313 lines
9.7 KiB
C++
313 lines
9.7 KiB
C++
//=============================================================================
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// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
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//
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// File: DirectionalLocatorNode.cpp
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//
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// Description: Implement DirectionalLocatorNode
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//
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// History: 29/07/2002 + Created -- Cary Brisebois
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//
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//=============================================================================
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//========================================
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// System Includes
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//========================================
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#include "main/toolhack.h"
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#include <toollib.hpp>
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//========================================
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// Project Includes
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//========================================
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#include "nodes/DirectionalLocatorNode.h"
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#include "main/constants.h"
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#include "main/worldbuilder.h"
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#include "utility/glext.h"
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#include "utility/mext.h"
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#include "utility/nodehelper.h"
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#include "utility/transformmatrix.h"
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#include "nodes/triggervolumenode.h"
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#include "resources/resource.h"
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#include "../../../game/code/meta/locatortypes.h"
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//******************************************************************************
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//
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// Global Data, Local Data, Local Classes
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//
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//******************************************************************************
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MTypeId DirectionalLocatorNode::id( WBConstants::TypeIDPrefix, WBConstants::NodeIDs::DirectionalLocator );
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const char* DirectionalLocatorNode::stringId = "DirectionalLocatorNode";
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const int DirectionalLocatorNode::ACTIVE_COLOUR = 15;
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const int DirectionalLocatorNode::INACTIVE_COLOUR = 12;
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const float DirectionalLocatorNode::SCALE = 1.0f * WBConstants::Scale;
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char DirectionalLocatorNode::sNewName[MAX_NAME_LEN];
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//******************************************************************************
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//
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// Callbacks
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//
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//******************************************************************************
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BOOL CALLBACK DirectionalLocatorNameCallBack( HWND hWnd, UINT uMsg, UINT wParam, long lParam )
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{
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switch (uMsg)
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{
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case WM_INITDIALOG:
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{
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SetDlgItemText( hWnd, IDC_EDIT2, WorldBuilder::GetPrefix() );
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return true;
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}
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break;
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case WM_COMMAND:
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{
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if ( LOWORD(wParam) == IDC_BUTTON1 || LOWORD(wParam) == IDOK )
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{
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//Get the entry in the text field.
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char name[DirectionalLocatorNode::MAX_NAME_LEN];
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GetDlgItemText( hWnd, IDC_EDIT1, name, DirectionalLocatorNode::MAX_NAME_LEN );
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if ( strcmp(name, "") == 0 )
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{
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MExt::DisplayWarning("You must input a new name for the Driectional Locator!");
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return false;
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}
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MString newName( WorldBuilder::GetPrefix() );
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newName += MString( name );
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DirectionalLocatorNode::SetNewName( newName.asChar() );
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EndDialog( hWnd, 0 ); //this is how you close the window.
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return true;
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}
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else if( LOWORD(wParam) == IDCANCEL )
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{
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DirectionalLocatorNode::SetNewName( "" );
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EndDialog( hWnd, 0 ); //this is how you close the window.
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return true;
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}
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return false;
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}
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break;
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default:
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{
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return false;
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}
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break;
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}
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}
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//******************************************************************************
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//
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// Public Member Functions
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//
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//******************************************************************************
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//==============================================================================
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// DirectionalLocatorNode::DirectionalLocatorNode
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//==============================================================================
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// Description: Constructor.
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//
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// Parameters: None.
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//
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// Return: N/A.
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//
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//==============================================================================
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DirectionalLocatorNode::DirectionalLocatorNode()
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{
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}
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//==============================================================================
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// DirectionalLocatorNode::~DirectionalLocatorNode
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//==============================================================================
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// Description: Destructor.
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//
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// Parameters: None.
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//
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// Return: N/A.
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//
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//==============================================================================
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DirectionalLocatorNode::~DirectionalLocatorNode()
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{
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}
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//=============================================================================
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// DirectionalLocatorNode::creator
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ()
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//
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// Return: void
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//
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//=============================================================================
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void* DirectionalLocatorNode::creator()
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{
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return new DirectionalLocatorNode();
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}
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//=============================================================================
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// DirectionalLocatorNode::draw
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ( M3dView& view, const MDagPath& path, M3dView::DisplayStyle displayStyle, M3dView::DisplayStatus displayStatus )
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//
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// Return: void
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//
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//=============================================================================
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void DirectionalLocatorNode::draw( M3dView& view,
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const MDagPath& path,
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M3dView::DisplayStyle displayStyle,
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M3dView::DisplayStatus displayStatus )
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{
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if ( WorldBuilder::GetDisplayLevel() & WorldBuilder::DIRECTIONAL_LOCATORS )
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{
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view.beginGL();
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glPushAttrib( GL_CURRENT_BIT | GL_LINE_BIT | GL_POLYGON_BIT );
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//When we are in render mode, we draw the lines between the nodes.
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//If this was in GL_SELECTION_MODE, we would not draw the lines, so they won't interfere
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//with selection.
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GLint value;
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glGetIntegerv( GL_RENDER_MODE, &value );
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//Draw things here we don't want selectable.
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if ( (value == GL_RENDER) )
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{
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}
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if ( displayStatus == M3dView::kDormant )
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{
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int colour = NodeHelper::OverrideNodeColour( thisMObject(), INACTIVE_COLOUR );
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view.setDrawColor( colour, M3dView::kDormantColors );
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}
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else
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{
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view.setDrawColor( ACTIVE_COLOUR, M3dView::kActiveColors );
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}
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//Draw a star to represent the locator.
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GLExt::drawCrossHair3D( SCALE, 0,0,0, 5.0 );
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GLExt::drawArrow( MPoint( 0, 0, 0 ), MPoint( 0, 0, -1 * WBConstants::Scale ), 5.0 );
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glPopAttrib();
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view.endGL();
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}
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}
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//=============================================================================
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// DirectionalLocatorNode::initialize
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ()
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//
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// Return: MStatus
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//
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//=============================================================================
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MStatus DirectionalLocatorNode::initialize()
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{
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return MStatus::kSuccess;
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}
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//=============================================================================
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// DirectionalLocatorNode::postConstructor
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ()
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//
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// Return: void
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//
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//=============================================================================
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void DirectionalLocatorNode::postConstructor()
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{
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}
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//=============================================================================
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// DirectionalLocatorNode::Export
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ( MObject& directionalLocatorNode )
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//
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// Return: tlDataChunk
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//
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//=============================================================================
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tlDataChunk* DirectionalLocatorNode::Export( MObject& directionalLocatorNode )
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{
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MFnDagNode fnNode( directionalLocatorNode );
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if ( fnNode.typeId() == DirectionalLocatorNode::id )
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{
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//Create a tlDataChunk and return it filled with the appropriate data.
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tlWBLocatorChunk* locator = new tlWBLocatorChunk;
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locator->SetName( fnNode.name().asChar() );
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locator->SetType( LocatorType::DIRECTIONAL );
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//Also get the direction.
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MObject transform;
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transform = fnNode.parent( 0 );
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MFnTransform fnTransform( transform );
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MDagPath dagPath;
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MExt::FindDagNodeByName( &dagPath, fnTransform.name() );
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TransformMatrix tm( dagPath );
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tlMatrix hmatrix;
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tm.GetHierarchyMatrixLHS( hmatrix );
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//Make this p3d friendly...
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hmatrix.element[3][0] /= WBConstants::Scale;
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hmatrix.element[3][1] /= WBConstants::Scale;
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hmatrix.element[3][2] /= WBConstants::Scale;
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unsigned int length = 3 * 3; //3 vectors
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unsigned long* data;
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data = new unsigned long[ length ];
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unsigned int row;
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for ( row = 0; row < 3; ++row )
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{
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tlPoint point = hmatrix.GetRow( row );
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memcpy( &data[row * 3], &point.x, sizeof(float) * 3 );
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}
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locator->SetDataElements( data, length );
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locator->SetNumDataElements( length );
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MPoint thisPosition;
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MExt::GetWorldPosition( &thisPosition, directionalLocatorNode );
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//Set the values.
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tlPoint point;
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point[0] = thisPosition[0] / WBConstants::Scale;
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point[1] = thisPosition[1] / WBConstants::Scale;
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point[2] = -thisPosition[2] / WBConstants::Scale; //Maya vs. P3D...
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locator->SetPosition( point );
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return locator;
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}
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return NULL;
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}
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//******************************************************************************
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//
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// Private Member Functions
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//
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//******************************************************************************
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