// NeL - MMORPG Framework // 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 . #include "std_afx.h" #undef OBJECT_VIEWER_EXPORT #define OBJECT_VIEWER_EXPORT __declspec( dllexport ) #include #include "object_viewer.h" #include "nel/3d/nelu.h" #include "nel/3d/mesh.h" #include "nel/3d/mesh_mrm.h" #include "nel/3d/mesh_mrm_skinned.h" #include "nel/3d/transform_shape.h" #include "nel/3d/mesh_instance.h" #include "nel/3d/text_context.h" #include "nel/3d/skeleton_model.h" #include "nel/3d/init_3d.h" #include "nel/3d/scene_group.h" #include "nel/3d/animation_playlist.h" #include "nel/3d/track_keyframer.h" #include "nel/3d/font_generator.h" #include "nel/3d/register_3d.h" #include "nel/3d/seg_remanence.h" #include "nel/misc/common.h" #include "nel/misc/file.h" #include "nel/misc/path.h" #include "nel/misc/time_nl.h" #include "nel/misc/config_file.h" #include "nel/sound/u_audio_mixer.h" #include "nel/3d/water_pool_manager.h" #include "nel/3d/landscape_model.h" #include "nel/3d/visual_collision_manager.h" #include "nel/3d/visual_collision_entity.h" #include "nel/3d/ps_util.h" #include "nel/../../src/pacs/global_retriever.h" #include "select_movie_size.h" #include "editable_range.h" #include "range_manager.h" #include "located_properties.h" #include "color_button.h" #include "particle_dlg.h" #include "resource.h" #include "main_frame.h" #include "sound_system.h" #include "scheme_manager.h" #include "day_night_dlg.h" #include "water_pool_editor.h" #include "vegetable_dlg.h" #include "dialog_progress.h" #include "select_string.h" #include "global_wind_dlg.h" #include "sound_anim_dlg.h" #include "light_group_factor.h" #include "choose_bg_color_dlg.h" #include "choose_sun_color_dlg.h" #include "choose_frame_delay.h" #include "skeleton_scale_dlg.h" #include "graph.h" #include "tune_mrm_dlg.h" using namespace std; using namespace NL3D; using namespace NLMISC; using namespace NLSOUND; using namespace NLPACS; static char SDrive[256]; static char SDir[256]; uint SkeletonUsedForSound = 0xFFFFFFFF; CSoundContext SoundContext; // // Note! // // If this DLL is dynamically linked against the MFC // DLLs, any functions exported from this DLL which // call into MFC must have the AFX_MANAGE_STATE macro // added at the very beginning of the function. // // For example: // // extern "C" BOOL PASCAL EXPORT ExportedFunction() // { // AFX_MANAGE_STATE(AfxGetStaticModuleState()); // // normal function body here // } // // It is very important that this macro appear in each // function, prior to any calls into MFC. This means that // it must appear as the first statement within the // function, even before any object variable declarations // as their constructors may generate calls into the MFC // DLL. // // Please see MFC Technical Notes 33 and 58 for additional // details. // ///////////////////////////////////////////////////////////////////////////// // CObject_viewerApp BEGIN_MESSAGE_MAP(CObject_viewerApp, CWinApp) //{{AFX_MSG_MAP(CObject_viewerApp) //}}AFX_MSG_MAP END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // CObject_viewerApp construction CObject_viewerApp::CObject_viewerApp() { // TODO: add construction code here, // Place all significant initialization in InitInstance } ///////////////////////////////////////////////////////////////////////////// // The one and only CObject_viewerApp object CObject_viewerApp theApp; bool CObjectViewer::_InstanceRunning = false; // *************************************************************************** class CObjView : public CView { public: CObjView() { MainFrame=NULL; }; virtual ~CObjView() {} virtual void OnDraw (CDC *) {} afx_msg BOOL OnEraseBkgnd(CDC* pDC) { return FALSE; } virtual LRESULT WindowProc(UINT message, WPARAM wParam, LPARAM lParam) { if ((CNELU::Driver) && MainFrame) MainFrame->DriverWindowProc (CNELU::Driver, m_hWnd, message, wParam, lParam); return CView::WindowProc(message, wParam, lParam); } DECLARE_DYNCREATE(CObjView) CMainFrame *MainFrame; }; // *************************************************************************** IMPLEMENT_DYNCREATE(CObjView, CView) // *************************************************************************** void animateCNELUScene (CCloudScape *cs, uint64 deltaTime = 0) { if (!cs) return; static sint64 firstTime = NLMISC::CTime::getLocalTime(); static sint64 lastTime = NLMISC::CTime::getLocalTime(); if (deltaTime == 0) { deltaTime = NLMISC::CTime::getLocalTime() - lastTime; } lastTime += deltaTime; float fdelta = 0.001f * (float) (lastTime - firstTime); CNELU::Scene->animate ( fdelta); cs->anim (fdelta, CNELU::Scene->getCam()); } // *************************************************************************** CObjectViewer::CObjectViewer () { AFX_MANAGE_STATE(AfxGetStaticModuleState()); _SceneRoot= NULL; init3d (); // vl: is it really useful? i moved it from ov.exe init CScene::registerBasics (); registerSerial3d(); _MainFrame = NULL; _SlotDlg=NULL; _AnimationSetDlg=NULL; _AnimationDlg=NULL; _ParticleDlg = NULL; _FontGenerator = NULL; _VegetableLandscape= NULL; _VegetableCollisionManager= NULL; _VegetableCollisionEntity= NULL; _CameraFocal = 75.f; // default value for the focal _SelectedObject = 0xffffffff; _LightGroupDlg = NULL; _ChooseFrameDelayDlg = NULL; _ChooseBGColorDlg = NULL; _DayNightDlg = NULL; _WaterPoolDlg = NULL; _SoundAnimDlg = NULL; _VegetableDlg = NULL; _GlobalWindDlg = NULL; _SkeletonScaleDlg = NULL; _TuneMRMDlg= NULL; // no frame delay is the default _FrameDelay = 0; // Hotspot color _HotSpotColor.R=255; _HotSpotColor.G=255; _HotSpotColor.B=0; _HotSpotColor.A=255; _BackGroundColor = CRGBA::Black; // Hotspot size _HotSpotSize=10.f; _Wpm = &NL3D::GetWaterPoolManager(); _GlobalRetriever= NULL; _ObjectLightTest= NULL; _CharacterScalePos= 1; _CurrentCamera = -1; _Direct3d = false; _Fog = false; _FogStart = 0; _FogEnd = 1; _FogColor = NLMISC::CRGBA::Black; _FXUserMatrix.identity(); _FXMatrixVisible = false; _FXUserMatrixVisible = false; _SceneMatrixVisible = false; _OcclusionTestMeshsVisible = false; _CS = NULL; } // *************************************************************************** std::string CObjectViewer::getModulePath() const { // Get the configuration file path (located in same directory as module) HMODULE hModule = AfxGetInstanceHandle(); nlassert(hModule); // shouldn't be null now anymore in any case nlassert(hModule != GetModuleHandle(NULL)); // if this is dll, the module handle can't be same as exe char sModulePath[256]; int res = GetModuleFileName(hModule, sModulePath, 256); nlassert(res); nldebug("Object viewer module path is '%s'", sModulePath); _splitpath (sModulePath, SDrive, SDir, NULL, NULL); _makepath (sModulePath, SDrive, SDir, "object_viewer", ".cfg"); return sModulePath; } // *************************************************************************** void CObjectViewer::loadDriverName() { // Load the config file CConfigFile cf; cf.load (getModulePath()); CConfigFile::CVar *var = cf.getVarPtr("driver"); _Direct3d = var && (var->asString() == "direct3d"); } // *************************************************************************** void CObjectViewer::loadConfigFile() { // Load object_viewer.ini try { // Load the config file CConfigFile cf; cf.load (getModulePath()); try { // Add search pathes CConfigFile::CVar &search_pathes = cf.getVar ("search_pathes"); for (uint i=0; i<(uint)search_pathes.size(); i++) CPath::addSearchPath (search_pathes.asString(i)); } catch(EUnknownVar &) {} try { // Add recusrive search pathes CConfigFile::CVar &recursive_search_pathes = cf.getVar ("recursive_search_pathes"); for (uint i=0; i<(uint)recursive_search_pathes.size(); i++) CPath::addSearchPath (recursive_search_pathes.asString(i), true, false); } catch(EUnknownVar &) {} // Add extension remapping try { CConfigFile::CVar &extensions_remapping = cf.getVar ("extensions_remapping"); if (extensions_remapping.size()%2 != 0) { nlwarning ("extensions_remapping must have a multiple of 2 entries (ex: extensions_remapping={\"dds\",\"tga\"};)"); } else { for (uint i=0; i<(uint)extensions_remapping.size(); i+=2) CPath::remapExtension(extensions_remapping.asString(i), extensions_remapping.asString(i+1), true); } } catch (EUnknownVar &) { } // debug, display path //CPath::display(); // set the sound banks and sample banks try { /* CConfigFile::CVar &var = cf.getVar("sound_path"); string soundPath = var.asString(); var = cf.getVar("soundbanks"); for (uint i=0; i<(uint)var.size(); i++) { string dir = soundPath; dir.append("/").append(var.asString(i).c_str()); CSoundSystem::addSoundBank(dir); } */ { CConfigFile::CVar &var = cf.getVar("sample_path"); string samplePath(var.asString()); CSoundSystem::setSamplePath(samplePath); } { CConfigFile::CVar &var = cf.getVar("packed_sheet_path"); string packedSheetPath(var.asString()); CSoundSystem::setPackedSheetPath(packedSheetPath); } /*CConfigFile::CVar var = cf.getVar("samplebanks"); for (uint i=0; i<(uint)var.size(); i++) CSoundSystem::addSampleBank(var.asString(i).c_str());*/ } catch (EUnknownVar &) { //::MessageBox(NULL, "warning : 'sample_path' or 'packed_sheet_path' variable not defined.\nSound will not work properly.", "Objectviewer.cfg", MB_OK|MB_ICONEXCLAMATION); } // load the camera focal try { CConfigFile::CVar &camera_focal = cf.getVar("camera_focal"); _CameraFocal = camera_focal.asFloat(); } catch (EUnknownVar &) { } // load Scene light setup. try { CConfigFile::CVar &var = cf.getVar("scene_light_enabled"); _SceneLightEnabled = var.asInt() !=0 ; } catch (EUnknownVar &) { _SceneLightEnabled= false; } try { CConfigFile::CVar &var = cf.getVar("scene_light_sun_ambiant"); _SceneLightSunAmbiant.R = var.asInt(0); _SceneLightSunAmbiant.G = var.asInt(1); _SceneLightSunAmbiant.B = var.asInt(2); } catch (EUnknownVar &) { _SceneLightSunAmbiant= NLMISC::CRGBA::Black; } try { CConfigFile::CVar &var = cf.getVar("scene_light_sun_diffuse"); _SceneLightSunDiffuse.R = var.asInt(0); _SceneLightSunDiffuse.G = var.asInt(1); _SceneLightSunDiffuse.B = var.asInt(2); } catch (EUnknownVar &) { _SceneLightSunDiffuse= NLMISC::CRGBA::White; } try { CConfigFile::CVar &var = cf.getVar("scene_light_sun_specular"); _SceneLightSunSpecular.R = var.asInt(0); _SceneLightSunSpecular.G = var.asInt(1); _SceneLightSunSpecular.B = var.asInt(2); } catch (EUnknownVar &) { _SceneLightSunSpecular= NLMISC::CRGBA::White; } try { CConfigFile::CVar &var = cf.getVar("scene_light_sun_dir"); _SceneLightSunDir.x = var.asFloat(0); _SceneLightSunDir.y = var.asFloat(1); _SceneLightSunDir.z = var.asFloat(2); _SceneLightSunDir.normalize(); } catch (EUnknownVar &) { _SceneLightSunDir.set(0, 1, -1); _SceneLightSunDir.normalize(); } try { CConfigFile::CVar &var = cf.getVar("object_light_test"); _ObjectLightTestShape= var.asString(); } catch (EUnknownVar &) { } // Load vegetable Landscape cfg. loadVegetableLandscapeCfg(cf); // load automatfic animations try { CConfigFile::CVar &var = cf.getVar("automatic_animation_path"); std::auto_ptr as(new CAnimationSet); // bool loadingOk = as->loadFromFiles(var.asString(),true ,"anim",true); // if (!loadingOk) { //::MessageBox(NULL, "Warning : Unable to load all automatic animation", "Error", MB_OK | MB_ICONEXCLAMATION); nlwarning("Unable to load all automatic animation"); } CNELU::Scene->setAutomaticAnimationSet(as.release()); } catch (EUnknownVar &) { //::MessageBox(NULL, "No automatic animation path specified, please set 'automatic_animation_path'", "warning", MB_OK); nlwarning("No automatic animation path specified"); } // load CharacterScalePos try { CConfigFile::CVar &var = cf.getVar("character_scale_pos"); _CharacterScalePos= var.asFloat(); } catch (EUnknownVar &) { } // Fog CConfigFile::CVar *var = cf.getVarPtr("fog"); if (var) _Fog = var->asInt() != 0; var = cf.getVarPtr("fog_start"); if (var) _FogStart = var->asFloat(); var = cf.getVarPtr("fog_end"); if (var) _FogEnd = var->asFloat(); var = cf.getVarPtr("fog_color"); if (var) _FogColor = CRGBA ((uint8)(var->asInt(0)), (uint8)(var->asInt(1)), (uint8)(var->asInt(2))); // Clouds _CSS.NbCloud = 0; if (var = cf.getVarPtr("cloud_count")) _CSS.NbCloud = var->asInt(); if (var = cf.getVarPtr("cloud_diffuse")) { _CSS.Diffuse.R = var->asInt(0); _CSS.Diffuse.G = var->asInt(1); _CSS.Diffuse.B = var->asInt(2); } if (var = cf.getVarPtr("cloud_ambient")) { _CSS.Ambient.R = var->asInt(0); _CSS.Ambient.G = var->asInt(1); _CSS.Ambient.B = var->asInt(2); } if (var = cf.getVarPtr("cloud_speed")) _CSS.CloudSpeed = var->asFloat(); if (var = cf.getVarPtr("cloud_update_period")) _CSS.TimeToChange = var->asFloat(); if (var = cf.getVarPtr("cloud_wind_speed")) _CSS.WindSpeed = var->asFloat(); } catch (Exception& e) { ::MessageBox (NULL, e.what(), "Objectviewer.cfg", MB_OK|MB_ICONEXCLAMATION); } } // *************************************************************************** // properly remove a single window static void removeWindow(CWnd *wnd) { if (!wnd) return; wnd->DestroyWindow(); delete wnd; } // *************************************************************************** CObjectViewer::~CObjectViewer () { AFX_MANAGE_STATE(AfxGetStaticModuleState()); removeWindow(_MainFrame); removeWindow(_SlotDlg); removeWindow(_AnimationSetDlg); removeWindow(_AnimationDlg); removeWindow(_DayNightDlg); removeWindow(_WaterPoolDlg); removeWindow(_SoundAnimDlg); removeWindow(_LightGroupDlg); removeWindow(_ChooseBGColorDlg); removeWindow(_VegetableDlg); removeWindow(_GlobalWindDlg); removeWindow(_SkeletonScaleDlg); removeWindow(_TuneMRMDlg); delete _FontGenerator; } // *************************************************************************** void CObjectViewer::initCamera () { // Camera CFrustum frustrum; uint32 width, height; CNELU::Driver->getWindowSize (width, height); frustrum.initPerspective( _CameraFocal *(float)Pi/180.f, height != 0 ? (float)width/(float)height : 0.f, 0.1f, 1000.f); CNELU::Camera->setFrustum (frustrum); // Others camera uint i; for (i=0; i<_Cameras.size (); i++) { frustrum.initPerspective( _ListInstance[_Cameras[i]]->Camera->getFov(), height != 0 ? (float)width/(float)height : 0.f, 0.1f, 1000.f); _ListInstance[_Cameras[i]]->Camera->setFrustum (frustrum); } } // *************************************************************************** bool CObjectViewer::initUI (HWND parent) { AFX_MANAGE_STATE(AfxGetStaticModuleState()); // initialize NeL context if needed if (!NLMISC::INelContext::isContextInitialised()) new NLMISC::CApplicationContext; // The fonts manager _FontManager.setMaxMemory(2000000); // The windows path uint dSize = ::GetWindowsDirectory(NULL, 0); nlverify(dSize); char *wd = new char[dSize]; nlverify(::GetWindowsDirectory(wd, dSize)); _FontPath=wd; _FontPath+="\\fonts\\arial.ttf"; // The font generator _FontGenerator = new NL3D::CFontGenerator ( _FontPath ); delete[] wd; // The viewport CViewport viewport; // Create the icon HICON hIcon = (HICON)LoadImage(theApp.m_hInstance, MAKEINTRESOURCE(IDI_APP_ICON), IMAGE_ICON, 16, 16, 0); // load name of the driver from the config file loadDriverName(); // Create a doomy driver IDriver *driver= _Direct3d?CDRU::createD3DDriver():CDRU::createGlDriver(); // Get parent window CWnd parentWnd; CWnd *parentWndPtr=NULL; if (parent) { parentWnd.Attach (parent); parentWndPtr=&parentWnd; } // Create the main frame _MainFrame = new CMainFrame (this, (winProc) driver->getWindowProc()); // Read register _MainFrame->registerValue (true); // Create the window _MainFrame->CFrameWnd::Create (AfxRegisterWndClass(0, 0, NULL, hIcon), "NeL object viewer", 0x00cfc000, /*WS_OVERLAPPEDWINDOW,*/ CFrameWnd::rectDefault, parentWndPtr, MAKEINTRESOURCE(IDR_OBJECT_VIEWER_MENU), 0x00000300 /*WS_EX_ACCEPTFILES*/ /*|WS_EX_CLIENTEDGE*/); // Detach the hwnd parentWnd.Detach (); // Delete doomy driver delete driver; // Create a cwnd getRegisterWindowState (_MainFrame, REGKEY_OBJ_VIEW_OPENGL_WND, true); _MainFrame->ActivateFrame (); _MainFrame->ShowWindow (SW_SHOW); _MainFrame->UpdateWindow(); // Context to open a view CCreateContext context; context.m_pCurrentDoc=NULL; context.m_pCurrentFrame=_MainFrame; context.m_pLastView=NULL; context.m_pNewDocTemplate=NULL; context.m_pNewViewClass=RUNTIME_CLASS(CObjView); // Create a view CObjView *view = (CObjView*)_MainFrame->CreateView (&context); view->ShowWindow (SW_SHOW); _MainFrame->SetActiveView(view); view = (CObjView*)_MainFrame->GetActiveView(); view->MainFrame = _MainFrame; _MainFrame->ShowWindow (SW_SHOW); // Init NELU if (!CNELU::init (640, 480, viewport, 32, true, view->m_hWnd, false, _Direct3d)) { return false; } //CNELU::init (640, 480, viewport, 32, true, _MainFrame->m_hWnd); CNELU::Scene->setPolygonBalancingMode(CScene::PolygonBalancingClamp); // load the config file loadConfigFile(); // Set the fog CNELU::Driver->enableFog (_Fog); CNELU::Driver->setupFog (_FogStart, _FogEnd, _FogColor); // init sound CSoundSystem::initSoundSystem (); // Create a root. _SceneRoot= (CTransform*)CNELU::Scene->createModel(NL3D::TransformId); // Init default lighting seutp. setupSceneLightingSystem(_SceneLightEnabled, _SceneLightSunDir, _SceneLightSunAmbiant, _SceneLightSunDiffuse, _SceneLightSunSpecular); // Camera initCamera (); _MainFrame->OnResetCamera(); // Create animation set dialog _AnimationSetDlg=new CAnimationSetDlg (this, _MainFrame); _AnimationSetDlg->Create (IDD_ANIMATION_SET); getRegisterWindowState (_AnimationSetDlg, REGKEY_OBJ_VIEW_ANIMATION_SET_DLG, false); // Create animation set dialog _AnimationDlg=new CAnimationDlg (this, _MainFrame); _AnimationDlg->Create (IDD_ANIMATION); getRegisterWindowState (_AnimationDlg, REGKEY_OBJ_VIEW_ANIMATION_DLG, false); // Create the main dialog _SlotDlg=new CMainDlg (this, _MainFrame); _SlotDlg->Create (IDD_MAIN_DLG); getRegisterWindowState (_SlotDlg, REGKEY_OBJ_VIEW_SLOT_DLG, false); // Create particle dialog _ParticleDlg=new CParticleDlg (this, _MainFrame, _MainFrame, _AnimationDlg); _ParticleDlg->Create (IDD_PARTICLE); getRegisterWindowState (_ParticleDlg, REGKEY_OBJ_PARTICLE_DLG, false); // Create water pool editor dialog _WaterPoolDlg = new CWaterPoolEditor(_Wpm, _MainFrame); _WaterPoolDlg->Create (IDD_WATER_POOL); getRegisterWindowState (_WaterPoolDlg, REGKEY_OBJ_WATERPOOL_DLG, false); // Create day night dialog _DayNightDlg = new CDayNightDlg (this, _MainFrame); _DayNightDlg->Create (IDD_DAYNIGHT); getRegisterWindowState (_DayNightDlg, REGKEY_OBJ_DAYNIGHT_DLG, false); // Create vegetable dialog _VegetableDlg=new CVegetableDlg (this, _MainFrame); _VegetableDlg->Create (IDD_VEGETABLE_DLG); getRegisterWindowState (_VegetableDlg, REGKEY_OBJ_VIEW_VEGETABLE_DLG, false); // Create global wind dialog _GlobalWindDlg= new CGlobalWindDlg (this, _MainFrame); _GlobalWindDlg->Create(IDD_GLOBAL_WIND); getRegisterWindowState (_GlobalWindDlg, REGKEY_OBJ_GLOBAL_WIND_DLG, false); // Create sound animation editor dialog _SoundAnimDlg = new CSoundAnimDlg(this, _AnimationDlg, _MainFrame); _SoundAnimDlg->Create (IDD_SOUND_ANIM_DLG, _MainFrame); getRegisterWindowState (_SoundAnimDlg, REGKEY_OBJ_SOUND_ANIM_DLG, false); // Create light group editor dialog _LightGroupDlg = new CLightGroupFactor(_MainFrame); _LightGroupDlg->Create (IDD_LIGHT_GROUP_FACTOR, _MainFrame); getRegisterWindowState (_LightGroupDlg, REGKEY_OBJ_LIGHT_GROUP_DLG, false); // Create frame delay window _ChooseFrameDelayDlg = new CChooseFrameDelay(this, _MainFrame); _ChooseFrameDelayDlg->Create(IDD_CHOOSE_FRAME_DELAY, _MainFrame); getRegisterWindowState (_ChooseFrameDelayDlg, REGKEY_CHOOSE_FRAME_DELAY_DLG, false); // Set backgroupnd color setBackGroundColor(_MainFrame->BgColor); // Create bg color window (must create after the background color has been set) _ChooseBGColorDlg = new CChooseBGColorDlg(this, _MainFrame); _ChooseBGColorDlg->Create(IDD_CHOOSE_BG_COLOR, _MainFrame); getRegisterWindowState (_ChooseBGColorDlg, REGKEY_CHOOSE_BG_COLOR_DLG, false); // Create bg color window (must create after the background color has been set) _ChooseSunColorDlg = new CChooseSunColorDlg(CNELU::Scene, _MainFrame); _ChooseSunColorDlg->Create(IDD_CHOOSE_SUN_COLOR, _MainFrame); getRegisterWindowState (_ChooseSunColorDlg, REGKEY_CHOOSE_SUN_COLOR_DLG, false); // Create skeleton scale dlg _SkeletonScaleDlg = new CSkeletonScaleDlg(this, _MainFrame); _SkeletonScaleDlg->Create(IDD_SKELETON_SCALE_DLG, _MainFrame); getRegisterWindowState (_SkeletonScaleDlg, REGKEY_SKELETON_SCALE_DLG, false); // Create tune mrm dlg _TuneMRMDlg = new CTuneMrmDlg(this, CNELU::Scene, _MainFrame); _TuneMRMDlg->Create(IDD_TUNE_MRM_DLG, _MainFrame); getRegisterWindowState (_TuneMRMDlg, REGKEY_TUNE_MRM_DLG, false); _MainFrame->update (); // Set current frame setAnimTime (0.f, 100.f); // Add mouse listener to event server _MouseListener.addToServer(CNELU::EventServer); CNELU::Driver->activate (); // Enable sum of vram CNELU::Driver->enableUsedTextureMemorySum (); char sModulePath[256]; // load the scheme bank if one is present CIFile iF; ::_makepath (sModulePath, SDrive, SDir, "default", ".scb"); if (iF.open(sModulePath)) { try { iF.serial(SchemeManager); } catch (NLMISC::EStream &e) { ::MessageBox(NULL, ("Unable to load the default scheme bank file : " + std::string(e.what())).c_str(), "Object Viewer", MB_ICONEXCLAMATION); } } iF.close(); // try to load a default config file for the viewer (for anitmation and particle edition setup) ::_makepath (sModulePath, SDrive, SDir, "default", ".ovcgf"); if (iF.open (sModulePath)) { try { serial (iF); } catch (Exception& e) { ::MessageBox (NULL, (std::string("error while loading default.ovcgf : ") + e.what()).c_str(), "NeL object viewer", MB_OK|MB_ICONEXCLAMATION); } } // Create the cloud scape _CS = new CCloudScape(CNELU::Driver); _CS->init (&_CSS); return true; } // *************************************************************************** void CObjectViewer::addTransformation (CMatrix ¤t, CAnimation *anim, float begin, float end, ITrack *posTrack, ITrack *rotquatTrack, ITrack *nextPosTrack, ITrack *nextRotquatTrack, bool removeLast) { // In place ? if (_AnimationDlg->Inplace) { // Just identity current.identity(); } else { // Remove the start of the animation CQuat rotEnd (0,0,0,1); CVector posEnd (0,0,0); if (rotquatTrack) { // Interpolate the rotation rotquatTrack->interpolate (end, rotEnd); } if (posTrack) { // Interpolate the position posTrack->interpolate (end, posEnd); } // Add the final rotation and position CMatrix tmp; tmp.identity (); tmp.setRot (rotEnd); tmp.setPos (posEnd); // Incremental ? if (_AnimationDlg->IncPos) current *= tmp; else current = tmp; if (removeLast) { CQuat rotStart (0,0,0,1); CVector posStart (0,0,0); if (nextRotquatTrack) { // Interpolate the rotation nextRotquatTrack->interpolate (begin, rotStart); } if (nextPosTrack) { // Interpolate the position nextPosTrack->interpolate (begin, posStart); } // Remove the init rotation and position of the next animation tmp.identity (); tmp.setRot (rotStart); tmp.setPos (posStart); tmp.invert (); current *= tmp; // Normalize the mt CVector I = current.getI (); CVector J = current.getJ (); I.z = 0; J.z = 0; J.normalize (); CVector K = I^J; K.normalize (); I = J^K; I.normalize (); tmp.setRot (I, J, K); tmp.setPos (current.getPos ()); current = tmp; } } } // *************************************************************************** void CObjectViewer::setupPlaylist (float time) { // Update animation dlg // Gor each object uint i; for (i=0; i<_ListInstance.size(); i++) { // Empty with playlist uint j; for (j=0; jPlaylist.setAnimation (j, CAnimationPlaylist::empty); } // With channel mixer ? if (_AnimationSetDlg->UseMixer) { // Setup from slots _ListInstance[i]->setAnimationPlaylist (getFrameRate ()); // A playlist _ListInstance[i]->Playlist.setupMixer (_ListInstance[i]->ChannelMixer, _AnimationDlg->getTime()); } else { // Some animation in the list ? if (_ListInstance[i]->Saved.PlayList.size()>0) { // Index choosed uint choosedIndex = 0xffffffff; // Track here bool there = false; // Current matrix CMatrix current; current.identity (); // Current animation CAnimation *anim = NULL; ITrack *posTrack = NULL; ITrack *rotquatTrack = NULL; // Try channel animationset anim = _ListInstance[i]->AnimationSet.getAnimation (_ListInstance[i]->AnimationSet.getAnimationIdByName (_ListInstance[i]->Saved.PlayList[0])); if (anim) { posTrack = (ITrack *)anim->getTrackByName ("pos"); rotquatTrack = (ITrack *)anim->getTrackByName ("rotquat"); } there = posTrack || rotquatTrack; // Accumul time float startTime=0; float endTime=anim->getEndTime()-anim->getBeginTime(); // Animation index uint index = 0; // Get animation used in the list while (time>=endTime) { // Next animation index++; if (index<_ListInstance[i]->Saved.PlayList.size()) { // Pointer on the animation CAnimation *newAnim=_ListInstance[i]->AnimationSet.getAnimation (_ListInstance[i]->AnimationSet.getAnimationIdByName(_ListInstance[i]->Saved.PlayList[index])); ITrack *newPosTrack = (ITrack *)newAnim->getTrackByName ("pos"); ITrack *newRotquatTrack = (ITrack *)newAnim->getTrackByName ("rotquat"); // Add the transformation addTransformation (current, anim, newAnim->getBeginTime(), anim->getEndTime(), posTrack, rotquatTrack, newPosTrack, newRotquatTrack, true); // Pointer on the animation anim = newAnim; posTrack = newPosTrack; rotquatTrack = newRotquatTrack; // Add start time startTime = endTime; endTime = startTime + anim->getEndTime()-anim->getBeginTime(); } else { // Add the transformation addTransformation (current, anim, 0, anim->getEndTime(), posTrack, rotquatTrack, NULL, NULL, false); break; } } // Time cropped ? if (index>=_ListInstance[i]->Saved.PlayList.size()) { // Yes index--; // Good index choosedIndex = _ListInstance[i]->AnimationSet.getAnimationIdByName (_ListInstance[i]->Saved.PlayList[index]); anim=_ListInstance[i]->AnimationSet.getAnimation (choosedIndex); // End time for last anim startTime = anim->getEndTime () - time; } else { // No // Add the transformation addTransformation (current, anim, 0, anim->getBeginTime() + time - startTime, posTrack, rotquatTrack, NULL, NULL, false); // Good index choosedIndex = _ListInstance[i]->AnimationSet.getAnimationIdByName (_ListInstance[i]->Saved.PlayList[index]); // Get the animation anim=_ListInstance[i]->AnimationSet.getAnimation (choosedIndex); // Final time startTime -= anim->getBeginTime (); } // Set the slot _ListInstance[i]->Playlist.setTimeOrigin (0, startTime); _ListInstance[i]->Playlist.setWrapMode (0, CAnimationPlaylist::Clamp); _ListInstance[i]->Playlist.setStartWeight (0, 1, 0); _ListInstance[i]->Playlist.setEndWeight (0, 1, 1); _ListInstance[i]->Playlist.setAnimation (0, choosedIndex); // Setup the channel _ListInstance[i]->Playlist.setupMixer (_ListInstance[i]->ChannelMixer, _AnimationDlg->getTime()); // Setup the pos and rot for this shape if (there) { CVector pos= current.getPos(); // Get a skeleton model CSkeletonModel *skelModel=dynamic_cast(_ListInstance[i]->TransformShape); // If a skeleton model if(skelModel) { // scale animated pos value with the CFG scale pos*= _CharacterScalePos; } if (_ListInstance[i]->TransformShape) { _ListInstance[i]->TransformShape->setPos (pos); _ListInstance[i]->TransformShape->setRotQuat (current.getRot()); } if (_ListInstance[i]->Camera) { _ListInstance[i]->Camera->setPos (pos); _ListInstance[i]->Camera->setRotQuat (current.getRot()); } } } else { if (_ListInstance[i]->TransformShape) { CMeshBase *meshBase = dynamic_cast ((IShape*)_ListInstance[i]->TransformShape->Shape); if (meshBase) { _ListInstance[i]->TransformShape->setPos (meshBase->getDefaultPos ()->getDefaultValue ()); _ListInstance[i]->TransformShape->setRotQuat (meshBase->getDefaultRotQuat ()->getDefaultValue ()); _ListInstance[i]->TransformShape->setScale (meshBase->getDefaultScale ()->getDefaultValue ()); } else { /*_ListInstance[i]->TransformShape->setPos (CVector::Null); _ListInstance[i]->TransformShape->setRotQuat (CQuat::Identity); _ListInstance[i]->TransformShape->setScale (1, 1, 1);*/ } } if (_ListInstance[i]->Camera) { _ListInstance[i]->Camera->setPos (_ListInstance[i]->Camera->getDefaultPos ()->getDefaultValue ()); _ListInstance[i]->Camera->setTargetPos (_ListInstance[i]->Camera->getDefaultTargetPos ()->getDefaultValue ()); } } } } } // tool funct : this if a window has another window as a parent (recursive) // if parent == true, this return true static bool isParentWnd(HWND parent, HWND son) { if (parent == son) return true; HWND directParent = GetParent (son); if (!directParent) return false; if (directParent == parent) return true; return isParentWnd(parent, directParent); } // *************************************************************************** void CObjectViewer::go () { nlassert(!_InstanceRunning); // this shouldn't be called if an instance of the viewer is running. AFX_MANAGE_STATE(AfxGetStaticModuleState()); _InstanceRunning = true; CGraph graph("ms", 10, 10, 200, 100, CRGBA(64, 64, 64), 20, 200); do { _CrtCheckMemory(); if (isParentWnd(_MainFrame->m_hWnd, GetForegroundWindow())) { CNELU::Driver->activate (); // Handle animation _AnimationDlg->handle (); // Handle sound animation _SoundAnimDlg->handle (); // Handle sound animation _LightGroupDlg->handle (); // Setup the channel mixer _AnimationSetDlg->UpdateData (); // Setup the play list setupPlaylist (_AnimationDlg->getTime()); // Eval sound tracks evalSoundTrack (_AnimationDlg->getLastTime(), _AnimationDlg->getTime()); // Animate the automatic animation in the scene //CNELU::Scene->animate( (float) + NLMISC::CTime::ticksToSecond( NLMISC::CTime::getPerformanceTime() ) ); // Eval channel mixer for transform for (uint i=0; i<_ListInstance.size(); i++) _ListInstance[i]->ChannelMixer.eval (false); animateCNELUScene (_CS); // Clear the buffers CNELU::clearBuffers(_BackGroundColor); //if (_CS) _CS->setDebugQuad(true); // call of callback list { std::vector copyVect(_CallBackList.begin(), _CallBackList.end()); for (std::vector::iterator it = _CallBackList.begin(); it != _CallBackList.end(); ++it) { (*it)->goPreRender(); } } // Render the CS if (_CS) _CS->render (); // Draw the scene CNELU::Scene->render(); // call of callback list { std::vector copyVect(_CallBackList.begin(), _CallBackList.end()); for (std::vector::iterator it = _CallBackList.begin(); it != _CallBackList.end(); ++it) { (*it)->goPostRender(); } } if (_OcclusionTestMeshsVisible) { CNELU::Scene->renderOcclusionTestMeshs(); } // Profile polygon count CPrimitiveProfile in, out; CNELU::Driver->profileRenderedPrimitives (in, out); // Draw the hotSpot if (_MainFrame->MoveMode == CMainFrame::ObjectMode) { float radius=_HotSpotSize/2.f; CNELU::Driver->setupModelMatrix (CMatrix::Identity); CDRU::drawLine (_MouseListener.getHotSpot()+CVector (radius, 0, 0), _MouseListener.getHotSpot()+CVector (-radius, 0, 0), _HotSpotColor, *CNELU::Driver); CDRU::drawLine (_MouseListener.getHotSpot()+CVector (0, radius, 0), _MouseListener.getHotSpot()+CVector (0, -radius, 0), _HotSpotColor, *CNELU::Driver); CDRU::drawLine (_MouseListener.getHotSpot()+CVector (0, 0, radius), _MouseListener.getHotSpot()+CVector (0, 0, -radius), _HotSpotColor, *CNELU::Driver); } // Test some keys if (CNELU::AsyncListener.isKeyPushed(KeyF3)) { // Change render mode switch (CNELU::Driver->getPolygonMode()) { case IDriver::Filled: CNELU::Driver->setPolygonMode (IDriver::Line); break; case IDriver::Line: CNELU::Driver->setPolygonMode (IDriver::Point); break; case IDriver::Point: CNELU::Driver->setPolygonMode (IDriver::Filled); break; } } // draw various matrix if (_FXMatrixVisible) drawFXMatrix(); if (_FXUserMatrixVisible) drawFXUserMatrix(); if (_SceneMatrixVisible) drawSceneMatrix(); // draw Skeleton Scale Dlg selection if(_SkeletonScaleDlg) _SkeletonScaleDlg->drawSelection(); // Test Window Keys bool keyWndOk= false; if (CNELU::AsyncListener.isKeyPushed(Key1)) _MainFrame->OnWindowAnimation(), keyWndOk= true; if (CNELU::AsyncListener.isKeyPushed(Key2)) _MainFrame->OnWindowAnimationset(), keyWndOk= true; if (CNELU::AsyncListener.isKeyPushed(Key3)) _MainFrame->OnWindowMixersslots(), keyWndOk= true; if (CNELU::AsyncListener.isKeyPushed(Key4)) _MainFrame->OnWindowParticles(), keyWndOk= true; if (CNELU::AsyncListener.isKeyPushed(Key5)) _MainFrame->OnWindowDayNight(), keyWndOk= true; if (CNELU::AsyncListener.isKeyPushed(Key6)) _MainFrame->OnWindowWaterPool(), keyWndOk= true; if (CNELU::AsyncListener.isKeyPushed(Key7)) _MainFrame->OnWindowVegetable(), keyWndOk= true; if (CNELU::AsyncListener.isKeyPushed(Key8)) _MainFrame->OnWindowGlobalwind(), keyWndOk= true; if (CNELU::AsyncListener.isKeyPushed(Key9)) _MainFrame->OnWindowSoundAnim(), keyWndOk= true; if (CNELU::AsyncListener.isKeyPushed(KeyO)) _MainFrame->OnFileOpen(), keyWndOk= true; // Reload texture ? if (CNELU::AsyncListener.isKeyPushed(KeyR)) _MainFrame->OnReloadTextures(); // If some window activated, reset the focus to the main wnd. if(keyWndOk) _MainFrame->SetActiveWindow(); // Calc FPS static sint64 lastTime=NLMISC::CTime::getPerformanceTime (); sint64 newTime=NLMISC::CTime::getPerformanceTime (); float fps = (float)(1.0 / NLMISC::CTime::ticksToSecond (newTime-lastTime)); lastTime=newTime; char msgBar[1024]; uint nbPlayingSources, nbSources; if (CSoundSystem::getAudioMixer()) { nbPlayingSources = CSoundSystem::getAudioMixer()->getUsedTracksCount(); nbSources = CSoundSystem::getAudioMixer()->getPlayingSourcesCount(); } else { nbPlayingSources = nbSources = NULL; } // Display std info. sprintf (msgBar, "%s - Nb tri: %d -Texture used (Mo): %5.2f - Texture allocated (Mo): %5.2f - Distance: %5.0f - Sounds: %d/%d - Fps: %03.1f", _Direct3d?"Direct3d":"OpenGL", in.NLines+in.NPoints+in.NQuads*2+in.NTriangles+in.NTriangleStrips, (float)CNELU::Driver->getUsedTextureMemory () / (float)(1024*1024), (float)CNELU::Driver->profileAllocatedTextureMemory () / (float)(1024*1024), (_SceneCenter-CNELU::Camera->getMatrix().getPos()).norm(), nbPlayingSources, nbSources, fps ); // Display _MainFrame->StatusBar.SetWindowText (msgBar); // Display Vegetable info. if(_VegetableDlg!=NULL) { if(_VegetableLandscape != NULL) { char vegetMsgBar[1024]; sprintf (vegetMsgBar, "%d", _VegetableLandscape->Landscape.getNumVegetableFaceRendered()); _VegetableDlg->StaticPolyCount.SetWindowText(vegetMsgBar); } else { _VegetableDlg->StaticPolyCount.SetWindowText("0"); } } // graph disabled for now.. // graph.addValue(CNELU::Scene->getEllapsedTime() * 1000.f); // graph.renderGraph(); // Swap the buffers CNELU::swapBuffers(); // Select the good camera if (_MainFrame->MoveMode == CMainFrame::CameraMode) { sint cameraId = getCurrentCamera (); if (cameraId != -1) { CInstanceInfo *info = getInstance(getCameraInstance (cameraId)); nlassert (info->Camera); CNELU::Scene->setCam (info->Camera); } } else { CNELU::Scene->setCam (CNELU::Camera); } if (_MainFrame->MoveMode == CMainFrame::ObjectMode) { _MouseListener.setMouseMode (CEvent3dMouseListener::edit3d); } else { _MouseListener.setMouseMode (CEvent3dMouseListener::firstPerson); _MouseListener.setSpeed (_MainFrame->MoveSpeed); } // Reset camera aspect ratio initCamera (); if (_MainFrame->isMoveElement()) { // for now we apply a transform on the selected object in the particle system _ParticleDlg->moveElement(_MouseListener.getModelMatrix()); } else if (_MainFrame->isMoveFX()) { _ParticleDlg->setPSWorldMatrix(_MouseListener.getModelMatrix()); } else if (_MainFrame->isMoveFXUserMatrix()) { setFXUserMatrix(_MouseListener.getModelMatrix()); } else if (_MainFrame->isMoveObjectLightTest()) { _ObjectLightTestMatrix= _MouseListener.getModelMatrix(); } else if (_MainFrame->isMoveSceneRoot()) { _SceneRoot->setTransformMode (ITransformable::DirectMatrix); _SceneRoot->setMatrix (_MouseListener.getModelMatrix()); } else { nlassert(_MainFrame->isMoveCamera()); // New matrix from camera CNELU::Camera->setTransformMode (ITransformable::DirectMatrix); CNELU::Camera->setMatrix (_MouseListener.getViewMatrix()); // Vegetable: manage collision snapping if wanted and possible if(_VegetableSnapToGround && _VegetableLandscape) { // get matrix from camera. CMatrix matrix= CNELU::Camera->getMatrix(); // snap To ground. CVector pos= matrix.getPos(); // if succes to snap to ground if(_VegetableCollisionEntity->snapToGround(pos)) { pos.z+= _VegetableSnapHeight; matrix.setPos(pos); // reset the moveListener and the camera. _MouseListener.setMatrix(matrix); CNELU::Camera->setMatrix(matrix); } } } // Update lighting test Dynamic object position if(_ObjectLightTest && _GlobalRetriever) { // Get the position of the object snapped. UGlobalPosition gPos= _GlobalRetriever->retrievePosition(_ObjectLightTestMatrix.getPos()); CVector pos= _GlobalRetriever->getGlobalPosition(gPos); _ObjectLightTest->setPos(pos); _ObjectLightTest->setRotQuat(_ObjectLightTestMatrix.getRot()); // Update the matrix and the mouseListener. if (_MainFrame->isMoveObjectLightTest()) { _ObjectLightTestMatrix.setPos(pos); _MouseListener.setModelMatrix(_ObjectLightTestMatrix); } // Update the logicInfo so lighting is well computed. _ObjectLightTestLogicInfo.GPos= gPos; } // Pump message from the server CNELU::EventServer.pump(); // Pump others message for the windows MSG msg; while ( PeekMessage(&msg, NULL,0,0,PM_REMOVE) ) { TranslateMessage(&msg); DispatchMessage(&msg); } CSoundSystem::setListenerMatrix(_MouseListener.getViewMatrix()); CSoundSystem::poll(); // simulate frame delay if (_FrameDelay) { NLMISC::nlSleep(_FrameDelay); } // Save last time _LastTime=_AnimationDlg->getTime(); theApp.OnIdle (0); } else { // Traditionnal message loop MSG msg; while (GetMessage( &msg, NULL, 0, 0) == TRUE) { ::TranslateMessage(&msg); ::DispatchMessage(&msg); if (!IsWindow (_MainFrame->m_hWnd)) break; // Get the foreground window if (isParentWnd(_MainFrame->m_hWnd, GetForegroundWindow())) break; } } } while (!CNELU::AsyncListener.isKeyPushed(KeyESCAPE)&&CNELU::Driver->isActive()); _InstanceRunning = false; } // *************************************************************************** void CObjectViewer::releaseUI () { AFX_MANAGE_STATE(AfxGetStaticModuleState()); // Release particles removeWindow(_ChooseFrameDelayDlg); removeWindow(_ParticleDlg); // release sound CSoundSystem::releaseSoundSystem(); if (CNELU::Driver->isActive()) { // register window position if (CNELU::Driver->getDisplay()) { setRegisterWindowState (_MainFrame, REGKEY_OBJ_VIEW_OPENGL_WND); } } // Write register if (_MainFrame) { _MainFrame->registerValue (false); // Remove the main frame if (::IsWindow(*_MainFrame)) { _MainFrame->DestroyWindow(); } delete _MainFrame; _MainFrame = NULL; } // Release the emitter from the server _MouseListener.removeFromServer (CNELU::EventServer); // exit // remove first possibly created collisions objects. if(_VegetableCollisionEntity) { _VegetableCollisionManager->deleteEntity(_VegetableCollisionEntity); _VegetableCollisionEntity= NULL; } if(_VegetableCollisionManager) { delete _VegetableCollisionManager; _VegetableCollisionManager= NULL; } // delete Landscape if(_VegetableLandscape) { CNELU::Scene->deleteModel(_VegetableLandscape); _VegetableLandscape= NULL; } // Release all instances and all Igs. removeAllInstancesFromScene(); // Remove // Create the cloud scape delete _CS; _CS = NULL; // release Root CNELU::Scene->deleteModel(_SceneRoot); _SceneRoot= NULL; // release other 3D. CNELU::release(); } // *************************************************************************** void setRegisterWindowState (const CWnd *pWnd, const char* keyName) { HKEY hKey; if (RegCreateKey(HKEY_CURRENT_USER, keyName, &hKey)==ERROR_SUCCESS) { RECT rect; pWnd->GetWindowRect (&rect); RegSetValueEx(hKey, "Left", 0, REG_DWORD, (LPBYTE)&rect.left, 4); RegSetValueEx(hKey, "Right", 0, REG_DWORD, (LPBYTE)&rect.right, 4); RegSetValueEx(hKey, "Top", 0, REG_DWORD, (LPBYTE)&rect.top, 4); RegSetValueEx(hKey, "Bottom", 0, REG_DWORD, (LPBYTE)&rect.bottom, 4); } } // *************************************************************************** void getRegisterWindowState (CWnd *pWnd, const char* keyName, bool resize) { HKEY hKey; if (RegOpenKeyEx(HKEY_CURRENT_USER, keyName, 0, KEY_READ, &hKey)==ERROR_SUCCESS) { DWORD len=4; DWORD type; RECT rect; RegQueryValueEx (hKey, "Left", 0, &type, (LPBYTE)&rect.left, &len); RegQueryValueEx (hKey, "Right", 0, &type, (LPBYTE)&rect.right, &len); RegQueryValueEx (hKey, "Top", 0, &type, (LPBYTE)&rect.top, &len); RegQueryValueEx (hKey, "Bottom", 0, &type, (LPBYTE)&rect.bottom, &len); // Set window pos pWnd->SetWindowPos (NULL, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, SWP_NOOWNERZORDER|SWP_NOZORDER| (resize?0:SWP_NOSIZE)); } } // *************************************************************************** void CObjectViewer::setAnimTime (float animStart, float animEnd) { // Dispatch the command _SlotDlg->setAnimTime (animStart, animEnd); _AnimationDlg->setAnimTime (animStart, animEnd); _SoundAnimDlg->setAnimTime (animStart, animEnd); } // *************************************************************************** void CObjectViewer::resetSlots (uint instance) { // Reset the animation set _ListInstance[instance]->AnimationSet.reset (); // Set no animation in slot UI for (uint j=0; jSaved.SlotInfo[j].Animation = ""; // Reset the animation list _ListInstance[instance]->Saved.AnimationFileName.clear (); // Reset the play list _ListInstance[instance]->Saved.PlayList.clear (); // Reset the skeleton list _ListInstance[instance]->Saved.SWTFileName.clear (); // Update _AnimationSetDlg->refresh (TRUE); _SlotDlg->refresh (TRUE); _SoundAnimDlg->refresh (TRUE); } // *************************************************************************** void CObjectViewer::reinitChannels () { // Add all the instance in the channel mixer for (uint i=0; i<_ListInstance.size(); i++) { // Reset the channels _ListInstance[i]->ChannelMixer.resetChannels (); // Setup animation set _ListInstance[i]->ChannelMixer.setAnimationSet (&(_ListInstance[i]->AnimationSet)); // Register the transform (but not if it has automatic animation, as a channel mixer has been created for us) bool autoAnim = false; if (dynamic_cast(_ListInstance[i]->TransformShape)) { CMeshBase *mb = NLMISC::safe_cast( (IShape *) static_cast(_ListInstance[i]->TransformShape)->Shape ); autoAnim = mb->getAutoAnim(); } if (!autoAnim) { if (_ListInstance[i]->TransformShape) _ListInstance[i]->TransformShape->registerToChannelMixer (&(_ListInstance[i]->ChannelMixer), ""); if (_ListInstance[i]->Camera) _ListInstance[i]->Camera->registerToChannelMixer (&(_ListInstance[i]->ChannelMixer), ""); } } // Enable / disable channels enableChannels (); } // *************************************************************************** void CObjectViewer::enableChannels () { // Disable some channels _AnimationSetDlg->UpdateData (); bool enable = (_AnimationSetDlg->UseMixer == 1); // Add all the instance in the channel mixer for (uint i=0; i<_ListInstance.size(); i++) { // Get the pos and rot channel id uint posId = _ListInstance[i]->AnimationSet.getChannelIdByName ("pos"); uint rotQuatId = _ListInstance[i]->AnimationSet.getChannelIdByName ("rotquat"); uint rotEulerId = _ListInstance[i]->AnimationSet.getChannelIdByName ("roteuler"); if (posId != CAnimationSet::NotFound) _ListInstance[i]->ChannelMixer.enableChannel (posId, enable); if (rotQuatId != CAnimationSet::NotFound) _ListInstance[i]->ChannelMixer.enableChannel (rotQuatId, enable); if (rotEulerId != CAnimationSet::NotFound) _ListInstance[i]->ChannelMixer.enableChannel (rotEulerId, enable); } } // *************************************************************************** float CObjectViewer::getFrameRate () { return _AnimationDlg->Speed; } // *************************************************************************** string getFilename (const string &file) { // if the direct file exist, return it if (NLMISC::CFile::fileExists(file)) return file; string path = NLMISC::CFile::getFilename(file); path = CPath::lookup (path, false, false, false); if (path.empty()) path = file; return path; } // *************************************************************************** void CObjectViewer::serial (NLMISC::IStream& f) { // version 4: include particle workspace infos // serial "OBJV_CFG" f.serialCheck ((uint32)'VJBO'); f.serialCheck ((uint32)'GFC_'); // serial the version int ver=f.serialVersion (4); if (ver>=4) { f.serial(ParticleWorkspaceFilename); } if (ver>=3) { // Read the configuration file if (f.isReading()) { if (ver <=3) { ParticleWorkspaceFilename = ""; } // First instance uint firstInstance = (uint)_ListInstance.size(); // Read information std::vector readed; f.serialCont (readed); // Merge for (uint i=0; iMessageBox (message, "NeL object viewer", MB_OK|MB_ICONEXCLAMATION); // Stop loading break; } } // Check instance number nlassert (instance == (firstInstance+i)); // Load animations for (uint anim=0; animSaved.PlayList = readed[i].PlayList; // Set the slot information for (uint slot=0; slotSaved.SlotInfo[slot] = readed[i].SlotInfo[slot]; } catch (Exception &e) { // Error message char message[512]; smprintf (message, 512, "Error loading shape %s: %s", readed[i].ShapeFilename.c_str(), e.what()); _MainFrame->MessageBox (message, "NeL object viewer", MB_OK|MB_ICONEXCLAMATION); // Stop loading break; } } // Init channels reinitChannels (); // Read the selection uint32 selection; f.serial (selection); if (selection+firstInstance < _ListInstance.size()) { _SelectedObject = selection+firstInstance; } // Invalidate dialogs _AnimationSetDlg->refresh (TRUE); _SlotDlg->refresh (TRUE); _SoundAnimDlg->refresh (TRUE); } else { // Build information std::vector readed (_ListInstance.size()); for (uint instance=0; instance<_ListInstance.size(); instance++) { // Copy the save information readed[instance] = _ListInstance[instance]->Saved; } // Save the configuration f.serialCont (readed); // Write the selection f.serial (_SelectedObject); } } } // *************************************************************************** bool CObjectViewer::loadInstanceGroup(const char *igFilename) { //AFX_MANAGE_STATE(AfxGetStaticModuleState()); // Add to the path char drive[256]; char dir[256]; char path[256]; // Add search path for the mesh _splitpath (igFilename, drive, dir, NULL, NULL); _makepath (path, drive, dir, NULL, NULL); CPath::addSearchPath (path); // Open a file CIFile file; if (file.open (igFilename)) { // Shape pointer NL3D::CInstanceGroup *ig= new NL3D::CInstanceGroup; try { // Stream it file.serial(*ig); // Append the ig. addInstanceGroup(ig); } catch (Exception& e) { // clean delete ig; _MainFrame->MessageBox (e.what(), "NeL object viewer", MB_OK|MB_ICONEXCLAMATION); return false; } } else { // Create a message char msg[512]; _snprintf (msg, 512, "Can't open the file %s for reading.", igFilename); _MainFrame->MessageBox (msg, "NeL object viewer", MB_OK|MB_ICONEXCLAMATION); return false; } return true; } // *************************************************************************** bool CObjectViewer::loadMesh (std::vector &meshFilename, const char* skeleton) { AFX_MANAGE_STATE(AfxGetStaticModuleState()); // Add to the path char drive[256]; char dir[256]; char path[256]; // Add search path for the skeleton if (skeleton) { _splitpath (skeleton, drive, dir, NULL, NULL); _makepath (path, drive, dir, NULL, NULL); CPath::addSearchPath (path); } // Open a file CIFile file; // Shape pointer IShape *shapeSkel=NULL; uint skelIndex = 0xffffffff; NL3D::CSkeletonModel *transformSkel=NULL; // Skel error ? bool skelError=false; // Continue ? if (skeleton&&(strcmp (skeleton, "")!=0)) { // Open a file if (file.open (skeleton)) { // Sream a shape CShapeStream streamShape; try { // Stream it streamShape.serial (file); // Add the shape shapeSkel=streamShape.getShapePointer(); } catch (Exception& e) { _MainFrame->MessageBox (e.what(), "NeL object viewer", MB_OK|MB_ICONEXCLAMATION); // error skelError=true; } } else { // Create a message char msg[512]; _snprintf (msg, 512, "Can't open the file %s for reading.", meshFilename); _MainFrame->MessageBox (msg, "NeL object viewer", MB_OK|MB_ICONEXCLAMATION); // error skelError=true; } } // Skeleton error ? if (skelError) return false; // Skeleton used ? bool skelUsed = false; // Index of the shape uint lastShape = 0xffffffff; // For each meshes for (uint i=0; iMessageBox (e.what(), "NeL object viewer", MB_OK|MB_ICONEXCLAMATION); continue; } } else { // Create a message char msg[512]; _snprintf (msg, 512, "Can't open the file %s for reading.", fileName); _MainFrame->MessageBox (msg, "NeL object viewer", MB_OK|MB_ICONEXCLAMATION); continue; } // Add the skel shape if (shapeSkel&&(!skelUsed)) { // Add the skel skelIndex = addSkel (shapeSkel, skeleton); if (skelIndex != 0xffffffff) { skelUsed = true; transformSkel = dynamic_cast(_ListInstance[skelIndex]->TransformShape); nlassert (transformSkel); } } // Add the skel shape if (shapeMesh) { // Get the object name lastShape = addMesh (shapeMesh, fileName, skelIndex); } } // Skel not used ? if ((!skelUsed)&&shapeSkel) { // Remove it delete shapeSkel; } // Select the skeleton if (skelIndex != 0xffffffff) _SelectedObject = skelIndex; else if (lastShape != 0xffffffff) _SelectedObject = lastShape; // Update windows _AnimationSetDlg->refresh (TRUE); _SlotDlg->refresh (TRUE); _SoundAnimDlg->refresh (TRUE); return true; } // *************************************************************************** void CObjectViewer::resetCamera () { AFX_MANAGE_STATE(AfxGetStaticModuleState()); _MainFrame->OnResetCamera(); } // *************************************************************************** uint CObjectViewer::addMesh (NL3D::IShape* pMeshShape, const char* meshName, uint skelIndex, const char* bindSkelName, bool createInstance) { AFX_MANAGE_STATE(AfxGetStaticModuleState()); // *** Add the shape // Store the shape pointer if (CNELU::ShapeBank->getPresentState(meshName)!=CShapeBank::NotPresent) { delete pMeshShape; } else CNELU::ShapeBank->add (meshName, CSmartPtr (pMeshShape)); // Must create the instance? if(createInstance) { // Create a model and add it to the scene CTransformShape *pTrShape=CNELU::Scene->createInstance (meshName); nlassert (pTrShape); // link to the root for manipulation _SceneRoot->hrcLinkSon(pTrShape); // Get the real shape used by the instance. pMeshShape= pTrShape->Shape; // Set the rot model if (_MainFrame->Euler) pTrShape->setTransformMode (ITransformable::RotEuler); else pTrShape->setTransformMode (ITransformable::RotQuat); // Store the transform shape pointer CInstanceInfo *iInfo = new CInstanceInfo; iInfo->TransformShape= pTrShape; // Store the name of the shape iInfo->MustDelete = true; iInfo->Saved.ShapeFilename = meshName; iInfo->Saved.SkeletonId = skelIndex; _ListInstance.push_back (iInfo); // *** Bind to the skeleton // Get a mesh instance CMeshBaseInstance *meshInstance=dynamic_cast(pTrShape); // Bind the mesh if (skelIndex != 0xffffffff) { // Get the skeleton NL3D::CSkeletonModel *transformSkel = dynamic_cast(_ListInstance[skelIndex]->TransformShape); nlassert (transformSkel); // It is a skinned mesh ? CMesh *mesh = dynamic_cast(pMeshShape); CMeshMRM *meshMrm = dynamic_cast(pMeshShape); CMeshMRMSkinned *meshMrmSkinned = dynamic_cast(pMeshShape); if ( (mesh && mesh->getMeshGeom().isSkinned()) || (meshMrm && meshMrm->getMeshGeom().isSkinned()) || meshMrmSkinned) { // Bind to skeleton transformSkel->bindSkin (meshInstance); } else { // Bind bone name uint bindBone = 0xffffffff; std::string boneName = ""; // Name is passed, look for bone if (bindSkelName) { // Make a list of bones uint bone; for (bone=0; boneBones.size(); bone++) { if (transformSkel->Bones[bone].getBoneName() == bindSkelName) { bindBone = bone; boneName = bindSkelName; break; } } } // Found ? No, look for a bind bone if (bindBone == 0xffffffff) { // Make a list of bones vector listBones; uint bone; for (bone=0; boneBones.size(); bone++) listBones.push_back (transformSkel->Bones[bone].getBoneName()); // Get name of the mesh char nameMesh[512]; _splitpath (meshName, NULL, NULL, nameMesh, NULL); // Select a bones std::string message = "Select a bone to stick " + string (nameMesh); CSelectString dialogSelect (listBones, message.c_str(), _MainFrame, false); if (dialogSelect.DoModal ()==IDOK) { // Select your bones bindBone = dialogSelect.Selection; boneName = listBones[dialogSelect.Selection]; } } // Selected ? if (bindBone != 0xffffffff) { transformSkel->stickObject (pTrShape, bindBone); /*meshInstance->setPos (CVector::Null); meshInstance->setRotQuat (CQuat::Identity); meshInstance->setScale (1, 1, 1);*/ } // Set the bone name iInfo->Saved.BindBoneName = boneName; } } // Return the instance index return (uint)_ListInstance.size()-1; } else return 0xffffffff; } // *************************************************************************** bool CObjectViewer::chooseBone(const std::string &caption, NL3D::CSkeletonModel *&skel, uint &boneIndex, std::string *skelName /*= NULL*/, std::string *boneName /*= NULL*/) { for(uint k = 0; k < _ListInstance.size(); ++k) { NL3D::CSkeletonModel *transformSkel = dynamic_cast(_ListInstance[k]->TransformShape); if (transformSkel) { // Make a list of bones vector listBones; uint bone; for (bone=0; boneBones.size(); bone++) { listBones.push_back (transformSkel->Bones[bone].getBoneName()); } CSelectString dialogSelect (listBones, caption.c_str(), _MainFrame, false); if (dialogSelect.DoModal ()==IDOK) { boneIndex = dialogSelect.Selection; skel = transformSkel; if (skelName) { *skelName = _ListInstance[k]->Saved.ShapeFilename; } if (boneName) { *boneName = safe_cast(_ListInstance[k]->TransformShape)->Bones[boneIndex].getBoneName(); } return true; } return false; } } return false; } // *************************************************************************** bool CObjectViewer::isSkeletonPresent() const { for(uint k = 0; k < _ListInstance.size(); ++k) { NL3D::CSkeletonModel *transformSkel = dynamic_cast(_ListInstance[k]->TransformShape); if (transformSkel) return true; } return false; } // *************************************************************************** uint CObjectViewer::addCamera (const NL3D::CCameraInfo &cameraInfo, const char* cameraName) { AFX_MANAGE_STATE(AfxGetStaticModuleState()); // *** Add the shape // link to the root for manipulation CCamera *pCamera = (CCamera*)CNELU::Scene->createModel (CameraId); _SceneRoot->hrcLinkSon(pCamera); // Build the camera pCamera->build (cameraInfo); // Store the transform shape pointer CInstanceInfo *iInfo = new CInstanceInfo; iInfo->Camera = pCamera; // Store the name of the shape iInfo->MustDelete = true; iInfo->Saved.ShapeFilename = cameraName; iInfo->Saved.SkeletonId = 0xffffffff; iInfo->Saved.CameraInfo = cameraInfo; iInfo->Saved.Camera = true; _ListInstance.push_back (iInfo); _Cameras.push_back ((uint)_ListInstance.size()-1); // Reinit camera initCamera (); // Return the instance index return (uint)_ListInstance.size()-1; } // *************************************************************************** uint CObjectViewer::addSkel (NL3D::IShape* pSkelShape, const char* skelName) { AFX_MANAGE_STATE(AfxGetStaticModuleState()); // *** Add the shape // Store the shape pointer if (CNELU::ShapeBank->getPresentState(skelName)!=CShapeBank::NotPresent) { delete pSkelShape; } else CNELU::ShapeBank->add (skelName, CSmartPtr (pSkelShape)); // Create a model and add it to the scene CTransformShape *pTrShape=CNELU::Scene->createInstance (skelName); nlassert (pTrShape); // link to the root for manipulation _SceneRoot->hrcLinkSon(pTrShape); // Get the real shape used by the instance. pSkelShape= pTrShape->Shape; // Get a skeleton model CSkeletonModel *skelModel=dynamic_cast(pTrShape); // Is a skel ? if (skelModel) { // Set the rot model if (_MainFrame->Euler) pTrShape->setTransformMode (ITransformable::RotEuler); else pTrShape->setTransformMode (ITransformable::RotQuat); // Store the transform shape pointer CInstanceInfo *iInfo = new CInstanceInfo; iInfo->TransformShape = skelModel; // Store the name of the shape iInfo->MustDelete = true; iInfo->Saved.ShapeFilename = skelName; iInfo->Saved.IsSkeleton = true; iInfo->Saved.SkeletonId = 0xffffffff; _ListInstance.push_back (iInfo); // set this skeleton for Skeleton Scale edition _SkeletonScaleDlg->setSkeletonToEdit(skelModel, skelName); // Return the instance return (uint)_ListInstance.size()-1; } return 0xffffffff; } // *************************************************************************** IObjectViewer* IObjectViewer::getInterface (int version) { AFX_MANAGE_STATE(AfxGetStaticModuleState()); // Check version number if (version!=OBJECT_VIEWER_VERSION) { MessageBox (NULL, "Bad version of object_viewer.dll.", "NeL object viewer", MB_ICONEXCLAMATION|MB_OK); return NULL; } else return new CObjectViewer; } // *************************************************************************** void IObjectViewer::releaseInterface (IObjectViewer* view) { AFX_MANAGE_STATE(AfxGetStaticModuleState()); delete view; } // *************************************************************************** void CObjectViewer::setSingleAnimation (NL3D::CAnimation* pAnim, const char* name, uint instance) { AFX_MANAGE_STATE(AfxGetStaticModuleState()); if (instance < _ListInstance.size()) { // Set active _SelectedObject = instance; // Add the animation addAnimation (pAnim, (name+std::string(".anim")).c_str(), name, instance); // Add the animation to the animationSet _AnimationSetDlg->UpdateData (TRUE); _AnimationSetDlg->UseMixer = 1; _AnimationSetDlg->UpdateData (FALSE); // Set the animation in the first slot _ListInstance[instance]->Saved.SlotInfo[0].Animation = name; _ListInstance[instance]->Saved.SlotInfo[0].Skeleton = ""; _ListInstance[instance]->Saved.SlotInfo[0].Offset = 0; _ListInstance[instance]->Saved.SlotInfo[0].StartTime = (int)(pAnim->getBeginTime()*_AnimationDlg->Speed); _ListInstance[instance]->Saved.SlotInfo[0].EndTime = (int)(pAnim->getEndTime()*_AnimationDlg->Speed); _ListInstance[instance]->Saved.SlotInfo[0].StartBlend = 1.f; _ListInstance[instance]->Saved.SlotInfo[0].EndBlend = 1.f; _ListInstance[instance]->Saved.SlotInfo[0].Enable = true; for (uint i=1; iSaved.SlotInfo[i].Enable = false; // Update dialog box _AnimationSetDlg->refresh (TRUE); _SlotDlg->refresh (TRUE); _SoundAnimDlg->refresh(TRUE); // Reinit reinitChannels (); } } // *************************************************************************** void CObjectViewer::setAutoAnimation (NL3D::CAnimationSet* pAnimSet) { CNELU::Scene->setAutomaticAnimationSet (pAnimSet); } // *************************************************************************** void CObjectViewer::setAmbientColor (const NLMISC::CRGBA& color) { CNELU::Driver->setAmbientColor (color); // Setup also Scene lighting system here, even if not used. CNELU::Scene->setAmbientGlobal(color); } // *************************************************************************** void CObjectViewer::setLight (unsigned char id, const NL3D::CLight& light) { CNELU::Driver->enableLight (id); CNELU::Driver->setLight (id, light); } // *************************************************************************** /** add an object that will be notified each time a frame is processed * \see removeMainLoopCallBack() */ void CObjectViewer::registerMainLoopCallBack(IMainLoopCallBack *i) { // nlassert(std::find(_CallBackList.begin(), _CallBackList.end(), i) == _CallBackList.begin()); // the object was register twice !! _CallBackList.push_back(i); } /// remove an object that was registered with registerMainLoopCallBack() void CObjectViewer::removeMainLoopCallBack(IMainLoopCallBack *i) { std::vector::iterator it = std::find(_CallBackList.begin(), _CallBackList.end(), i); nlassert(it != _CallBackList.end()); // this object wasn't registered _CallBackList.erase(it); } // *************************************************************************** void CObjectViewer::activateTextureSet(uint index) { AFX_MANAGE_STATE(AfxGetStaticModuleState()); std::vector::iterator it; for (it = _ListInstance.begin(); it != _ListInstance.end(); ++it) { NL3D::CTransformShape *trShape= (*it)->TransformShape; if (dynamic_cast(trShape)) { static_cast(trShape)->selectTextureSet(index); } } } // *************************************************************************** void CObjectViewer::shuffleTextureSet() { AFX_MANAGE_STATE(AfxGetStaticModuleState()); std::vector::iterator it; for (it = _ListInstance.begin(); it != _ListInstance.end(); ++it) { NL3D::CTransformShape *trShape= (*it)->TransformShape; if (dynamic_cast(trShape)) { static_cast(trShape)->selectTextureSet(rand() % 8); } } } // *************************************************************************** void CObjectViewer::removeAllInstancesFromScene() { AFX_MANAGE_STATE(AfxGetStaticModuleState()); // Remove all stand alone TransformShapes. for(uint instance=0; instance<_ListInstance.size(); instance++) { delete _ListInstance[instance]; } // Remove all stand alone TransformShapes. _ListInstance.clear(); _Cameras.clear(); _CurrentCamera = -1; _SelectedObject = 0xffffffff; // Remove added/loaded igs and their instances. for(uint igId=0; igId<_ListIG.size(); igId++) { // remove instances. _ListIG[igId]->removeFromScene(*CNELU::Scene); // free up the ig. delete _ListIG[igId]; } _ListIG.clear(); // clear dynamic lighting test _GlobalRetriever= NULL; CNELU::Scene->deleteInstance(_ObjectLightTest); _ObjectLightTest= NULL; // Reset mesh cache CNELU::ShapeBank->reset(); // Invalidate dialogs if (CNELU::Driver->isActive()) { _AnimationSetDlg->refresh (TRUE); _SlotDlg->refresh (TRUE); _SoundAnimDlg->refresh (TRUE); } // remove any skeleton edited if(_InstanceRunning) _SkeletonScaleDlg->setSkeletonToEdit(NULL, ""); } // *************************************************************************** void CObjectViewer::enableFXs(bool enabled) { // Stand alone fxs for(uint instance=0; instance<_ListInstance.size(); instance++) { NL3D::CSegRemanence *sr = dynamic_cast(_ListInstance[instance]->TransformShape); if (sr) { if (enabled) sr->start(); else sr->stop(); } } // remanences in igs for(uint igId = 0; igId < _ListIG.size(); ++igId) { for(uint k = 0; k < _ListIG[igId]->_Instances.size(); ++k) { NL3D::CSegRemanence *sr = dynamic_cast(_ListIG[igId]->_Instances[k]); if (sr) { if (enabled) sr->start(); else sr->stop(); } } } } // *************************************************************************** void CObjectViewer::evalSoundTrack (float lastTime, float currentTime) { // Gor each object for (uint i = 0; i < _ListInstance.size(); i++) { // Some animation in the list ? if (_ListInstance[i]->Saved.PlayList.size() > 0) { // Accumul time float startTime = 0; float endTime = 0; // Get start time of the animation that starts before the current time for (uint index = 0; index < _ListInstance[i]->Saved.PlayList.size(); index++) { // Pointer on the animation string& name = _ListInstance[i]->Saved.PlayList[index]; CAnimation *anim = _ListInstance[i]->AnimationSet.getAnimation (_ListInstance[i]->AnimationSet.getAnimationIdByName(name)); // Add start time startTime = endTime; endTime = startTime + anim->getEndTime()-anim->getBeginTime(); if ((startTime <= currentTime) && (currentTime < endTime)) { // setup the sound context DWORD tab[] = {IDC_ARG0, IDC_ARG1, IDC_ARG2, IDC_ARG3, }; for (uint i = 0; i < 4; i++) { CEdit *edit = (CEdit*) _SoundAnimDlg->GetDlgItem(tab[i]); nlassert(edit); char str[1024]; edit->GetLine(0, str, 1024); SoundContext.Args[i] = atoi (str); } // get the position of the skel if a skel is available if (SkeletonUsedForSound != 0xFFFFFFFF) { const CMatrix &m = _ListInstance[SkeletonUsedForSound]->TransformShape->getMatrix(); SoundContext.Position = m.getPos(); } else { SoundContext.Position = CVector::Null; } CSoundSystem::playAnimation(name, lastTime - startTime, currentTime - startTime, SoundContext); } } } } } // *************************************************************************** /* void CObjectViewer::evalSoundTrack (float lastTime, float currentTime) { if (lastTime!=currentTime) { // For each objects for (uint instance=0; instance<_ListInstance.size(); instance++) { // For each channel of the mixer for (uint slot=0; slotPlaylist.getAnimation (slot); // Channel actif ? if (animId!=CAnimationPlaylist::empty) { // Get the animation CAnimation *anim=_ListInstance[instance]->AnimationSet.getAnimation (animId); nlassert (anim); // Get the sound track uint trackId=anim->getIdTrackByName ("NoteTrack"); if (trackId!=CAnimation::NotFound) { // Get the track ITrack *track=anim->getTrack (trackId); nlassert (track); // Dynamic cast UTrackKeyframer *soundTrackKF = dynamic_cast(track); if (soundTrackKF) { // Sound keys std::vector result; // Get local begin and endTime TAnimationTime localLastTime = _ListInstance[instance]->Playlist.getLocalTime (slot, lastTime, _ListInstance[instance]->AnimationSet); TAnimationTime localCurrentTime = _ListInstance[instance]->Playlist.getLocalTime (slot, currentTime, _ListInstance[instance]->AnimationSet); // Good interval if (localLastTime<=localCurrentTime) { // Get keys in this interval soundTrackKF->getKeysInRange(localLastTime, localCurrentTime, result); } else { // Get begin and last time TAnimationTime beginTime=track->getBeginTime (); TAnimationTime endTime=track->getEndTime (); // Time must have been clamped nlassert (localCurrentTime<=endTime); nlassert (localLastTime>=beginTime); // Get keys to the end soundTrackKF->getKeysInRange(localCurrentTime, endTime, result); // Get keys at the beginning soundTrackKF->getKeysInRange(beginTime, localLastTime, result); } // Process sounds NLSOUND::UAudioMixer *audioMixer = CSoundSystem::getAudioMixer (); if( audioMixer ) { vector::iterator itResult; for( itResult = result.begin(); itResult != result.end(); ++itResult ) { string soundName; double keyTime = *itResult; nlinfo("keyTime = %f result size : %d",*itResult,result.size()); if( !track->interpolate( *itResult, soundName) ) { nlwarning("The key at offset %f is not a string",*itResult); } else { // if there are step sounds if( soundName == "step" ) { // need to spawn a sound linked to the anim string dummySound = "PAShommecourseappartdur1a"; USource *source = audioMixer->createSource (dummySound.c_str() , true ); if (source) { source->setPos (CVector::Null); source->play (); nlinfo ("launching dummy sound %s for the step event", dummySound.c_str()); } else { nlwarning ("sound not found for the step event: '%s'", dummySound.c_str()); } } else if (soundName.find ("snd_") != string::npos) { // need to spawn a sound linked to the anim USource *source = audioMixer->createSource ( soundName.c_str(), true ); if (source) { source->setPos (CVector::Null); source->play (); nlinfo ("launching sound for anim event from notetrack '%s'", soundName.c_str()); } else { nlwarning ("sound not found: '%s'", soundName.c_str()); } } else { nlwarning ("unknown notetrack event: '%s'", soundName.c_str()); } } } } } } } } } } } */ // *************************************************************************** uint CObjectViewer::addInstanceGroup(NL3D::CInstanceGroup *ig) { // First instance uint first = (uint)_ListInstance.size(); // Add all models to the scene ig->addToScene(*CNELU::Scene, CNELU::Driver); // Unfreeze all objects from HRC. ig->unfreezeHRC(); // link the root of the IG to our root, for scene rotation ig->linkRoot(*CNELU::Scene, _SceneRoot); // Keep a reference on them, but they'll be destroyed by IG. for (uint k = 0; k < ig->getNumInstance(); ++k) { CInstanceInfo *iInfo = new CInstanceInfo; iInfo->TransformShape = ig->_Instances[k]; iInfo->Saved.ShapeFilename = ig->_InstancesInfos[k].Name; iInfo->MustDelete = false; _ListInstance.push_back (iInfo); } // Add the ig to the list. _ListIG.push_back(ig); // Return first instance return first; } // *************************************************************************** void CObjectViewer::setupSceneLightingSystem(bool enable, const NLMISC::CVector &sunDir, NLMISC::CRGBA sunAmbiant, NLMISC::CRGBA sunDiffuse, NLMISC::CRGBA sunSpecular) { CNELU::Scene->enableLightingSystem(enable); // Setup sun. CNELU::Scene->setSunAmbient(sunAmbiant); CNELU::Scene->setSunDiffuse(sunDiffuse); CNELU::Scene->setSunSpecular(sunSpecular); CNELU::Scene->setSunDirection(sunDir); } // *************************************************************************** void CObjectViewer::enableDynamicObjectLightingTest(NLPACS::CGlobalRetriever *globalRetriever, NL3D::CInstanceGroup *ig) { AFX_MANAGE_STATE(AfxGetStaticModuleState()); // first delete the instance if(_ObjectLightTest) { CNELU::Scene->deleteInstance(_ObjectLightTest); _ObjectLightTest= NULL; } _GlobalRetriever= globalRetriever; // if enabled if(_GlobalRetriever) { nlassert(ig); // this mesh is the dynamic one to move around. _ObjectLightTest= CNELU::Scene->createInstance(_ObjectLightTestShape); if(_ObjectLightTest!=NULL) { // link to the root for manipulation _SceneRoot->hrcLinkSon(_ObjectLightTest); // setup the matrix. _ObjectLightTestMatrix= _ObjectLightTest->getMatrix(); // setup the logic info. _ObjectLightTestLogicInfo.GlobalRetriever= _GlobalRetriever; _ObjectLightTestLogicInfo.Ig= ig; // Default the GPos to uninitialized _ObjectLightTestLogicInfo.GPos.InstanceId= -1; _ObjectLightTest->setLogicInfo(&_ObjectLightTestLogicInfo); } else { if (!_ObjectLightTestShape.empty()) { string str= string("Path not found for Light Test Shape: ") + _ObjectLightTestShape; ::MessageBox(NULL, str.c_str(), "Dynamic Object Light Test", MB_OK|MB_ICONEXCLAMATION); } // disable. _ObjectLightTest= NULL; _GlobalRetriever= NULL; } } } // *************************************************************************** void CObjectViewer::COVLogicInfo::getStaticLightSetup(NLMISC::CRGBA sunAmbient, std::vector &pointLightList, uint8 &sunContribution, CRGBA &ambient) { Ig->getStaticLightSetup(sunAmbient, GlobalRetriever->getLocalRetrieverId(GPos), GPos.LocalPosition.Surface, GPos.LocalPosition.Estimation, pointLightList, sunContribution, ambient); } // *************************************************************************** // *************************************************************************** // Vegetable Landscape Part. // *************************************************************************** // *************************************************************************** // *************************************************************************** void CObjectViewer::loadVegetableLandscapeCfg(NLMISC::CConfigFile &cf) { // vegetable display is true by default. _VegetableEnabled= true; _VegetableSnapToGround= true; // Load landscape setup // -------------- try { // tileBank setup. CConfigFile::CVar &tileBank = cf.getVar("veget_tile_bank"); _VegetableLandscapeTileBank= tileBank.asString(); CConfigFile::CVar &tileFarBank = cf.getVar("veget_tile_far_bank"); _VegetableLandscapeTileFarBank= tileFarBank.asString(); // zone list. _VegetableLandscapeZoneNames.clear(); CConfigFile::CVar &zones = cf.getVar("veget_landscape_zones"); for (uint i=0; i<(uint)zones.size(); i++) _VegetableLandscapeZoneNames.push_back(zones.asString(i).c_str()); } catch (EUnknownVar &) { _VegetableLandscapeTileBank.clear(); _VegetableLandscapeTileFarBank.clear(); _VegetableLandscapeZoneNames.clear(); } // Load Landscape params. // -------------- // threshold try { CConfigFile::CVar &thre= cf.getVar("veget_landscape_threshold"); _VegetableLandscapeThreshold= thre.asFloat(); // clamp to avoid divide/0. _VegetableLandscapeThreshold= max(_VegetableLandscapeThreshold, 0.001f); } catch (EUnknownVar &) { _VegetableLandscapeThreshold= 0.003f; } // tilenear try { CConfigFile::CVar &tileNear= cf.getVar("veget_landscape_tile_near"); _VegetableLandscapeTileNear= tileNear.asFloat(); } catch (EUnknownVar &) { _VegetableLandscapeTileNear= 50; } // ambient try { CConfigFile::CVar &color= cf.getVar("veget_landscape_ambient"); _VegetableLandscapeAmbient.R= color.asInt(0); _VegetableLandscapeAmbient.G= color.asInt(1); _VegetableLandscapeAmbient.B= color.asInt(2); } catch (EUnknownVar &) { _VegetableLandscapeAmbient.set(80, 80, 80); } // diffuse try { CConfigFile::CVar &color= cf.getVar("veget_landscape_diffuse"); _VegetableLandscapeDiffuse.R= color.asInt(0); _VegetableLandscapeDiffuse.G= color.asInt(1); _VegetableLandscapeDiffuse.B= color.asInt(2); } catch (EUnknownVar &) { _VegetableLandscapeDiffuse.set(255, 255, 255); } // Snapping try { CConfigFile::CVar &var= cf.getVar("veget_landscape_snap_height"); _VegetableSnapHeight= var.asFloat(); } catch (EUnknownVar &) { _VegetableSnapHeight= 1.70f; } // Load Vegetable params. // -------------- // vegetable texture try { CConfigFile::CVar &var= cf.getVar("veget_texture"); _VegetableTexture= var.asString(); } catch (EUnknownVar &) { _VegetableTexture= ""; } // vegetable ambient try { CConfigFile::CVar &color= cf.getVar("veget_ambient"); _VegetableAmbient.R= color.asInt(0); _VegetableAmbient.G= color.asInt(1); _VegetableAmbient.B= color.asInt(2); } catch (EUnknownVar &) { _VegetableAmbient.set(80, 80, 80); } // vegetable diffuse try { CConfigFile::CVar &color= cf.getVar("veget_diffuse"); // setup to behave correclty ie as maxLightFactor: sint R= color.asInt(0) - _VegetableAmbient.R; clamp(R, 0, 255); _VegetableDiffuse.R= R; sint G= color.asInt(1) - _VegetableAmbient.G; clamp(G, 0, 255); _VegetableDiffuse.G= G; sint B= color.asInt(2) - _VegetableAmbient.B; clamp(B, 0, 255); _VegetableDiffuse.B= B; } catch (EUnknownVar &) { sint R= 255 - _VegetableAmbient.R; clamp(R, 0, 255); _VegetableDiffuse.R= R; sint G= 255 - _VegetableAmbient.G; clamp(G, 0, 255); _VegetableDiffuse.G= G; sint B= 255 - _VegetableAmbient.B; clamp(B, 0, 255); _VegetableDiffuse.B= B; } // vegetable lightDir try { CConfigFile::CVar &var= cf.getVar("veget_light_dir"); _VegetableLightDir.x= var.asFloat(0); _VegetableLightDir.y= var.asFloat(1); _VegetableLightDir.z= var.asFloat(2); _VegetableLightDir.normalize(); } catch (EUnknownVar &) { _VegetableLightDir.set(0, 1, -1); _VegetableLightDir.normalize(); } // windDir try { CConfigFile::CVar &var= cf.getVar("veget_wind_dir"); _VegetableWindDir.x= var.asFloat(0); _VegetableWindDir.y= var.asFloat(1); _VegetableWindDir.z= var.asFloat(2); } catch (EUnknownVar &) { _VegetableWindDir.x= 0.5f; _VegetableWindDir.y= 0.5f; _VegetableWindDir.z= 0; } // windFreq try { CConfigFile::CVar &var= cf.getVar("veget_wind_freq"); _VegetableWindFreq= var.asFloat(); } catch (EUnknownVar &) { _VegetableWindFreq= 0.5; } // windPower try { CConfigFile::CVar &var= cf.getVar("veget_wind_power"); _VegetableWindPower= var.asFloat(); } catch (EUnknownVar &) { _VegetableWindPower= 1; } // windBendMin try { CConfigFile::CVar &var= cf.getVar("veget_wind_bend_min"); _VegetableWindBendMin= var.asFloat(); } catch (EUnknownVar &) { _VegetableWindBendMin= 0; } } // *************************************************************************** bool CObjectViewer::createVegetableLandscape() { // If not already done. if(!_VegetableLandscape) { // create the landscape. _VegetableLandscape= static_cast(CNELU::Scene->createModel(LandscapeModelId)); // Create a Progress Dialog. CDialogProgress dlgProgress; dlgProgress.Create(CDialogProgress::IDD, _MainFrame); dlgProgress.ShowWindow(true); try { if(_VegetableLandscapeTileBank=="") { throw Exception("Landscape CFG not fully defined"); } // Load The Bank files (copied from CLandscapeUser :) ). // ================ // progress dlgProgress.ProgressText.SetWindowText("Loading TileBanks..."); dlgProgress.ProgressBar.SetPos(0); // load CIFile bankFile(CPath::lookup(_VegetableLandscapeTileBank)); _VegetableLandscape->Landscape.TileBank.serial(bankFile); _VegetableLandscape->Landscape.TileBank.makeAllPathRelative(); _VegetableLandscape->Landscape.TileBank.makeAllExtensionDDS(); _VegetableLandscape->Landscape.TileBank.setAbsPath (""); // progress dlgProgress.ProgressBar.SetPos(50); // load CIFile farbankFile(CPath::lookup(_VegetableLandscapeTileFarBank)); _VegetableLandscape->Landscape.TileFarBank.serial(farbankFile); if ( ! _VegetableLandscape->Landscape.initTileBanks() ) { nlwarning( "You need to recompute bank.farbank for the far textures" ); } bankFile.close(); farbankFile.close(); // flushTiles. // ================ if(CNELU::Driver) { // progress dlgProgress.ProgressText.SetWindowText("Loading Tiles..."); dlgProgress.ProgressBar.SetPos(0); // count nbText to load. sint ts; sint nbTextTotal= 0; for (ts=0; ts<_VegetableLandscape->Landscape.TileBank.getTileSetCount (); ts++) { CTileSet *tileSet=_VegetableLandscape->Landscape.TileBank.getTileSet (ts); nbTextTotal+= tileSet->getNumTile128(); nbTextTotal+= tileSet->getNumTile256(); nbTextTotal+= CTileSet::count; } // load. sint nbTextDone= 0; for (ts=0; ts<_VegetableLandscape->Landscape.TileBank.getTileSetCount (); ts++) { CTileSet *tileSet=_VegetableLandscape->Landscape.TileBank.getTileSet (ts); sint tl; for (tl=0; tlgetNumTile128(); tl++, nbTextDone++) { _VegetableLandscape->Landscape.flushTiles (CNELU::Driver, (uint16)tileSet->getTile128(tl), 1); dlgProgress.ProgressBar.SetPos(nbTextDone*100/nbTextTotal); } for (tl=0; tlgetNumTile256(); tl++, nbTextDone++) { _VegetableLandscape->Landscape.flushTiles (CNELU::Driver, (uint16)tileSet->getTile256(tl), 1); dlgProgress.ProgressBar.SetPos(nbTextDone*100/nbTextTotal); } for (tl=0; tlLandscape.flushTiles (CNELU::Driver, (uint16)tileSet->getTransition(tl)->getTile (), 1); dlgProgress.ProgressBar.SetPos(nbTextDone*100/nbTextTotal); } } } // misc setup. // ================ _VegetableLandscape->Landscape.setThreshold(_VegetableLandscapeThreshold); _VegetableLandscape->Landscape.setTileNear(_VegetableLandscapeTileNear); _VegetableLandscape->Landscape.setupStaticLight(_VegetableLandscapeDiffuse, _VegetableLandscapeAmbient, 1); _VegetableLandscape->Landscape.loadVegetableTexture(_VegetableTexture); _VegetableLandscape->Landscape.setupVegetableLighting(_VegetableAmbient, _VegetableDiffuse, _VegetableLightDir); _VegetableLandscape->Landscape.setVegetableWind(_VegetableWindDir, _VegetableWindFreq, _VegetableWindPower, _VegetableWindBendMin); // Load the zones. // ================ // landscape recentering. bool zoneLoaded= false; CAABBox landscapeBBox; // progress dlgProgress.ProgressText.SetWindowText("Loading Zones..."); dlgProgress.ProgressBar.SetPos(0); uint nbZones= (uint)_VegetableLandscapeZoneNames.size(); for(uint i=0; iLandscape.addZone(zone); // progress dlgProgress.ProgressBar.SetPos(i*100/nbZones); // Add to the bbox. if(!zoneLoaded) { zoneLoaded= true; landscapeBBox.setCenter(zone.getZoneBB().getCenter()); } else landscapeBBox.extend(zone.getZoneBB().getCenter()); } // After All zone loaded, recenter the mouse listener on the landscape. if(zoneLoaded) { CMatrix matrix; _MouseListener.setHotSpot(landscapeBBox.getCenter()); matrix.setPos(landscapeBBox.getCenter()); matrix.rotateX(-(float)Pi/4); matrix.translate(CVector(0,-1000,0)); _MouseListener.setMatrix(matrix); } // Create collisions objects. _VegetableCollisionManager= new CVisualCollisionManager; _VegetableCollisionManager->setLandscape(&_VegetableLandscape->Landscape); _VegetableCollisionEntity= _VegetableCollisionManager->createEntity(); } catch (Exception &e) { // close the progress dialog dlgProgress.DestroyWindow(); MessageBox(_MainFrame->m_hWnd, e.what(), "Failed to Load landscape", MB_OK | MB_APPLMODAL); // remove first possibly created collisions objects. if(_VegetableCollisionEntity) { _VegetableCollisionManager->deleteEntity(_VegetableCollisionEntity); _VegetableCollisionEntity= NULL; } if(_VegetableCollisionManager) { delete _VegetableCollisionManager; _VegetableCollisionManager= NULL; } // remove the landscape CNELU::Scene->deleteModel(_VegetableLandscape); _VegetableLandscape= NULL; return false; } // close the progress dialog dlgProgress.DestroyWindow(); } return true; } // *************************************************************************** void CObjectViewer::showVegetableLandscape() { if(_VegetableLandscape) { _VegetableLandscape->show(); } } // *************************************************************************** void CObjectViewer::hideVegetableLandscape() { if(_VegetableLandscape) { _VegetableLandscape->hide(); } } // *************************************************************************** void CObjectViewer::enableLandscapeVegetable(bool enable) { // update _VegetableEnabled= enable; // update view. if(_VegetableLandscape) { _VegetableLandscape->Landscape.enableVegetable(_VegetableEnabled); } } // *************************************************************************** void CObjectViewer::refreshVegetableLandscape(const NL3D::CTileVegetableDesc &tvdesc) { // if landscape is displayed. if(_VegetableLandscape) { // first disable the vegetable, to delete any vegetation _VegetableLandscape->Landscape.enableVegetable(false); // Then change all the tileSet of all the TileBanks. for (sint ts=0; ts<_VegetableLandscape->Landscape.TileBank.getTileSetCount (); ts++) { CTileSet *tileSet=_VegetableLandscape->Landscape.TileBank.getTileSet (ts); // change the vegetableTileDesc of this tileSet. tileSet->setTileVegetableDesc(tvdesc); } // re-Enable the vegetable (if wanted). _VegetableLandscape->Landscape.enableVegetable(_VegetableEnabled); } } // *************************************************************************** void CObjectViewer::setVegetableWindPower(float w) { _VegetableWindPower= w; if(_VegetableLandscape) _VegetableLandscape->Landscape.setVegetableWind(_VegetableWindDir, _VegetableWindFreq, _VegetableWindPower, _VegetableWindBendMin); } // *************************************************************************** void CObjectViewer::setVegetableWindBendStart(float w) { _VegetableWindBendMin= w; if(_VegetableLandscape) _VegetableLandscape->Landscape.setVegetableWind(_VegetableWindDir, _VegetableWindFreq, _VegetableWindPower, _VegetableWindBendMin); } // *************************************************************************** void CObjectViewer::setVegetableWindFrequency(float w) { _VegetableWindFreq= w; if(_VegetableLandscape) _VegetableLandscape->Landscape.setVegetableWind(_VegetableWindDir, _VegetableWindFreq, _VegetableWindPower, _VegetableWindBendMin); } // *************************************************************************** void CObjectViewer::snapToGroundVegetableLandscape(bool enable) { // update _VegetableSnapToGround= enable; } // *************************************************************************** CInstanceInfo::CInstanceInfo () { TransformShape = NULL; Camera = NULL; MustDelete = false; } // *************************************************************************** CInstanceInfo::~CInstanceInfo () { if (MustDelete) { if (TransformShape) CNELU::Scene->deleteInstance (TransformShape); if (Camera) CNELU::Scene->deleteModel (Camera); } } // *************************************************************************** CSlotInfo::CSlotInfo () { StartTime = 0; EndTime = 0; Offset = 0; StartBlend = 1; EndBlend = 1; Smoothness = 1; SpeedFactor = 1; ClampMode = 0; SkeletonInverted = false; Enable = true; } // *************************************************************************** void CSlotInfo::serial (NLMISC::IStream &f) { f.serialVersion (0); f.serial (Animation); f.serial (Skeleton); f.serial (Offset); f.serial (StartTime); f.serial (EndTime); f.serial (StartBlend); f.serial (EndBlend); f.serial (Smoothness); f.serial (SpeedFactor); f.serial (ClampMode); f.serial (SkeletonInverted); f.serial (Enable); } // *************************************************************************** uint CObjectViewer::getEditedObject () { return _SelectedObject; } // *************************************************************************** void CObjectViewer::setEditedObject (uint selected) { _SelectedObject=selected; } // *************************************************************************** CInstanceInfo *CObjectViewer::getInstance (uint instance) { return _ListInstance[instance]; } // *************************************************************************** uint CObjectViewer::getNumInstance () const { return (uint)_ListInstance.size (); } // *************************************************************************** void CInstanceInfo::setAnimationPlaylist (float frameRate) { for (uint id=0; id=1) { f.serial (Camera); f.serial (CameraInfo); } else if (f.isReading ()) Camera = false; } // *************************************************************************** void CObjectViewer::refreshAnimationListeners() { _SoundAnimDlg->refresh (TRUE); } // *************************************************************************** void CObjectViewer::addAnimation (NL3D::CAnimation* anim, const char* filename, const char* name, uint instance) { // Add an animation uint id = _ListInstance[instance]->AnimationSet.addAnimation (name, anim); _ListInstance[instance]->Saved.AnimationFileName.push_back (filename); // Rebuild the animationSet _ListInstance[instance]->AnimationSet.build (); if(CNELU::Driver && CNELU::ShapeBank) { _ListInstance[instance]->AnimationSet.preloadSSSShapes(*CNELU::Driver, *CNELU::ShapeBank); } _SoundAnimDlg->refresh (TRUE); } // *************************************************************************** void CObjectViewer::loadAnimation (const char* fileName, uint instance) { // Open the file CIFile file; if (file.open (fileName)) { // Get the animation name char name[256]; _splitpath (fileName, NULL, NULL, name, NULL); // Make an animation CAnimation *anim=new CAnimation; // Serial it anim->serial (file); // Add the animation addAnimation (anim, fileName, name, instance); } else { // Create a message char msg[512]; _snprintf (msg, 512, "Can't open the file %s for reading.", fileName); _MainFrame->MessageBox (msg, "NeL object viewer", MB_OK|MB_ICONEXCLAMATION); } } // *************************************************************************** void CObjectViewer::loadSWT (const char* fileName, uint instance) { // Open the file CIFile file; if (file.open (fileName)) { // Get the animation name char name[256]; _splitpath (fileName, NULL, NULL, name, NULL); // Get the skeleton pointer CSkeletonWeight* skel=new CSkeletonWeight; // Serial it skel->serial (file); // Add an animation _ListInstance[instance]->AnimationSet.addSkeletonWeight (name, skel); // Add the filename in the list _ListInstance[instance]->Saved.SWTFileName.push_back (fileName); } else { // Create a message char msg[512]; _snprintf (msg, 512, "Can't open the file %s for reading.", fileName); _MainFrame->MessageBox (msg, "NeL object viewer", MB_OK|MB_ICONEXCLAMATION); } } // *************************************************************************** CMainDlg *CObjectViewer::getSlotDlg () { return _SlotDlg; } // *************************************************************************** void CObjectViewer::reloadTextures () { // For each instances uint numInstance = getNumInstance (); uint instance; for (instance=0; instanceTransformShape) { uint numMaterial = info->TransformShape->getNumMaterial (); uint mat; for (mat=0; matTransformShape->getMaterial (mat); // For each texture int tex; for (tex=0; texgetTexture (tex); // Touch it! if (texture) { CNELU::Driver->invalidateShareTexture (*texture); } } } } } } // *************************************************************************** // *************************************************************************** // Global wind part. // *************************************************************************** // *************************************************************************** // *************************************************************************** void CObjectViewer::setGlobalWindPower(float w) { if(_MainFrame) { clamp(w, 0.f, 1.f); _MainFrame->GlobalWindPower= w; CNELU::Scene->setGlobalWindPower(w); } } // *************************************************************************** float CObjectViewer::getGlobalWindPower() const { if(_MainFrame) return _MainFrame->GlobalWindPower; else return 1.f; } void CObjectViewer::shootScene() { static const char BASED_CODE szFilter[] = "Targa Files (*.tga)|*.tga|Jpeg Files (*.jpg)|*.jpg|All Files (*.*)|*.*||"; CFileDialog fileDlg ( FALSE, ".tga", "*.tga", OFN_HIDEREADONLY|OFN_OVERWRITEPROMPT, szFilter); if (fileDlg.DoModal () == IDOK) { // Choose the size CSelectMovieSize movieSize; if (movieSize.DoModal () == IDOK) { // Resize the window RECT window; _MainFrame->GetWindowRect (&window); uint32 width; uint32 height; CNELU::Driver->getWindowSize (width, height); window.right += movieSize.Width - width; window.bottom += movieSize.Height - height; _MainFrame->SetWindowPos (NULL, 0, 0, window.right-window.left, window.bottom-window.top, SWP_NOMOVE|SWP_NOZORDER); // Swap the buffers CNELU::swapBuffers(); CNELU::Driver->setupViewport (CViewport ()); // The file name string filename = NLMISC::CFile::getFilenameWithoutExtension ((const char*)fileDlg.GetPathName ()); string extension = NLMISC::CFile::getExtension ((const char*)fileDlg.GetPathName ()); // The file name without extension bool jpeg = toLower (extension) == "jpg"; // Activate the driver CNELU::Driver->activate (); // Bitmap for shoot NLMISC::CBitmap shoot; // For each frame sint i; for (i=(sint)_AnimationDlg->Start; i<=(sint)_AnimationDlg->End; i++) { // Set the time _AnimationDlg->setCurrentFrame ((float)i); // Setup the play list setupPlaylist (_AnimationDlg->getTime()); // Animate the automatic animation in the scene animateCNELUScene (_CS, (uint64)(1000.f / _AnimationDlg->Speed)); // Eval channel mixer for transform for (uint j=0; j<_ListInstance.size(); j++) _ListInstance[j]->ChannelMixer.eval (false); // Clear the buffers CNELU::clearBuffers (_BackGroundColor); // call of callback list { std::vector copyVect(_CallBackList.begin(), _CallBackList.end()); for (std::vector::iterator it = _CallBackList.begin(); it != _CallBackList.end(); ++it) { (*it)->goPreRender(); } } // Render the CS if (_CS) _CS->render (); // Draw the scene CNELU::Scene->render(); // call of callback list { std::vector copyVect(_CallBackList.begin(), _CallBackList.end()); for (std::vector::iterator it = _CallBackList.begin(); it != _CallBackList.end(); ++it) { (*it)->goPostRender(); } } // Swap the buffers CNELU::swapBuffers(); // Get the buffer CNELU::Driver->getBuffer (shoot); shoot.flipV (); // Save it char num[12]; smprintf (num, 12, "%04d", i); string filenamefinal = filename+num+string (".")+extension; try { NLMISC::COFile output; if (output.open (filenamefinal)) { if (jpeg) shoot.writeJPG ( output, 255 ); else shoot.writeTGA ( output, 32 ); } else { _MainFrame->MessageBox (("Can't open the file "+filenamefinal+" for writing.").c_str (), "NeL object viewer", MB_OK|MB_ICONEXCLAMATION); break; } } catch (Exception &e) { _MainFrame->MessageBox (("Error during writing of the file "+filenamefinal+" : "+(string)e.what ()).c_str (), "NeL object viewer", MB_OK|MB_ICONEXCLAMATION); break; } } } } } void CObjectViewer::drawFXUserMatrix() { static std::string fxUserMatrixStr; static bool stringRetrieved = false; if (!stringRetrieved) { CString fxUserMatrix; fxUserMatrix.LoadString(IDS_FX_USER_MATRIX); fxUserMatrixStr = (LPCTSTR) fxUserMatrix; stringRetrieved = true; } nlassert(_ParticleDlg); drawNamedMatrix(getFXUserMatrix(), fxUserMatrixStr, NLMISC::CRGBA::Red, 0.2f, 10.f); } void CObjectViewer::drawFXMatrix() { static std::string fxStr; static bool stringRetrieved = false; if (!stringRetrieved) { CString fx; fx.LoadString(IDS_FX_MATRIX); fxStr = (LPCTSTR) fx; stringRetrieved = true; } drawNamedMatrix(_ParticleDlg->getPSWorldMatrix(), fxStr, NLMISC::CRGBA::Blue, -0.2f, 10.f); } void CObjectViewer::drawSceneMatrix() { static std::string sceneMatrixStr; static bool stringRetrieved = false; if (!stringRetrieved) { CString sceneMatrix; sceneMatrix.LoadString(IDS_SCENE_MATRIX); sceneMatrixStr = (LPCTSTR) sceneMatrix; stringRetrieved = true; } drawNamedMatrix(_SceneRoot->getMatrix(), sceneMatrixStr, NLMISC::CRGBA::White, 0.f, 10.f); } void CObjectViewer::drawNamedMatrix(const NLMISC::CMatrix &matrix, const std::string &name, NLMISC::CRGBA color, float textZOffset, float testSize) { CPSUtil::displayBasis(CNELU::Driver, matrix, NLMISC::CMatrix::Identity, 1.f, *_FontGenerator, _FontManager); CPSUtil::print(CNELU::Driver, name, *_FontGenerator, _FontManager, matrix.getPos() + NLMISC::CVector(0.f, 0.f, textZOffset), testSize, color); } sint CObjectViewer::getCurrentCamera () const { return _CurrentCamera; } void CObjectViewer::setCurrentCamera (sint currentCamera) { nlassert ((currentCamera == -1) ||(currentCamera < (sint)_Cameras.size ())); _CurrentCamera = currentCamera; } uint CObjectViewer::getCameraInstance (uint cameraId) const { return _Cameras[cameraId]; } uint CObjectViewer::getNumCamera () const { return (uint)_Cameras.size (); } int localizedMessageBox(HWND parentWindow, int messageStringID, int captionStringID, UINT nType) { CString caption; CString mess; caption.LoadString(captionStringID); mess.LoadString(messageStringID); return MessageBox(parentWindow, (LPCTSTR) mess, (LPCTSTR) caption, nType); // TODO : replace older call to ::MessageBox in the object viewer with that function } int localizedMessageBox(HWND parentWindow, const char *message, int captionStringID, UINT nType) { CString caption; caption.LoadString(captionStringID); return MessageBox(parentWindow, message, (LPCTSTR) caption, nType); } CString getStrRsc(uint stringID) { CString str; str.LoadString(stringID); return str; } bool browseFolder(const CString &caption, CString &destFolder, HWND parent) { char chosenPath[MAX_PATH]; // browse folder BROWSEINFO bi; bi.hwndOwner = parent; bi.pidlRoot = NULL; bi.pszDisplayName = chosenPath; bi.lpszTitle = (LPCTSTR) caption; bi.ulFlags = BIF_DONTGOBELOWDOMAIN | BIF_EDITBOX; bi.lpfn = NULL; bi.lParam = NULL; bi.iImage = 0; LPITEMIDLIST result = SHBrowseForFolder(&bi); if (result != NULL && SHGetPathFromIDList(result, chosenPath)) { destFolder = chosenPath; return true; } return false; }