightInfo;
/// A control that displays a TSShape in its view.
class GuiObjectView : public GuiTSCtrl
{
public:
typedef GuiTSCtrl Parent;
DECLARE_CALLBACK( void, onMouseEnter, ());
DECLARE_CALLBACK( void, onMouseLeave, ());
protected:
/// @name Mouse Control
/// @{
enum MouseState
{
None,
Rotating,
Zooming
};
/// Current mouse operation.
MouseState mMouseState;
/// Last mouse position during tracked mouse operations.
Point2I mLastMousePoint;
/// @}
/// @name Model
/// @{
/// Name of the model loaded for display.
StringTableEntry mModelName;
/// Model being displayed in the view.
TSShapeInstance* mModel;
/// Name of skin to use on model.
String mSkinName;
/// @}
/// @name Camera State
/// @{
Point3F mCameraPos;
MatrixF mCameraMatrix;
EulerF mCameraRot;
Point3F mOrbitPos;
F32 mMaxOrbitDist;
F32 mMinOrbitDist;
EulerF mCameraRotation;
///
F32 mOrbitDist;
/// Multiplier for camera mouse operations (rotation and zooming).
F32 mCameraSpeed;
/// @}
/// @name Mounting
/// @{
/// Name of model to mount to the primary model.
String mMountedModelName;
///
String mMountSkinName;
/// Index of the node to mount the secondary model to. -1 (disabled) by default.
S32 mMountNode;
/// Name of node to mount the secondary model to. Unset by default.
String mMountNodeName;
/// Model mounted as an image to the primary model.
TSShapeInstance* mMountedModel;
///
MatrixF mMountTransform;
/// @}
/// @name Animation
/// @{
/// Index of the animation sequence to play on the model. -1 (disabled) by default.
S32 mAnimationSeq;
/// Name of the animation sequence to play on the model. Unset by default.
String mAnimationSeqName;
/// Animation thread on the model.
TSThread* mRunThread;
/// Last time we rendered the model. Used for animation.
S32 mLastRenderTime;
/// @}
/// @name Lighting
/// @{
/// Light object used as sun during rendering.
LightInfo* mLight;
///
LinearColorF mLightColor;
///
LinearColorF mLightAmbient;
///
Point3F mLightDirection;
/// @}
///
void _initAnimation();
///
void _initMount();
///
void onStaticModified( StringTableEntry slotName, const char* newValue );
public:
GuiObjectView();
~GuiObjectView();
/// @name Model
/// @{
///
const String& getModelName() const { return mModelName; }
/// Return the instance of the model being rendered in the view.
TSShapeInstance* getModel() const { return mModel; }
/// Return the name of the skin used on the primary model.
const String& getSkin() const { return mSkinName; }
/// Set the skin to use on the primary model.
void setSkin( const String& name );
/// Set the model to show in this view.
void setObjectModel( const String& modelName );
/// @}
/// @name Animation
/// @{
/// Set the animation sequence to play on the model.
/// @param seqIndex Index of sequence to play.
void setObjectAnimation( S32 seqIndex );
/// Set the animation sequence to play on the model.
/// @param seqIndex Name of sequence to play.
void setObjectAnimation( const String& sequenceName );
/// @}
/// @name Mounting
/// @{
/// Return the model mounted to the current primary model; NULL if none.
TSShapeInstance* getMountedModel() const { return mMountedModel; }
///
const String& getMountedModelName() const { return mMountedModelName; }
/// Return the name of the skin used on the mounted model.
const String& getMountSkin() const { return mMountSkinName; }
/// Set the skin to use on the mounted model.
void setMountSkin( const String& name );
///
void setMountNode( S32 index );
///
void setMountNode( const String& nodeName );
///
void setMountedObject( const String& modelName );
/// @}
/// @name Camera
/// @{
/// Return the current camera speed multiplier.
F32 getCameraSpeed() const { return mCameraSpeed; }
/// Set the multiplier to apply to camera rotation and zooming.
void setCameraSpeed( F32 factor );
///
F32 getOrbitDistance() const { return mOrbitDist; }
/// 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.
///
/// @param distance The distance to set the orbit to (will be clamped).
void setOrbitDistance( F32 distance );
/// Sets the angle of the camera on it's orbit in relation to the object.
void setCameraRotation( const EulerF& rotation );
/// @}
/// @name Lighting
/// @{
///
void setLightColor( const LinearColorF& color );
///
void setLightAmbient( const LinearColorF& color );
///
void setLightDirection( const Point3F& direction );
/// @}
// GuiTsCtrl.
bool onWake();
void onMouseEnter( const GuiEvent& event );
void onMouseLeave( const GuiEvent& event );
void onMouseDown( const GuiEvent& event );
void onMouseUp( const GuiEvent& event );
void onMouseDragged( const GuiEvent& event );
void onRightMouseDown( const GuiEvent& event );
void onRightMouseUp( const GuiEvent& event );
void onRightMouseDragged( const GuiEvent& event );
bool processCameraQuery( CameraQuery* query );
void renderWorld( const RectI& updateRect );
static void initPersistFields();
DECLARE_CONOBJECT( GuiObjectView );
DECLARE_DESCRIPTION( "A control that shows a TSShape model." );
};
#endif // !_GUIOBJECTVIEW_H_