Ykkrosh
2f53eea71a
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.
219 lines
5.0 KiB
C++
219 lines
5.0 KiB
C++
#include "precompiled.h"
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#include "ActorViewer.h"
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#include "View.h"
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#include "graphics/Model.h"
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#include "graphics/ObjectManager.h"
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#include "graphics/Patch.h"
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#include "graphics/SkeletonAnim.h"
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#include "graphics/SkeletonAnimDef.h"
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#include "graphics/Terrain.h"
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#include "graphics/TextureEntry.h"
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#include "graphics/TextureManager.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitManager.h"
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#include "maths/MathUtil.h"
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#include "ps/GameSetup/Config.h"
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#include "renderer/Renderer.h"
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#include "renderer/Scene.h"
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#include "renderer/SkyManager.h"
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struct ActorViewerImpl : public Scene
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{
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CUnit* Unit;
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CStrW CurrentUnitID;
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CStrW CurrentUnitAnim;
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float CurrentSpeed;
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bool WalkEnabled;
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SColor4ub Background;
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CTerrain Terrain;
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// Simplistic implementation of the Scene interface
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void EnumerateObjects(const CFrustum& UNUSED(frustum), SceneCollector* c)
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{
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c->Submit(Terrain.GetPatch(0, 0));
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if (Unit)
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c->SubmitRecursive(Unit->GetModel());
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}
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};
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ActorViewer::ActorViewer()
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: m(*new ActorViewerImpl())
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{
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m.Unit = NULL;
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m.WalkEnabled = true;
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m.Background = SColor4ub(255, 255, 255, 255);
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// Set up the renderer
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g_TexMan.LoadTerrainTextures();
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g_Renderer.LoadAlphaMaps();
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g_Renderer.GetSkyManager()->m_RenderSky = false;
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// (TODO: should these be unloaded properly some time? and what should
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// happen if we want the actor viewer and scenario editor loaded at
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// the same time?)
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// Create a tiny empty piece of terrain, just so we can put shadows
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// on it without having to think too hard
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m.Terrain.Initialize(1, NULL);
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CTextureEntry* tex = g_TexMan.FindTexture("whiteness");
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if (tex)
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{
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CPatch* patch = m.Terrain.GetPatch(0, 0);
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for (int i = 0; i < PATCH_SIZE; ++i)
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{
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for (int j = 0; j < PATCH_SIZE; ++j)
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{
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CMiniPatch& mp = patch->m_MiniPatches[i][j];
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mp.Tex1 = tex->GetHandle();
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mp.Tex1Priority = 0;
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}
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}
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}
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}
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ActorViewer::~ActorViewer()
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{
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delete m.Unit;
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delete &m;
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}
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void ActorViewer::SetActor(const CStrW& id, const CStrW& animation)
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{
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bool needsAnimReload = false;
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if (! m.Unit || id != m.CurrentUnitID)
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{
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delete m.Unit;
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m.Unit = NULL;
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// If there's no actor to display, return with nothing loaded
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if (id.empty())
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return;
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m.Unit = CUnit::Create((CStr)id, NULL, std::set<CStr>());
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if (! m.Unit)
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return;
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float angle = PI;
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float s = sin(angle);
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float c = cos(angle);
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CMatrix3D mat;
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mat._11 = -c; mat._12 = 0.0f; mat._13 = -s; mat._14 = CELL_SIZE * PATCH_SIZE/2;
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mat._21 = 0.0f; mat._22 = 1.0f; mat._23 = 0.0f; mat._24 = 0.0f;
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mat._31 = s; mat._32 = 0.0f; mat._33 = -c; mat._34 = CELL_SIZE * PATCH_SIZE/2;
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mat._41 = 0.0f; mat._42 = 0.0f; mat._43 = 0.0f; mat._44 = 1.0f;
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m.Unit->GetModel()->SetTransform(mat);
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m.Unit->GetModel()->ValidatePosition();
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needsAnimReload = true;
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}
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if (animation != m.CurrentUnitAnim)
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needsAnimReload = true;
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if (needsAnimReload)
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{
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CStr anim = ((CStr)animation).LowerCase();
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float speed;
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// TODO: this is just copied from template_unit.xml and isn't the
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// same for all units. But we don't know anything about entities here,
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// so what to do?
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if (anim == "walk")
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speed = 7.f;
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else if (anim == "run")
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speed = 12.f;
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else
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speed = 0.f;
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m.CurrentSpeed = speed;
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m.Unit->SetEntitySelection(anim);
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m.Unit->SetRandomAnimation(anim, false, speed);
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}
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m.CurrentUnitID = id;
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m.CurrentUnitAnim = animation;
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}
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void ActorViewer::SetBackgroundColour(const SColor4ub& colour)
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{
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m.Background = colour;
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m.Terrain.SetBaseColour(colour);
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}
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void ActorViewer::SetWalkEnabled(bool enabled)
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{
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m.WalkEnabled = enabled;
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}
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void ActorViewer::Render()
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{
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m.Terrain.MakeDirty(RENDERDATA_UPDATE_COLOR);
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g_Renderer.SetClearColor(*(u32*)&m.Background);
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g_Renderer.BeginFrame();
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// Find the centre of the interesting region, in the middle of the patch
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// and half way up the model (assuming there is one)
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CVector3D centre;
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if (m.Unit)
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m.Unit->GetModel()->GetBounds().GetCentre(centre);
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else
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centre.Y = 0.f;
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centre.X = centre.Z = CELL_SIZE * PATCH_SIZE/2;
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CCamera camera = View::GetView_Actor()->GetCamera();
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camera.m_Orientation.Translate(centre.X, centre.Y, centre.Z);
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camera.UpdateFrustum();
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g_Renderer.SetSceneCamera(camera, camera);
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g_Renderer.RenderScene(&m);
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g_Renderer.EndFrame();
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oglCheck();
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}
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void ActorViewer::Update(float dt)
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{
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if (m.Unit)
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{
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m.Unit->GetModel()->Update(dt);
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CMatrix3D mat = m.Unit->GetModel()->GetTransform();
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if (m.WalkEnabled)
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{
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// Move the model by speed*dt forwards
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float z = mat.GetTranslation().Z;
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z -= m.CurrentSpeed*dt;
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// Wrap at the edges, so it doesn't run off into the horizon
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if (z < CELL_SIZE*PATCH_SIZE * 0.4f)
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z = CELL_SIZE*PATCH_SIZE * 0.6f;
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mat.Translate(0.f, 0.f, z - mat.GetTranslation().Z);
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}
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m.Unit->GetModel()->SetTransform(mat);
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m.Unit->GetModel()->ValidatePosition();
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}
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}
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bool ActorViewer::HasAnimation() const
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{
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if (m.Unit &&
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m.Unit->GetModel()->GetAnimation() &&
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m.Unit->GetModel()->GetAnimation()->m_AnimDef &&
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m.Unit->GetModel()->GetAnimation()->m_AnimDef->GetNumFrames() > 1)
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return true;
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return false;
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}
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