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authorSvxy <aidan61605@gmail.com>2023-05-31 23:31:32 +0200
committerSvxy <aidan61605@gmail.com>2023-05-31 23:31:32 +0200
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+//=============================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// File: DirectionalLocatorNode.cpp
+//
+// Description: Implement DirectionalLocatorNode
+//
+// History: 29/07/2002 + Created -- Cary Brisebois
+//
+//=============================================================================
+
+//========================================
+// System Includes
+//========================================
+#include "main/toolhack.h"
+#include <toollib.hpp>
+
+//========================================
+// Project Includes
+//========================================
+#include "nodes/DirectionalLocatorNode.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 DirectionalLocatorNode::id( WBConstants::TypeIDPrefix, WBConstants::NodeIDs::DirectionalLocator );
+const char* DirectionalLocatorNode::stringId = "DirectionalLocatorNode";
+
+const int DirectionalLocatorNode::ACTIVE_COLOUR = 15;
+const int DirectionalLocatorNode::INACTIVE_COLOUR = 12;
+const float DirectionalLocatorNode::SCALE = 1.0f * WBConstants::Scale;
+
+char DirectionalLocatorNode::sNewName[MAX_NAME_LEN];
+
+//******************************************************************************
+//
+// Callbacks
+//
+//******************************************************************************
+
+BOOL CALLBACK DirectionalLocatorNameCallBack( 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[DirectionalLocatorNode::MAX_NAME_LEN];
+ GetDlgItemText( hWnd, IDC_EDIT1, name, DirectionalLocatorNode::MAX_NAME_LEN );
+
+ if ( strcmp(name, "") == 0 )
+ {
+ MExt::DisplayWarning("You must input a new name for the Driectional Locator!");
+ return false;
+ }
+
+ MString newName( WorldBuilder::GetPrefix() );
+ newName += MString( name );
+
+ DirectionalLocatorNode::SetNewName( newName.asChar() );
+ EndDialog( hWnd, 0 ); //this is how you close the window.
+ return true;
+ }
+ else if( LOWORD(wParam) == IDCANCEL )
+ {
+ DirectionalLocatorNode::SetNewName( "" );
+ EndDialog( hWnd, 0 ); //this is how you close the window.
+ return true;
+ }
+
+ return false;
+ }
+ break;
+ default:
+ {
+ return false;
+ }
+ break;
+ }
+}
+
+
+//******************************************************************************
+//
+// Public Member Functions
+//
+//******************************************************************************
+
+//==============================================================================
+// DirectionalLocatorNode::DirectionalLocatorNode
+//==============================================================================
+// Description: Constructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+DirectionalLocatorNode::DirectionalLocatorNode()
+{
+}
+
+//==============================================================================
+// DirectionalLocatorNode::~DirectionalLocatorNode
+//==============================================================================
+// Description: Destructor.
+//
+// Parameters: None.
+//
+// Return: N/A.
+//
+//==============================================================================
+DirectionalLocatorNode::~DirectionalLocatorNode()
+{
+}
+
+//=============================================================================
+// DirectionalLocatorNode::creator
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void* DirectionalLocatorNode::creator()
+{
+ return new DirectionalLocatorNode();
+}
+
+//=============================================================================
+// DirectionalLocatorNode::draw
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( M3dView& view, const MDagPath& path, M3dView::DisplayStyle displayStyle, M3dView::DisplayStatus displayStatus )
+//
+// Return: void
+//
+//=============================================================================
+void DirectionalLocatorNode::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, 0,0,0, 5.0 );
+ GLExt::drawArrow( MPoint( 0, 0, 0 ), MPoint( 0, 0, -1 * WBConstants::Scale ), 5.0 );
+
+ glPopAttrib();
+ view.endGL();
+ }
+}
+
+//=============================================================================
+// DirectionalLocatorNode::initialize
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: MStatus
+//
+//=============================================================================
+MStatus DirectionalLocatorNode::initialize()
+{
+ return MStatus::kSuccess;
+}
+
+//=============================================================================
+// DirectionalLocatorNode::postConstructor
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ()
+//
+// Return: void
+//
+//=============================================================================
+void DirectionalLocatorNode::postConstructor()
+{
+}
+
+//=============================================================================
+// DirectionalLocatorNode::Export
+//=============================================================================
+// Description: Comment
+//
+// Parameters: ( MObject& directionalLocatorNode )
+//
+// Return: tlDataChunk
+//
+//=============================================================================
+tlDataChunk* DirectionalLocatorNode::Export( MObject& directionalLocatorNode )
+{
+ MFnDagNode fnNode( directionalLocatorNode );
+
+ if ( fnNode.typeId() == DirectionalLocatorNode::id )
+ {
+ //Create a tlDataChunk and return it filled with the appropriate data.
+ tlWBLocatorChunk* locator = new tlWBLocatorChunk;
+
+ locator->SetName( fnNode.name().asChar() );
+
+ locator->SetType( LocatorType::DIRECTIONAL );
+
+ //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; //3 vectors
+
+ 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 );
+ }
+
+ locator->SetDataElements( data, length );
+ locator->SetNumDataElements( length );
+
+ MPoint thisPosition;
+ MExt::GetWorldPosition( &thisPosition, directionalLocatorNode );
+
+ //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
+//
+//******************************************************************************