khanat-opennel-code/code/nel/tools/3d/object_viewer/located_target_dlg.cpp

291 lines
8.4 KiB
C++
Raw Normal View History

2013-06-17 09:24:18 +00:00
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std_afx.h"
#include "nel/3d/particle_system.h"
#include "object_viewer.h"
#include "located_target_dlg.h"
#include "collision_zone_dlg.h"
#include "editable_range.h"
#include "attrib_dlg.h"
#include "direction_attr.h"
/////////////////////////////////////////////////////////////////////////////
// CLocatedTargetDlg dialog
CLocatedTargetDlg::CLocatedTargetDlg(CParticleWorkspace::CNode *ownerNode,
NL3D::CPSTargetLocatedBindable *lbTarget,
CParticleDlg *particleDlg) : _Node(ownerNode), _LBTarget(lbTarget), _ParticleDlg(particleDlg)
{
nlassert(particleDlg);
//{{AFX_DATA_INIT(CLocatedTargetDlg)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
}
void CLocatedTargetDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CLocatedTargetDlg)
DDX_Control(pDX, IDC_AVAILABLE_TARGET, m_AvailableTargets);
DDX_Control(pDX, IDC_TARGET, m_Targets);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CLocatedTargetDlg, CDialog)
//{{AFX_MSG_MAP(CLocatedTargetDlg)
ON_BN_CLICKED(IDC_ADD_TARGET, OnAddTarget)
ON_BN_CLICKED(IDC_REMOVE_TARGET, OnRemoveTarget)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CLocatedTargetDlg message handlers
void CLocatedTargetDlg::init(CWnd* pParent)
{
Create(IDD_LOCATED_TARGET_DLG, pParent);
ShowWindow(SW_SHOW);
}
void CLocatedTargetDlg::OnAddTarget()
{
UpdateData();
int totalCount = m_AvailableTargets.GetCount();
nlassert(totalCount);
std::vector<int> indexs;
indexs.resize(totalCount);
int selCount = m_AvailableTargets.GetSelItems(totalCount, &indexs[0]);
std::sort(indexs.begin(), indexs.begin() + selCount); // we never know ...
// check that force isn't applied on a forever lasting object
if (dynamic_cast<NL3D::CPSForce *>(_LBTarget))
{
bool forEverLastingTarget = false;
for (int k = 0; k < selCount; ++k)
{
NL3D::CPSLocated *loc = (NL3D::CPSLocated *) m_AvailableTargets.GetItemData(indexs[k] - k);
nlassert(loc);
if (loc->getLastForever())
{
forEverLastingTarget = true;
break;
}
}
if (forEverLastingTarget)
{
CString warningStr;
CString messStr;
warningStr.LoadString(IDS_WARNING);
messStr.LoadString(IDS_FORCE_APPLIED_ON_OBJECT_THAT_LAST_FOREVER);
if (MessageBox((LPCTSTR) messStr, (LPCTSTR) warningStr, MB_OKCANCEL) != IDOK)
{
return;
}
}
}
//
for (int k = 0; k < selCount; ++k)
{
NL3D::CPSLocated *loc = (NL3D::CPSLocated *) m_AvailableTargets.GetItemData(indexs[k] - k);
nlassert(loc);
_LBTarget->attachTarget(loc);
m_AvailableTargets.DeleteString(indexs[k] - k);
int l = m_Targets.AddString(loc->getName().c_str());
m_Targets.SetItemData(l, (DWORD) loc);
}
UpdateData(FALSE);
//
updateModifiedFlag();
}
void CLocatedTargetDlg::OnRemoveTarget()
{
UpdateData();
int totalCount = m_Targets.GetCount();
nlassert(totalCount);
std::vector<int> indexs;
indexs.resize(totalCount);
int selCount = m_Targets.GetSelItems(totalCount, &indexs[0]);
std::sort(indexs.begin(), indexs.begin() + selCount); // we never know ...
for (int k = 0; k < selCount; ++k)
{
NL3D::CPSLocated *loc = (NL3D::CPSLocated *) m_Targets.GetItemData(indexs[k] - k);
nlassert(loc);
_LBTarget->detachTarget(loc);
m_Targets.DeleteString(indexs[k] - k);
int l = m_AvailableTargets.AddString(loc->getName().c_str());
m_AvailableTargets.SetItemData(l, (DWORD) loc);
}
UpdateData(FALSE);
updateModifiedFlag();
}
BOOL CLocatedTargetDlg::OnInitDialog()
{
CDialog::OnInitDialog();
RECT r;
uint k;
uint nbTarg = _LBTarget->getNbTargets();
m_Targets.InitStorage(nbTarg, 128);
std::set<NL3D::CPSLocated *> targetSet;
// fill the box thta tells us what the target are
for(k = 0; k < nbTarg; ++k)
{
m_Targets.AddString(_LBTarget->getTarget(k)->getName().c_str() );
m_Targets.SetItemData(k, (DWORD) _LBTarget->getTarget(k) );
targetSet.insert(_LBTarget->getTarget(k));
};
// fill abox with the available targets
NL3D::CParticleSystem *ps = _LBTarget->getOwner()->getOwner();
uint nbLocated = ps->getNbProcess();
m_AvailableTargets.InitStorage(nbTarg, 128);
for (k = 0; k < nbLocated; ++k)
{
NL3D::CPSLocated *loc = dynamic_cast<NL3D::CPSLocated *>(ps->getProcess(k));
if (loc)
{
if (targetSet.find(loc) == targetSet.end())
{
int l = m_AvailableTargets.AddString(loc->getName().c_str() );
m_AvailableTargets.SetItemData(l, (DWORD) loc );
}
}
}
const sint posX = 5;
sint posY = 180;
// collision zone case
if (dynamic_cast<NL3D::CPSZone *>(_LBTarget))
{
CCollisionZoneDlg *czd = new CCollisionZoneDlg(_Node, dynamic_cast<NL3D::CPSZone *>(_LBTarget), _ParticleDlg);
pushWnd(czd);
czd->init(posX, posY, this);
}
// force with intensity case
if (dynamic_cast<NL3D::CPSForceIntensity *>(_LBTarget))
{
_ForceIntensityWrapper.F = dynamic_cast<NL3D::CPSForceIntensity *>(_LBTarget);
CAttribDlgFloat *fi = new CAttribDlgFloat(std::string("FORCE INTENSITY"), _Node, 0, 100);
pushWnd(fi);
fi->setWrapper(&_ForceIntensityWrapper);
fi->setSchemeWrapper(&_ForceIntensityWrapper);
HBITMAP bmh = LoadBitmap(::AfxGetInstanceHandle(), MAKEINTRESOURCE(IDB_FORCE_INTENSITY));
fi->init(bmh, posX, posY, this);
fi->GetClientRect(&r);
posY += r.bottom + 3;
}
// vortex (to tune viscosity)
if (dynamic_cast<NL3D::CPSCylindricVortex *>(_LBTarget))
{
CEditableRangeFloat *rv = new CEditableRangeFloat(std::string("RADIAL_VISCOSITY"), _Node, 0, 1);
pushWnd(rv);
_RadialViscosityWrapper.V = dynamic_cast<NL3D::CPSCylindricVortex *>(_LBTarget);
rv->setWrapper(&_RadialViscosityWrapper);
rv->init(posX + 140, posY, this);
CStatic *s = new CStatic;
pushWnd(s);
s->Create("Radial viscosity : ", SS_LEFT, CRect(posX, posY, posX + 139, posY + 32), this);
s->SetFont(CFont::FromHandle((HFONT) GetStockObject(DEFAULT_GUI_FONT)));
s->ShowWindow(SW_SHOW);
rv->GetClientRect(&r);
posY += r.bottom + 3;
CEditableRangeFloat *tv = new CEditableRangeFloat(std::string("TANGENTIAL_VISCOSITY"), _Node, 0, 1);
pushWnd(tv);
_TangentialViscosityWrapper.V = dynamic_cast<NL3D::CPSCylindricVortex *>(_LBTarget);
tv->setWrapper(&_TangentialViscosityWrapper);
tv->init(posX + 140, posY, this);
s = new CStatic;
pushWnd(s);
s->Create("Tangential Viscosity : ", SS_LEFT, CRect(posX, posY, posX + 139, posY + 32), this);
s->ShowWindow(SW_SHOW);
tv->GetClientRect(&r);
posY += r.bottom + 3;
}
// deals with emitters that have a direction
if (dynamic_cast<NL3D::CPSDirection *>(_LBTarget))
{
CDirectionAttr *da = new CDirectionAttr(std::string("DIRECTION"));
pushWnd(da);
_DirectionWrapper.E = dynamic_cast<NL3D::CPSDirection *>(_LBTarget);
da->setWrapper(&_DirectionWrapper);
da->setDirectionWrapper(dynamic_cast<NL3D::CPSDirection *>(_LBTarget));
da->init(posX, posY, this);
da->GetClientRect(&r);
posY += r.bottom;
}
// Brownian (to tune parametric factor)
if (dynamic_cast<NL3D::CPSBrownianForce *>(_LBTarget))
{
CEditableRangeFloat *rv = new CEditableRangeFloat(std::string("PARAMETRIC_FACTOR"), _Node, 0, 64);
pushWnd(rv);
_ParamFactorWrapper.F = static_cast<NL3D::CPSBrownianForce *>(_LBTarget);
rv->setWrapper(&_ParamFactorWrapper);
rv->init(posX + 140, posY, this);
CStatic *s = new CStatic;
pushWnd(s);
s->Create("Parametric factor : ", SS_LEFT, CRect(posX, posY, posX + 139, posY + 40), this);
s->SetFont(CFont::FromHandle((HFONT) GetStockObject(DEFAULT_GUI_FONT)));
s->ShowWindow(SW_SHOW);
rv->GetClientRect(&r);
posY += r.bottom + 3;
}
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}