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0ad/source/tools/atlas/GameInterface/Handlers/ObjectHandlers.cpp

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#include "precompiled.h"
#include "MessageHandler.h"
#include "../CommandProc.h"
#include "simulation/BaseEntityCollection.h"
#include "simulation/EntityManager.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "graphics/Model.h"
#include "maths/Matrix3D.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "lib/ogl.h"
#define LOG_CATEGORY "editor"
namespace AtlasMessage {
QUERYHANDLER(GetEntitiesList)
{
std::vector<CStrW> names;
g_EntityTemplateCollection.getBaseEntityNames(names);
for (std::vector<CStrW>::iterator it = names.begin(); it != names.end(); ++it)
{
//CBaseEntity* baseent = g_EntityTemplateCollection.getTemplate(*it);
sEntitiesListItem e;
e.id = *it;
e.name = *it; //baseent->m_Tag
msg->entities.push_back(e);
}
}
static std::vector<ObjectID> g_Selection;
void AtlasRenderSelection()
{
glDisable(GL_DEPTH_TEST);
for (size_t i = 0; i < g_Selection.size(); ++i)
{
if (g_Selection[i])
{
CUnit* unit = static_cast<CUnit*>(g_Selection[i]);
if (unit->GetEntity())
unit->GetEntity()->renderSelectionOutline();
else if (unit->GetModel())
{
const CBound& bound = unit->GetModel()->GetBounds();
// Expand bounds by 10% around the centre
CVector3D centre;
bound.GetCentre(centre);
CVector3D a = (bound[0] - centre) * 1.1f + centre;
CVector3D b = (bound[1] - centre) * 1.1f + centre;
float h = g_Game->GetWorld()->GetTerrain()->getExactGroundLevel(centre.X, centre.Z);
glColor3f(0.8f, 0.8f, 0.8f);
glBegin(GL_LINE_LOOP);
glVertex3f(a.X, h, a.Z);
glVertex3f(a.X, h, b.Z);
glVertex3f(b.X, h, b.Z);
glVertex3f(b.X, h, a.Z);
glEnd();
}
}
}
glEnable(GL_DEPTH_TEST);
}
MESSAGEHANDLER(SetSelectionPreview)
{
g_Selection = msg->ids;
}
//////////////////////////////////////////////////////////////////////////
static CUnit* g_PreviewUnit = NULL;
static CStrW g_PreviewUnitID;
static CVector3D GetUnitPos(const Position& pos)
{
static CVector3D vec;
pos.GetWorldSpace(vec, vec); // if msg->pos is 'Unchanged', use the previous pos
return vec;
}
MESSAGEHANDLER(EntityPreview)
{
if (msg->id != g_PreviewUnitID)
{
// Delete old unit
if (g_PreviewUnit)
{
g_UnitMan.RemoveUnit(g_PreviewUnit);
delete g_PreviewUnit;
g_PreviewUnit = NULL;
}
if (msg->id.length())
{
// Create new unit
CBaseEntity* base = g_EntityTemplateCollection.getTemplate(msg->id);
if (base) // (ignore errors)
{
g_PreviewUnit = g_UnitMan.CreateUnit(base->m_actorName, 0);
// TODO: set player (for colour)
// TODO: variations
}
}
g_PreviewUnitID = msg->id;
}
if (g_PreviewUnit)
{
CVector3D pos = GetUnitPos(msg->pos);
float s, c;
if (msg->usetarget)
{
CVector3D target;
msg->target.GetWorldSpace(target, pos.Y);
CVector2D dir(target.X-pos.X, target.Z-pos.Z);
dir = dir.normalize();
s = dir.x;
c = dir.y;
}
else
{
s = sin(msg->angle);
c = cos(msg->angle);
}
CMatrix3D m;
m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = pos.X;
m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = pos.Y;
m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = pos.Z;
m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
g_PreviewUnit->GetModel()->SetTransform(m);
}
}
BEGIN_COMMAND(CreateEntity)
HEntity m_Entity;
CVector3D m_Pos;
float m_Angle;
void Do()
{
m_Pos = GetUnitPos(d->pos);
if (d->usetarget)
{
CVector3D target;
d->target.GetWorldSpace(target, m_Pos.Y);
CVector2D dir(target.X-m_Pos.X, target.Z-m_Pos.Z);
m_Angle = atan2(dir.x, dir.y);
}
else
{
m_Angle = d->angle;
}
Redo();
}
void Redo()
{
CBaseEntity* base = g_EntityTemplateCollection.getTemplate(d->id);
if (! base)
LOG(ERROR, LOG_CATEGORY, "Failed to load entity template '%ls'", d->id.c_str());
else
{
HEntity ent = g_EntityManager.create(base, m_Pos, m_Angle);
if (! ent)
LOG(ERROR, LOG_CATEGORY, "Failed to create entity of type '%ls'", d->id.c_str());
else
{
// TODO: player ID
ent->SetPlayer(g_Game->GetLocalPlayer());
m_Entity = ent;
}
}
}
void Undo()
{
m_Entity->kill();
m_Entity = HEntity();
}
END_COMMAND(CreateEntity)
QUERYHANDLER(SelectObject)
{
float x, y;
msg->pos.GetScreenSpace(x, y);
CVector3D rayorigin, raydir;
g_Game->GetView()->GetCamera()->BuildCameraRay(x, y, rayorigin, raydir);
CUnit* target = g_UnitMan.PickUnit(rayorigin, raydir);
msg->id = static_cast<void*>(target);
}
BEGIN_COMMAND(MoveObject)
CVector3D m_PosOld, m_PosNew;
void Do()
{
if (! d->id)
return;
CUnit* unit = static_cast<CUnit*>(d->id);
if (unit->GetEntity())
{
m_PosOld = unit->GetEntity()->m_position;
}
else if (unit->GetModel())
{
CMatrix3D m = unit->GetModel()->GetTransform();
m_PosOld = m.GetTranslation();
}
m_PosNew = GetUnitPos(d->pos);
SetPos(m_PosNew);
}
void SetPos(CVector3D& pos)
{
if (! d->id)
return;
CUnit* unit = static_cast<CUnit*>(d->id);
if (unit->GetEntity())
{
unit->GetEntity()->m_position = pos;
}
else if (unit->GetModel())
{
CMatrix3D m = unit->GetModel()->GetTransform();
m.Translate(pos - m.GetTranslation());
unit->GetModel()->SetTransform(m);
}
}
void Redo()
{
SetPos(m_PosNew);
}
void Undo()
{
SetPos(m_PosOld);
}
void MergeWithSelf(cMoveObject* prev)
{
// TODO: merge correctly when prev unit != this unit
prev->m_PosNew = m_PosNew;
}
END_COMMAND(MoveObject)
BEGIN_COMMAND(RotateObject)
float m_AngleOld, m_AngleNew;
CMatrix3D m_TransformOld, m_TransformNew;
void Do()
{
if (! d->id)
return;
CUnit* unit = static_cast<CUnit*>(d->id);
if (unit->GetEntity())
{
m_AngleOld = unit->GetEntity()->m_orientation;
if (d->usetarget)
{
CVector3D& pos = unit->GetEntity()->m_position;
CVector3D target;
d->target.GetWorldSpace(target, pos.Y);
CVector2D dir(target.X-pos.X, target.Z-pos.Z);
m_AngleNew = atan2(dir.x, dir.y);
}
else
{
m_AngleNew = d->angle;
}
}
else if (unit->GetModel())
{
m_TransformOld = unit->GetModel()->GetTransform();
CVector3D pos = unit->GetModel()->GetTransform().GetTranslation();
float s, c;
if (d->usetarget)
{
CVector3D target;
d->target.GetWorldSpace(target, pos.Y);
CVector2D dir(target.X-pos.X, target.Z-pos.Z);
dir = dir.normalize();
s = dir.x;
c = dir.y;
}
else
{
s = sinf(d->angle);
c = cosf(d->angle);
}
CMatrix3D& m = m_TransformNew;
m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = pos.X;
m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = pos.Y;
m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = pos.Z;
m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
}
SetAngle(m_AngleNew, m_TransformNew);
}
void SetAngle(float angle, CMatrix3D& transform)
{
if (! d->id)
return;
CUnit* unit = static_cast<CUnit*>(d->id);
if (unit->GetEntity())
{
unit->GetEntity()->m_orientation = angle;
}
else if (unit->GetModel())
{
unit->GetModel()->SetTransform(transform);
}
}
void Redo()
{
SetAngle(m_AngleNew, m_TransformNew);
}
void Undo()
{
SetAngle(m_AngleOld, m_TransformOld);
}
void MergeWithSelf(cRotateObject* prev)
{
// TODO: merge correctly when prev unit != this unit
prev->m_AngleNew = m_AngleNew;
prev->m_TransformNew = m_TransformNew;
}
END_COMMAND(RotateObject)
BEGIN_COMMAND(DeleteObject)
bool m_ObjectAlive;
void Construct()
{
m_ObjectAlive = true;
}
void Destruct()
{
if (! m_ObjectAlive)
{
if (! d->id)
return;
CUnit* unit = static_cast<CUnit*>(d->id);
if (unit->GetEntity())
unit->GetEntity()->kill();
else
{
g_UnitMan.RemoveUnit(unit);
delete unit;
}
}
}
void Do()
{
Redo();
}
void Redo()
{
if (! d->id)
return;
CUnit* unit = static_cast<CUnit*>(d->id);
if (unit->GetEntity())
// HACK: I don't know the proper way of undoably deleting entities...
unit->GetEntity()->m_destroyed = true;
g_UnitMan.RemoveUnit(unit);
m_ObjectAlive = false;
}
void Undo()
{
if (! d->id)
return;
CUnit* unit = static_cast<CUnit*>(d->id);
if (unit->GetEntity())
unit->GetEntity()->m_destroyed = false;
g_UnitMan.AddUnit(unit);
m_ObjectAlive = true;
}
END_COMMAND(DeleteObject)
}