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forked from 0ad/0ad
0ad/source/tools/atlas/GameInterface/ActorViewer.cpp
Ykkrosh 2f53eea71a Actor Viewer: Added controls for wireframe, background colour, move-when-walking. Reduced CPU usage when 'playing' things with no animation.
Color: Moved SColor* structs into SColor.h, so they can be used without
indirectly including CVector[34]D.
Terrain: Added 'base colour', for the Actor Viewer to be able to
modulate the colour of normally-white terrain.
Removed some "using namespace std" (because it doesn't make the code
easier to read, and it defeats the point of namespaces, and the rest of
the code doesn't do it).

This was SVN commit r4392.
2006-09-26 01:44:20 +00:00

219 lines
5.0 KiB
C++

#include "precompiled.h"
#include "ActorViewer.h"
#include "View.h"
#include "graphics/Model.h"
#include "graphics/ObjectManager.h"
#include "graphics/Patch.h"
#include "graphics/SkeletonAnim.h"
#include "graphics/SkeletonAnimDef.h"
#include "graphics/Terrain.h"
#include "graphics/TextureEntry.h"
#include "graphics/TextureManager.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "maths/MathUtil.h"
#include "ps/GameSetup/Config.h"
#include "renderer/Renderer.h"
#include "renderer/Scene.h"
#include "renderer/SkyManager.h"
struct ActorViewerImpl : public Scene
{
CUnit* Unit;
CStrW CurrentUnitID;
CStrW CurrentUnitAnim;
float CurrentSpeed;
bool WalkEnabled;
SColor4ub Background;
CTerrain Terrain;
// Simplistic implementation of the Scene interface
void EnumerateObjects(const CFrustum& UNUSED(frustum), SceneCollector* c)
{
c->Submit(Terrain.GetPatch(0, 0));
if (Unit)
c->SubmitRecursive(Unit->GetModel());
}
};
ActorViewer::ActorViewer()
: m(*new ActorViewerImpl())
{
m.Unit = NULL;
m.WalkEnabled = true;
m.Background = SColor4ub(255, 255, 255, 255);
// Set up the renderer
g_TexMan.LoadTerrainTextures();
g_Renderer.LoadAlphaMaps();
g_Renderer.GetSkyManager()->m_RenderSky = false;
// (TODO: should these be unloaded properly some time? and what should
// happen if we want the actor viewer and scenario editor loaded at
// the same time?)
// Create a tiny empty piece of terrain, just so we can put shadows
// on it without having to think too hard
m.Terrain.Initialize(1, NULL);
CTextureEntry* tex = g_TexMan.FindTexture("whiteness");
if (tex)
{
CPatch* patch = m.Terrain.GetPatch(0, 0);
for (int i = 0; i < PATCH_SIZE; ++i)
{
for (int j = 0; j < PATCH_SIZE; ++j)
{
CMiniPatch& mp = patch->m_MiniPatches[i][j];
mp.Tex1 = tex->GetHandle();
mp.Tex1Priority = 0;
}
}
}
}
ActorViewer::~ActorViewer()
{
delete m.Unit;
delete &m;
}
void ActorViewer::SetActor(const CStrW& id, const CStrW& animation)
{
bool needsAnimReload = false;
if (! m.Unit || id != m.CurrentUnitID)
{
delete m.Unit;
m.Unit = NULL;
// If there's no actor to display, return with nothing loaded
if (id.empty())
return;
m.Unit = CUnit::Create((CStr)id, NULL, std::set<CStr>());
if (! m.Unit)
return;
float angle = PI;
float s = sin(angle);
float c = cos(angle);
CMatrix3D mat;
mat._11 = -c; mat._12 = 0.0f; mat._13 = -s; mat._14 = CELL_SIZE * PATCH_SIZE/2;
mat._21 = 0.0f; mat._22 = 1.0f; mat._23 = 0.0f; mat._24 = 0.0f;
mat._31 = s; mat._32 = 0.0f; mat._33 = -c; mat._34 = CELL_SIZE * PATCH_SIZE/2;
mat._41 = 0.0f; mat._42 = 0.0f; mat._43 = 0.0f; mat._44 = 1.0f;
m.Unit->GetModel()->SetTransform(mat);
m.Unit->GetModel()->ValidatePosition();
needsAnimReload = true;
}
if (animation != m.CurrentUnitAnim)
needsAnimReload = true;
if (needsAnimReload)
{
CStr anim = ((CStr)animation).LowerCase();
float speed;
// TODO: this is just copied from template_unit.xml and isn't the
// same for all units. But we don't know anything about entities here,
// so what to do?
if (anim == "walk")
speed = 7.f;
else if (anim == "run")
speed = 12.f;
else
speed = 0.f;
m.CurrentSpeed = speed;
m.Unit->SetEntitySelection(anim);
m.Unit->SetRandomAnimation(anim, false, speed);
}
m.CurrentUnitID = id;
m.CurrentUnitAnim = animation;
}
void ActorViewer::SetBackgroundColour(const SColor4ub& colour)
{
m.Background = colour;
m.Terrain.SetBaseColour(colour);
}
void ActorViewer::SetWalkEnabled(bool enabled)
{
m.WalkEnabled = enabled;
}
void ActorViewer::Render()
{
m.Terrain.MakeDirty(RENDERDATA_UPDATE_COLOR);
g_Renderer.SetClearColor(*(u32*)&m.Background);
g_Renderer.BeginFrame();
// Find the centre of the interesting region, in the middle of the patch
// and half way up the model (assuming there is one)
CVector3D centre;
if (m.Unit)
m.Unit->GetModel()->GetBounds().GetCentre(centre);
else
centre.Y = 0.f;
centre.X = centre.Z = CELL_SIZE * PATCH_SIZE/2;
CCamera camera = View::GetView_Actor()->GetCamera();
camera.m_Orientation.Translate(centre.X, centre.Y, centre.Z);
camera.UpdateFrustum();
g_Renderer.SetSceneCamera(camera, camera);
g_Renderer.RenderScene(&m);
g_Renderer.EndFrame();
oglCheck();
}
void ActorViewer::Update(float dt)
{
if (m.Unit)
{
m.Unit->GetModel()->Update(dt);
CMatrix3D mat = m.Unit->GetModel()->GetTransform();
if (m.WalkEnabled)
{
// Move the model by speed*dt forwards
float z = mat.GetTranslation().Z;
z -= m.CurrentSpeed*dt;
// Wrap at the edges, so it doesn't run off into the horizon
if (z < CELL_SIZE*PATCH_SIZE * 0.4f)
z = CELL_SIZE*PATCH_SIZE * 0.6f;
mat.Translate(0.f, 0.f, z - mat.GetTranslation().Z);
}
m.Unit->GetModel()->SetTransform(mat);
m.Unit->GetModel()->ValidatePosition();
}
}
bool ActorViewer::HasAnimation() const
{
if (m.Unit &&
m.Unit->GetModel()->GetAnimation() &&
m.Unit->GetModel()->GetAnimation()->m_AnimDef &&
m.Unit->GetModel()->GetAnimation()->m_AnimDef->GetNumFrames() > 1)
return true;
return false;
}