diff options
Diffstat (limited to 'tools/worldbuilder/code/nodes/breakablecameralocatornode.cpp')
-rw-r--r-- | tools/worldbuilder/code/nodes/breakablecameralocatornode.cpp | 327 |
1 files changed, 327 insertions, 0 deletions
diff --git a/tools/worldbuilder/code/nodes/breakablecameralocatornode.cpp b/tools/worldbuilder/code/nodes/breakablecameralocatornode.cpp new file mode 100644 index 0000000..0b0cd5c --- /dev/null +++ b/tools/worldbuilder/code/nodes/breakablecameralocatornode.cpp @@ -0,0 +1,327 @@ +//============================================================================= +// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved. +// +// File: BreakableCameraLocatorNode.cpp +// +// Description: Implement BreakableCameraLocatorNode +// +// History: 9/17/2002 + Created -- Cary Brisebois +// +//============================================================================= + +//======================================== +// System Includes +//======================================== +// Foundation Tech +#include <raddebug.hpp> + +//======================================== +// Project Includes +//======================================== +#include "BreakableCameraLocatorNode.h" + +#include "main/constants.h" +#include "main/worldbuilder.h" +#include "utility/glext.h" +#include "utility/mext.h" +#include "utility/nodehelper.h" +#include "utility/transformmatrix.h" + +#include "resources/resource.h" + +#include "../../../game/code/meta/locatortypes.h" + +//****************************************************************************** +// +// Global Data, Local Data, Local Classes +// +//****************************************************************************** +MTypeId BreakableCameraLocatorNode::id( WBConstants::TypeIDPrefix, WBConstants::NodeIDs::BreakableCameraLocator ); +const char* BreakableCameraLocatorNode::stringId = "BreakableCameraLocatorNode"; + +const int BreakableCameraLocatorNode::ACTIVE_COLOUR = 15; +const int BreakableCameraLocatorNode::INACTIVE_COLOUR = 12; +const float BreakableCameraLocatorNode::SCALE = 1.0f * WBConstants::Scale; + +char BreakableCameraLocatorNode::sNewName[MAX_NAME_LEN]; + +const char* BreakableCameraLocatorNode::FOV_NAME_SHORT = "fov"; +const char* BreakableCameraLocatorNode::FOV_NAME_LONG = "fieldOfView"; +MObject BreakableCameraLocatorNode::sFOV; + + +//****************************************************************************** +// +// Callbacks +// +//****************************************************************************** + +BOOL CALLBACK BreakableCameraLocatorNameCallBack( HWND hWnd, UINT uMsg, UINT wParam, long lParam ) +{ + switch (uMsg) + { + case WM_INITDIALOG: + { + SetDlgItemText( hWnd, IDC_EDIT2, WorldBuilder::GetPrefix() ); + return true; + } + break; + case WM_COMMAND: + { + if ( LOWORD(wParam) == IDC_BUTTON1 || LOWORD(wParam) == IDOK ) + { + //Get the entry in the text field. + char name[BreakableCameraLocatorNode::MAX_NAME_LEN]; + GetDlgItemText( hWnd, IDC_EDIT1, name, BreakableCameraLocatorNode::MAX_NAME_LEN ); + + if ( strcmp(name, "") == 0 ) + { + MExt::DisplayWarning("You must input a new name for the Breakable Camera Locator!"); + return false; + } + + MString newName( WorldBuilder::GetPrefix() ); + newName += MString( name ); + + BreakableCameraLocatorNode::SetNewName( newName.asChar() ); + EndDialog( hWnd, 0 ); //this is how you close the window. + return true; + } + else if( LOWORD(wParam) == IDCANCEL ) + { + BreakableCameraLocatorNode::SetNewName( "" ); + EndDialog( hWnd, 0 ); //this is how you close the window. + return true; + } + + return false; + } + break; + default: + { + return false; + } + break; + } +} + +//****************************************************************************** +// +// Public Member Functions +// +//****************************************************************************** + +//============================================================================== +// BreakableCameraLocatorNode::BreakableCameraLocatorNode +//============================================================================== +// Description: Constructor. +// +// Parameters: None. +// +// Return: N/A. +// +//============================================================================== +BreakableCameraLocatorNode::BreakableCameraLocatorNode() +{ +} + +//============================================================================== +// BreakableCameraLocatorNode::~BreakableCameraLocatorNode +//============================================================================== +// Description: Destructor. +// +// Parameters: None. +// +// Return: N/A. +// +//============================================================================== +BreakableCameraLocatorNode::~BreakableCameraLocatorNode() +{ +} + +//============================================================================= +// BreakableCameraLocatorNode::creator +//============================================================================= +// Description: Comment +// +// Parameters: () +// +// Return: void +// +//============================================================================= +void* BreakableCameraLocatorNode::creator() +{ + return new BreakableCameraLocatorNode(); +} + +//============================================================================= +// BreakableCameraLocatorNode::draw +//============================================================================= +// Description: Comment +// +// Parameters: ( M3dView& view, const MDagPath& path, M3dView::DisplayStyle displayStyle, M3dView::DisplayStatus displayStatus ) +// +// Return: void +// +//============================================================================= +void BreakableCameraLocatorNode::draw( M3dView& view, + const MDagPath& path, + M3dView::DisplayStyle displayStyle, + M3dView::DisplayStatus displayStatus ) +{ + if ( WorldBuilder::GetDisplayLevel() & WorldBuilder::DIRECTIONAL_LOCATORS ) + { + view.beginGL(); + glPushAttrib( GL_CURRENT_BIT | GL_LINE_BIT | GL_POLYGON_BIT ); + + //When we are in render mode, we draw the lines between the nodes. + //If this was in GL_SELECTION_MODE, we would not draw the lines, so they won't interfere + //with selection. + GLint value; + glGetIntegerv( GL_RENDER_MODE, &value ); + + //Draw things here we don't want selectable. + if ( (value == GL_RENDER) ) + { + } + + if ( displayStatus == M3dView::kDormant ) + { + int colour = NodeHelper::OverrideNodeColour( thisMObject(), INACTIVE_COLOUR ); + + view.setDrawColor( colour, M3dView::kDormantColors ); + } + else + { + view.setDrawColor( ACTIVE_COLOUR, M3dView::kActiveColors ); + } + + //Draw a star to represent the locator. + GLExt::drawCrossHair3D( SCALE * 0.15f, 0,0,0, 5.0f ); + GLExt::drawCamera3D( SCALE * 0.3f, 0,0.5f,0, 5.0 ); + + glPopAttrib(); + view.endGL(); + } +} + +//============================================================================= +// BreakableCameraLocatorNode::initialize +//============================================================================= +// Description: Comment +// +// Parameters: () +// +// Return: MStatus +// +//============================================================================= +MStatus BreakableCameraLocatorNode::initialize() +{ + MStatus status; + MFnNumericAttribute numAttr; + sFOV = numAttr.create( FOV_NAME_LONG, FOV_NAME_SHORT, MFnNumericData::kFloat, 90.0f, &status ); + RETURN_STATUS_ON_FAILURE( status ); + RETURN_STATUS_ON_FAILURE( numAttr.setReadable( true ) ); + RETURN_STATUS_ON_FAILURE( numAttr.setWritable( true ) ); + RETURN_STATUS_ON_FAILURE( numAttr.setMin(0.1f) ); + RETURN_STATUS_ON_FAILURE( numAttr.setMax(180.0f) ); + RETURN_STATUS_ON_FAILURE( addAttribute( sFOV ) ); + + return MStatus::kSuccess; +} + +//============================================================================= +// BreakableCameraLocatorNode::postConstructor +//============================================================================= +// Description: Comment +// +// Parameters: () +// +// Return: void +// +//============================================================================= +void BreakableCameraLocatorNode::postConstructor() +{ +} + +//============================================================================= +// BreakableCameraLocatorNode::Export +//============================================================================= +// Description: Comment +// +// Parameters: ( MObject& breakableCameraLocatorNode ) +// +// Return: tlDataChunk +// +//============================================================================= +tlDataChunk* BreakableCameraLocatorNode::Export( MObject& breakableCameraLocatorNode ) +{ + MFnDagNode fnNode( breakableCameraLocatorNode ); + + if ( fnNode.typeId() == BreakableCameraLocatorNode::id ) + { + //Create a tlDataChunk and return it filled with the appropriate data. + tlWBLocatorChunk* locator = new tlWBLocatorChunk; + + locator->SetName( fnNode.name().asChar() ); + + locator->SetType( LocatorType::BREAKABLE_CAMERA ); + + //Also get the direction. + MObject transform; + transform = fnNode.parent( 0 ); + MFnTransform fnTransform( transform ); + + MDagPath dagPath; + MExt::FindDagNodeByName( &dagPath, fnTransform.name() ); + TransformMatrix tm( dagPath ); + + tlMatrix hmatrix; + tm.GetHierarchyMatrixLHS( hmatrix ); + //Make this p3d friendly... + hmatrix.element[3][0] /= WBConstants::Scale; + hmatrix.element[3][1] /= WBConstants::Scale; + hmatrix.element[3][2] /= WBConstants::Scale; + + unsigned int length = (3 * 3) + 1; //3 vectors + 1 float + + unsigned long* data; + + data = new unsigned long[ length ]; + + unsigned int row; + for ( row = 0; row < 3; ++row ) + { + tlPoint point = hmatrix.GetRow( row ); + + memcpy( &data[row * 3], &point.x, sizeof(float) * 3 ); + } + + float fov = 90.0f; + fnNode.findPlug( sFOV ).getValue( fov ); + memcpy( &data[row * 3], &fov, sizeof(float) ); + + locator->SetDataElements( data, length ); + locator->SetNumDataElements( length ); + + MPoint thisPosition; + MExt::GetWorldPosition( &thisPosition, breakableCameraLocatorNode ); + + //Set the values. + tlPoint point; + + point[0] = thisPosition[0] / WBConstants::Scale; + point[1] = thisPosition[1] / WBConstants::Scale; + point[2] = -thisPosition[2] / WBConstants::Scale; //Maya vs. P3D... + locator->SetPosition( point ); + + return locator; + } + + return NULL; +} +//****************************************************************************** +// +// Private Member Functions +// +//****************************************************************************** |