//=============================================================================
// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
//
// File: InteriorEntranceLocatorNode.cpp
//
// Description: Implement InteriorEntranceLocatorNode
//
// History: 29/07/2002 + Created -- Cary Brisebois
//
//=============================================================================
//========================================
// System Includes
//========================================
#include "main/toolhack.h"
#include <toollib.hpp>
//========================================
// Project Includes
//========================================
#include "nodes/InteriorEntranceLocatorNode.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 "nodes/triggervolumenode.h"
#include "resources/resource.h"
#include "../../../game/code/meta/locatortypes.h"
//******************************************************************************
//
// Global Data, Local Data, Local Classes
//
//******************************************************************************
MTypeId InteriorEntranceLocatorNode::id( WBConstants::TypeIDPrefix, WBConstants::NodeIDs::InteriorEntranceLocator );
const char* InteriorEntranceLocatorNode::stringId = "InteriorEntranceLocatorNode";
const int InteriorEntranceLocatorNode::ACTIVE_COLOUR = 15;
const int InteriorEntranceLocatorNode::INACTIVE_COLOUR = 12;
const float InteriorEntranceLocatorNode::SCALE = 1.0f * WBConstants::Scale;
const char* InteriorEntranceLocatorNode::TRIGGERS_NAME_SHORT = "trigs";
const char* InteriorEntranceLocatorNode::TRIGGERS_NAME_LONG = "triggers";
MObject InteriorEntranceLocatorNode::sTriggers;
const char* InteriorEntranceLocatorNode::ZONE_NAME_SHORT = "z";
const char* InteriorEntranceLocatorNode::ZONE_NAME_LONG = "zone";
MObject InteriorEntranceLocatorNode::sZone;
char InteriorEntranceLocatorNode::sNewName[MAX_NAME_LEN];
char InteriorEntranceLocatorNode::sZoneName[MAX_NAME_LEN];
//******************************************************************************
//
// Callbacks
//
//******************************************************************************
BOOL CALLBACK InteriorEntranceLocatorNameCallBack( HWND hWnd, UINT uMsg, UINT wParam, long lParam )
{
switch (uMsg)
{
case WM_INITDIALOG:
{
SetDlgItemText( hWnd, IDC_EDIT2, WorldBuilder::GetPrefix() );
SetDlgItemText( hWnd, IDC_EDIT3, "" );
return true;
}
break;
case WM_COMMAND:
{
if ( LOWORD(wParam) == IDC_BUTTON1 || LOWORD(wParam) == IDOK )
{
//Get the entry in the text field.
char name[InteriorEntranceLocatorNode::MAX_NAME_LEN];
GetDlgItemText( hWnd, IDC_EDIT1, name, InteriorEntranceLocatorNode::MAX_NAME_LEN );
if ( strcmp(name, "") == 0 )
{
MExt::DisplayWarning("You must input a new name for the Interior Entrance Locator!");
return false;
}
MString newName( WorldBuilder::GetPrefix() );
newName += MString( name );
InteriorEntranceLocatorNode::SetNewName( newName.asChar() );
//Do the zone name too...
GetDlgItemText( hWnd, IDC_EDIT3, name, InteriorEntranceLocatorNode::MAX_NAME_LEN );
if ( strcmp(name, "") == 0 )
{
MExt::DisplayWarning("You must input a file name for the zone!");
return false;
}
InteriorEntranceLocatorNode::SetZoneName( name );
EndDialog( hWnd, 0 ); //this is how you close the window.
return true;
}
else if( LOWORD(wParam) == IDCANCEL )
{
InteriorEntranceLocatorNode::SetNewName( "" );
InteriorEntranceLocatorNode::SetZoneName( "" );
EndDialog( hWnd, 0 ); //this is how you close the window.
return true;
}
return false;
}
break;
default:
{
return false;
}
break;
}
}
//******************************************************************************
//
// Public Member Functions
//
//******************************************************************************
//==============================================================================
// InteriorEntranceLocatorNode::InteriorEntranceLocatorNode
//==============================================================================
// Description: Constructor.
//
// Parameters: None.
//
// Return: N/A.
//
//==============================================================================
InteriorEntranceLocatorNode::InteriorEntranceLocatorNode()
{
}
//==============================================================================
// InteriorEntranceLocatorNode::~InteriorEntranceLocatorNode
//==============================================================================
// Description: Destructor.
//
// Parameters: None.
//
// Return: N/A.
//
//==============================================================================
InteriorEntranceLocatorNode::~InteriorEntranceLocatorNode()
{
}
//=============================================================================
// InteriorEntranceLocatorNode::creator
//=============================================================================
// Description: Comment
//
// Parameters: ()
//
// Return: void
//
//=============================================================================
void* InteriorEntranceLocatorNode::creator()
{
return new InteriorEntranceLocatorNode();
}
//=============================================================================
// InteriorEntranceLocatorNode::draw
//=============================================================================
// Description: Comment
//
// Parameters: ( M3dView& view, const MDagPath& path, M3dView::DisplayStyle displayStyle, M3dView::DisplayStatus displayStatus )
//
// Return: void
//
//=============================================================================
void InteriorEntranceLocatorNode::draw( M3dView& view,
const MDagPath& path,
M3dView::DisplayStyle displayStyle,
M3dView::DisplayStatus displayStatus )
{
if ( WorldBuilder::GetDisplayLevel() & WorldBuilder::INTERIOR_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) )
{
MPlugArray sources, targets;
MFnDagNode fnNode( thisMObject() );
MPlug triggersPlug = fnNode.findPlug( sTriggers );
MExt::ResolveConnections( &sources, &targets, triggersPlug, true, false );
unsigned int i;
for ( i = 0; i < targets.length(); ++i )
{
//Draw a box around the source trigger volume.
MPoint triggerWP, thisWP;
MExt::GetWorldPosition( &triggerWP, sources[i].node() );
MExt::GetWorldPosition( &thisWP, thisMObject() );
MPoint triggerLP;
triggerLP = triggerWP - thisWP;
view.setDrawColor( 8, M3dView::kActiveColors );
GLExt::drawLine( MPoint(0,0,0), triggerLP, 5.0f );
}
}
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, 0,0,0, 5.0 );
GLExt::drawPyramid( SCALE, 0,0,0, 5.0 );
GLExt::drawArrow( MPoint( 0, 0, 0 ), MPoint( 0, 0, -1 * WBConstants::Scale ), 5.0 );
GLExt::drawD( SCALE, 0,1,0, 5.0 );
glPopAttrib();
view.endGL();
}
}
//=============================================================================
// InteriorEntranceLocatorNode::initialize
//=============================================================================
// Description: Comment
//
// Parameters: ()
//
// Return: MStatus
//
//=============================================================================
MStatus InteriorEntranceLocatorNode::initialize()
{
MFnMessageAttribute msgAttr;
MStatus status;
sTriggers = msgAttr.create( TRIGGERS_NAME_LONG, TRIGGERS_NAME_SHORT, &status );
RETURN_STATUS_ON_FAILURE( status );
RETURN_STATUS_ON_FAILURE( msgAttr.setReadable( false ) );
RETURN_STATUS_ON_FAILURE( msgAttr.setWritable( true ) );
RETURN_STATUS_ON_FAILURE( msgAttr.setArray( true ) );
RETURN_STATUS_ON_FAILURE( msgAttr.setIndexMatters( false ) );
RETURN_STATUS_ON_FAILURE( addAttribute( sTriggers ) );
MFnTypedAttribute typAttr;
sZone = typAttr.create( ZONE_NAME_LONG, ZONE_NAME_SHORT, MFnData::kString, MObject::kNullObj, &status );
RETURN_STATUS_ON_FAILURE( status );
RETURN_STATUS_ON_FAILURE( typAttr.setReadable( true ) );
RETURN_STATUS_ON_FAILURE( typAttr.setWritable( true ) );
RETURN_STATUS_ON_FAILURE( addAttribute( sZone ) );
return MStatus::kSuccess;
}
//=============================================================================
// InteriorEntranceLocatorNode::postConstructor
//=============================================================================
// Description: Comment
//
// Parameters: ()
//
// Return: void
//
//=============================================================================
void InteriorEntranceLocatorNode::postConstructor()
{
}
//=============================================================================
// InteriorEntranceLocatorNode::Export
//=============================================================================
// Description: Comment
//
// Parameters: ( MObject& interiorEntranceLocatorNode )
//
// Return: tlDataChunk
//
//=============================================================================
tlDataChunk* InteriorEntranceLocatorNode::Export( MObject& interiorEntranceLocatorNode )
{
MFnDagNode fnNode( interiorEntranceLocatorNode );
if ( fnNode.typeId() == InteriorEntranceLocatorNode::id )
{
//Create a tlDataChunk and return it filled with the appropriate data.
tlWBLocatorChunk* locator = new tlWBLocatorChunk;
locator->SetName( fnNode.name().asChar() );
locator->SetType( LocatorType::INTERIOR_ENTRANCE );
//The data here is the zone associated with this locator.
MString zone;
fnNode.findPlug( sZone ).getValue( zone );
//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 = (zone.length() / 4 + 1) + 3 * 3; //string + 3 vectors
unsigned long* data;
data = new unsigned long[ length ];
unsigned int i;
for ( i = 0; i < length; ++i )
{
data[i] = 0;
}
memcpy( data, zone.asChar(), zone.length() );
((char*)(data))[zone.length()] = '\0';
unsigned int row;
for ( row = 0; row < 3; ++row )
{
tlPoint point = hmatrix.GetRow( row );
memcpy( &data[(zone.length() / 4 + 1) + row * 3], &point.x, sizeof(float) * 3 );
}
locator->SetDataElements( data, length );
locator->SetNumDataElements( length );
MPoint thisPosition;
MExt::GetWorldPosition( &thisPosition, interiorEntranceLocatorNode );
//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 );
//Make the trigger volumes a sub-chunk of the locator...
MPlugArray sources, targets;
MPlug triggersPlug = fnNode.findPlug( sTriggers );
MExt::ResolveConnections( &sources, &targets, triggersPlug, true, false );
for ( i = 0; i < sources.length(); ++i )
{
tlDataChunk* trigger = TriggerVolumeNode::Export( sources[ i ].node() );
assert( trigger );
locator->AppendSubChunk( trigger );
}
locator->SetNumTriggers( i );
delete data;
return locator;
}
return NULL;
}
//******************************************************************************
//
// Private Member Functions
//
//******************************************************************************