//============================================================================= // 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 //======================================== // 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 // //******************************************************************************