// Ryzom - 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 "stdpch.h" #include "interface_3d_scene.h" #include "interface_manager.h" #include "character_3d.h" #include "../time_client.h" #include "../entities.h" #include "nel/3d/u_point_light.h" #include "nel/3d/u_particle_system_instance.h" #include "nel/3d/u_animation_set.h" #include "nel/misc/xml_auto_ptr.h" #include "nel/gui/action_handler.h" #include "nel/gui/lua_ihm.h" // ---------------------------------------------------------------------------- using namespace std; using namespace NL3D; using namespace NLMISC; // ---------------------------------------------------------------------------- // CInterface3DScene // ---------------------------------------------------------------------------- CInterface3DScene::CInterface3DScene(const TCtorParam ¶m) : CInterfaceGroup(param) { _Scene = NULL; _AutoAnimSet = NULL; _CurrentCS = 0; _CurrentCamera = 0; _MouseLDown = false; _MouseRDown = false; _UserInteraction = false; _RotYFactor = _RotZFactor = 0.005f; _RotYLimitMin = _RotZLimitMin = -(float)(180.0f / NLMISC::Pi); _RotYLimitMax = _RotZLimitMax = (float)(180.0f / NLMISC::Pi); _DistLimitMin = 0.1f; _DistLimitMax = 15.0f; _DistFactor = 0.005f; } // ---------------------------------------------------------------------------- CInterface3DScene::~CInterface3DScene() { uint i; for (i = 0; i < _Characters.size(); ++i) delete _Characters[i]; for (i = 0; i < _IGs.size(); ++i) delete _IGs[i]; for (i = 0; i < _Cameras.size(); ++i) delete _Cameras[i]; for (i = 0; i < _Lights.size(); ++i) delete _Lights[i]; for (i = 0; i < _Shapes.size(); ++i) delete _Shapes[i]; for (i = 0; i < _FXs.size(); ++i) delete _FXs[i]; NL3D::UDriver *Driver = CViewRenderer::getInstance()->getDriver(); if (_Scene != NULL) Driver->deleteScene (_Scene); if (_AutoAnimSet != NULL) Driver->deleteAnimationSet(_AutoAnimSet); } // ---------------------------------------------------------------------------- CInterface3DCharacter *CInterface3DScene::getCharacter3D(uint index) { nlassert(index < _Characters.size()); return _Characters[index]; } // ---------------------------------------------------------------------------- CInterface3DCamera *CInterface3DScene::getCamera(uint index) { nlassert(index < _Cameras.size()); return _Cameras[index]; } // ---------------------------------------------------------------------------- bool CInterface3DScene::parse (xmlNodePtr cur, CInterfaceGroup *parentGroup) { CInterfaceManager *pIM = CInterfaceManager::getInstance(); if (!CInterfaceElement::parse(cur, parentGroup)) return false; CXMLAutoPtr ptr; double value; // Check for user interaction properties ptr = (char*) xmlGetProp( cur, (xmlChar*)"user_interaction" ); if (ptr) _UserInteraction = convertBool(ptr); ptr = (char*) xmlGetProp( cur, (xmlChar*)"rotz_limit_min" ); if (ptr) { fromString((const char*)ptr, value); _RotZLimitMin = (float)(value * (NLMISC::Pi/180.0)); } ptr = (char*) xmlGetProp( cur, (xmlChar*)"rotz_limit_max" ); if (ptr) { fromString((const char*)ptr, value); _RotZLimitMax = (float)(value * (NLMISC::Pi/180.0)); } ptr = (char*) xmlGetProp( cur, (xmlChar*)"rotz_factor" ); if (ptr) fromString((const char*)ptr, _RotZFactor); ptr = (char*) xmlGetProp( cur, (xmlChar*)"roty_limit_min" ); if (ptr) { fromString((const char*)ptr, value); _RotYLimitMin = (float)(value * (NLMISC::Pi/180.0)); } ptr = (char*) xmlGetProp( cur, (xmlChar*)"roty_limit_max" ); if (ptr) { fromString((const char*)ptr, value); _RotYLimitMax = (float)(value * (NLMISC::Pi/180.0)); } ptr = (char*) xmlGetProp( cur, (xmlChar*)"roty_factor" ); if (ptr) fromString((const char*)ptr, _RotYFactor); ptr = (char*) xmlGetProp( cur, (xmlChar*)"dist_limit_min" ); if (ptr) fromString((const char*)ptr, _DistLimitMin); ptr = (char*) xmlGetProp( cur, (xmlChar*)"dist_limit_max" ); if (ptr) fromString((const char*)ptr, _DistLimitMax); ptr = (char*) xmlGetProp( cur, (xmlChar*)"dist_factor" ); if (ptr) fromString((const char*)ptr, _DistFactor); // Check right now if this is a reference view ptr = (char*) xmlGetProp( cur, (xmlChar*)"reference" ); _Ref3DScene = NULL; if (ptr) { CInterfaceElement *pIE = CWidgetManager::getInstance()->getElementFromId(this->getId(), ptr.str()); _Ref3DScene = dynamic_cast(pIE); } if (_Ref3DScene != NULL) { ptr = (char*) xmlGetProp( cur, (xmlChar*)"curcam" ); if (ptr) setCurrentCamera (ptr.str()); return true; } NL3D::UDriver *Driver = CViewRenderer::getInstance()->getDriver(); nlassert ( Driver != NULL); _Scene = Driver->createScene(true); _Scene->enableLightingSystem(true); CRGBA rgbaTmp; ptr = (char*) xmlGetProp( cur, (xmlChar*)"ambient" ); rgbaTmp = CRGBA::Black; if (ptr) rgbaTmp = convertColor(ptr); _Scene->setAmbientGlobal(rgbaTmp); ptr = (char*) xmlGetProp( cur, (xmlChar*)"sun_ambient" ); rgbaTmp = CRGBA(50,50,50); if (ptr) rgbaTmp = convertColor(ptr); _Scene->setSunAmbient(rgbaTmp); ptr = (char*) xmlGetProp( cur, (xmlChar*)"sun_diffuse" ); rgbaTmp = CRGBA::White; if (ptr) rgbaTmp = convertColor(ptr); _Scene->setSunDiffuse(rgbaTmp); ptr = (char*) xmlGetProp( cur, (xmlChar*)"sun_specular" ); rgbaTmp = CRGBA::White; if (ptr) rgbaTmp = convertColor(ptr); _Scene->setSunSpecular(rgbaTmp); CVector v(-1,1,-1); ptr = (char*) xmlGetProp( cur, (xmlChar*)"sun_direction" ); if (ptr) v = convertVector(ptr); _Scene->setSunDirection(v); // Read all children // bool ok = true; cur = cur->children; while (cur) { // Check that this is a camera node if ( stricmp((char*)cur->name,"character3d") == 0 ) { CInterface3DCharacter *pCha = new CInterface3DCharacter; if (!pCha->parse(cur,this)) { delete pCha; nlwarning("character3d not added to scene3d"); } else { _Characters.push_back(pCha); } } else if ( stricmp((char*)cur->name,"ig") == 0 ) { CInterface3DIG *pIG = new CInterface3DIG; if (!pIG->parse(cur,this)) { delete pIG; nlwarning("ig not added to scene3d"); } else { _IGs.push_back(pIG); } } else if ( stricmp((char*)cur->name,"shape") == 0 ) { CInterface3DShape *pShp = new CInterface3DShape; if (!pShp->parse(cur,this)) { delete pShp; nlwarning("shape not added to scene3d"); } else { _Shapes.push_back(pShp); } } else if ( stricmp((char*)cur->name,"camera") == 0 ) { CInterface3DCamera *pCam = new CInterface3DCamera; if (!pCam->parse(cur,this)) { delete pCam; nlwarning("camera not added to scene3d"); } else { _Cameras.push_back(pCam); } } else if ( stricmp((char*)cur->name,"light") == 0 ) { CInterface3DLight *pLig = new CInterface3DLight; if (!pLig->parse(cur,this)) { delete pLig; nlwarning("light not added to scene3d"); } else { _Lights.push_back(pLig); } } else if ( stricmp((char*)cur->name,"fx") == 0 ) { CInterface3DFX *pFX = new CInterface3DFX; if (!pFX->parse(cur,this)) { delete pFX; nlwarning("fx not added to scene3d"); } else { _FXs.push_back(pFX); } } else if ( stricmp((char*)cur->name,"auto_anim") == 0 ) { CXMLAutoPtr ptr((const char*)xmlGetProp (cur, (xmlChar*)"name")); string animName; if (ptr) animName = toLower(CFile::getFilenameWithoutExtension(ptr.str())); if (!animName.empty()) { if (_AutoAnimSet == NULL) _AutoAnimSet = CViewRenderer::getInstance()->getDriver()->createAnimationSet(); uint id = _AutoAnimSet->addAnimation (ptr, animName.c_str ()); if (id == UAnimationSet::NotFound) { nlwarning ("Can't load automatic animation '%s'", animName.c_str()); } } else { nlwarning ("Can't get automatic animation name"); } } cur = cur->next; } // if some auto_anim, found, compile and set auto_anim if (_AutoAnimSet != NULL) { _AutoAnimSet->build (); _Scene->setAutomaticAnimationSet (_AutoAnimSet); } // If no camera create the default one if (_Cameras.size() == 0) { CInterface3DCamera *pCam = new CInterface3DCamera; _Cameras.push_back(pCam); } _CurrentCamera = 0; // Initialize all camera distance for (uint i = 0; i < _Cameras.size(); ++i) { CInterface3DCamera *pCam = _Cameras[i]; pCam->setDist ((pCam->getPos() - pCam->getTarget()).norm()); } // Get the current camera ptr = (char*) xmlGetProp( cur, (xmlChar*)"curcam" ); if (ptr) setCurrentCamera(ptr.str()); return true; } // ---------------------------------------------------------------------------- void CInterface3DScene::checkCoords() { uint i; for (i = 0; i < _Characters.size(); ++i) { _Characters[i]->checkCoords(); } for (i = 0; i < _IGs.size(); ++i) _IGs[i]->checkCoords(); for (i = 0; i < _Cameras.size(); ++i) _Cameras[i]->checkCoords(); for (i = 0; i < _Lights.size(); ++i) _Lights[i]->checkCoords(); for (i = 0; i < _FXs.size(); ++i) _FXs[i]->checkCoords(); if (_Scene != NULL) _Scene->animate (TimeInSec-FirstTimeInSec); } // ---------------------------------------------------------------------------- void CInterface3DScene::updateCoords () { CViewBase::updateCoords(); } // ---------------------------------------------------------------------------- void CInterface3DScene::draw () { H_AUTO( RZ_Interface_CInterface3DScene_draw ) NL3D::UDriver *Driver = CViewRenderer::getInstance()->getDriver(); if ( Driver == NULL) return; // No Op if screen minimized CInterfaceManager *pIM = CInterfaceManager::getInstance(); CViewRenderer &rVR = *CViewRenderer::getInstance(); if(rVR.isMinimized()) return; CInterface3DScene *pDisp = this; // If this is a reference view if (_Ref3DScene != NULL) { pDisp = _Ref3DScene; pDisp->setFlareContext(1); } else { pDisp->setFlareContext(0); } // This is not a reference view ! if (pDisp->_Scene == NULL) return; CInterface3DCamera *pI3DCam = pDisp->_Cameras[_CurrentCamera]; // TEMP TEMP TEMP DISPLAY BACKGROUND //rVR.drawRotFlipBitmap (_RenderLayer, _XReal, _YReal, _WReal, _HReal, 0, false, // rVR.getBlankTextureId(), CRGBA(255,255,255,255) ); // TEMP TEMP TEMP rVR.flush(); // Viewport and frustrum uint32 wsw, wsh; sint32 oldSciX, oldSciY, oldSciW, oldSciH; makeNewClip (oldSciX, oldSciY, oldSciW, oldSciH); // Display sons only if not total clipped if( rVR.isClipWindowEmpty() ) { restoreClip (oldSciX, oldSciY, oldSciW, oldSciH); return; } sint32 clipx,clipy,clipw,cliph; getClip (clipx, clipy, clipw, cliph); rVR.getScreenSize (wsw, wsh); NL3D::CViewport oldVP = Driver->getViewport(); NL3D::CViewport newVP; float vpX = (float) (clipx) / iavoid0(wsw); float vpY = (float) (clipy) / iavoid0(wsh); float vpW = (float) clipw / iavoid0(wsw); float vpH = (float) cliph / iavoid0(wsh); newVP.init(vpX, vpY, vpW, vpH); NL3D::CFrustum oldFrustum = CViewRenderer::getInstance()->getDriver()->getFrustum(); NL3D::CFrustum newFrustum; newFrustum.initPerspective (pI3DCam->getFOV() * (float) (NLMISC::Pi / 180), (float) _WReal / iavoid0(_HReal), 0.1f, 100.f); // Ajust frustum when there's clamping on border of screen float xLeft = 0.f; float xRight = 1.f; float yBottom = 0.f; float yTop = 1.f; // We assume that the viewport has dimensions < to those of the screen if ((_XReal+_WReal) > (clipx+clipw)) // right clamp ? { xRight = ((clipx+clipw) - _XReal) / (float) _WReal; } else if (_XReal < clipx) // left clamp { xLeft = (clipx - _XReal) / (float) _WReal; } if ((_YReal + _HReal) > (clipy+cliph)) // top clamp ? { yTop = ((clipy+cliph) - _YReal) / (float) _HReal; } else if (_YReal < clipy) // bottom clamp { yBottom = (clipy - _YReal) / (float) _HReal; } // adjust frustum float fWidth = newFrustum.Right - newFrustum.Left; float fLeft = newFrustum.Left; newFrustum.Left = fLeft + fWidth * xLeft; newFrustum.Right = fLeft + fWidth * xRight; float fHeight = newFrustum.Top - newFrustum.Bottom; float fBottom = newFrustum.Bottom; newFrustum.Bottom = fBottom + fHeight * yBottom; newFrustum.Top = fBottom + fHeight * yTop; pDisp->_Scene->setViewport(newVP); NL3D::UCamera cam = pDisp->_Scene->getCam(); cam.setFrustum(newFrustum); // Rotate the camera position around the target with the rot parameters CVector pos = pI3DCam->getPos() - pI3DCam->getTarget(); // float dist = pos.norm(); pos.normalize(); CMatrix m; m.identity(); m.rotateZ(pI3DCam->getRotZ()); m.rotateX(pI3DCam->getRotY()); pos = m.mulVector(pos); pos = pos * pI3DCam->getDist(); pos = pos + pI3DCam->getTarget(); cam.lookAt (pos, pI3DCam->getTarget(), pI3DCam->getRoll() * (float) (NLMISC::Pi / 180)); uint i; if (_IGs.size() > 0) { for (i = 0; i < _Characters.size(); ++i) _Characters[i]->setClusterSystem (_IGs[_CurrentCS]->getIG()); for (i = 0; i < _Shapes.size(); ++i) _Shapes[i]->getShape().setClusterSystem (_IGs[_CurrentCS]->getIG()); for (i = 0; i < _FXs.size(); ++i) if (!_FXs[i]->getPS().empty()) _FXs[i]->getPS().setClusterSystem (_IGs[_CurrentCS]->getIG()); cam.setClusterSystem (_IGs[_CurrentCS]->getIG()); } else { for (i = 0; i < _Characters.size(); ++i) _Characters[i]->setClusterSystem ((UInstanceGroup*)-1); for (i = 0; i < _Shapes.size(); ++i) { if (!_Shapes[i]->getShape().empty()) _Shapes[i]->getShape().setClusterSystem ((UInstanceGroup*)-1); } for (i = 0; i < _FXs.size(); ++i) if (!_FXs[i]->getPS().empty()) _FXs[i]->getPS().setClusterSystem ((UInstanceGroup*)-1); cam.setClusterSystem ((UInstanceGroup*)-1); } //////////////////////// // Clear the Z-Buffer // //////////////////////// NL3D::CScissor oldScissor = Driver->getScissor(); NL3D::CScissor newScissor; newScissor.X = vpX; newScissor.Y = vpY; newScissor.Width = vpW; newScissor.Height = vpH; Driver->setScissor(newScissor); Driver->clearZBuffer(); Driver->setScissor(oldScissor); /////////////////////////////////////////////// pDisp->_Scene->render(); Driver->setViewport(oldVP); Driver->setFrustum(oldFrustum); // Restore render states CViewRenderer::getInstance()->setRenderStates(); restoreClip (oldSciX, oldSciY, oldSciW, oldSciH); } // ---------------------------------------------------------------------------- bool CInterface3DScene::handleEvent (const NLGUI::CEventDescriptor &event) { if (!_UserInteraction) return false; if (!_Active) return false; // if focus is lost then cancel rotation / zoom if (event.getType() == NLGUI::CEventDescriptor::system) { const NLGUI::CEventDescriptorSystem &eds = (const NLGUI::CEventDescriptorSystem &) event; if (eds.getEventTypeExtended() == NLGUI::CEventDescriptorSystem::setfocus) { const NLGUI::CEventDescriptorSetFocus &edsf = (const NLGUI::CEventDescriptorSetFocus &) eds; if (edsf.hasFocus() == false) { _MouseLDown = false; _MouseRDown = false; return true; } } } if (event.getType() == NLGUI::CEventDescriptor::mouse) { const NLGUI::CEventDescriptorMouse &eventDesc = (const NLGUI::CEventDescriptorMouse &)event; if ((CWidgetManager::getInstance()->getCapturePointerLeft() != this) && (CWidgetManager::getInstance()->getCapturePointerRight() != this) && (!((eventDesc.getX() >= _XReal) && (eventDesc.getX() < (_XReal + _WReal))&& (eventDesc.getY() > _YReal) && (eventDesc.getY() <= (_YReal+ _HReal))))) return false; if (eventDesc.getEventTypeExtended() == NLGUI::CEventDescriptorMouse::mouseleftdown) { _MouseLDown = true; _MouseLDownX = eventDesc.getX(); _MouseLDownY = eventDesc.getY(); CInterfaceManager *pIM = CInterfaceManager::getInstance(); CWidgetManager::getInstance()->setCapturePointerLeft(this); // Because we are not just a control return true; } if (eventDesc.getEventTypeExtended() == NLGUI::CEventDescriptorMouse::mouseleftup) { _MouseLDown = false; return true; } if (eventDesc.getEventTypeExtended() == NLGUI::CEventDescriptorMouse::mouserightdown) { _MouseRDown = true; _MouseRDownX = eventDesc.getX(); _MouseRDownY = eventDesc.getY(); CInterfaceManager *pIM = CInterfaceManager::getInstance(); CWidgetManager::getInstance()->setCapturePointerRight(this); // Because we are not just a control return true; } if (eventDesc.getEventTypeExtended() == NLGUI::CEventDescriptorMouse::mouserightup) { _MouseRDown = false; return true; } if (eventDesc.getEventTypeExtended() == NLGUI::CEventDescriptorMouse::mousemove) { if (_MouseLDown) { sint32 dx = eventDesc.getX() - _MouseLDownX; sint32 dy = eventDesc.getY() - _MouseLDownY; mouseLMove (dx,dy); _MouseLDownX = eventDesc.getX(); _MouseLDownY = eventDesc.getY(); } if (_MouseRDown) { sint32 dx = eventDesc.getX() - _MouseRDownX; sint32 dy = eventDesc.getY() - _MouseRDownY; mouseRMove (dx,dy); _MouseRDownX = eventDesc.getX(); _MouseRDownY = eventDesc.getY(); } return true; } } return false; } // ---------------------------------------------------------------------------- void CInterface3DScene::mouseLMove (sint32 dx, sint32 dy) { const CInterface3DScene *pI3DS = (_Ref3DScene != NULL) ? _Ref3DScene : this; CInterface3DCamera *pI3DCam = pI3DS->_Cameras[_CurrentCamera]; float ang = pI3DCam->getRotY() + ((float)dy)*_RotYFactor; clamp (ang, _RotYLimitMin, _RotYLimitMax); pI3DCam->setRotY (ang); ang = pI3DCam->getRotZ() - ((float)dx)*_RotZFactor; clamp (ang ,_RotZLimitMin, _RotZLimitMax); pI3DCam->setRotZ (ang); } // ---------------------------------------------------------------------------- void CInterface3DScene::mouseRMove (sint32 /* dx */, sint32 dy) { const CInterface3DScene *pI3DS = (_Ref3DScene != NULL) ? _Ref3DScene : this; CInterface3DCamera *pI3DCam = pI3DS->_Cameras[_CurrentCamera]; float dist = pI3DCam->getDist() - ((float)dy)*_DistFactor; clamp (dist, _DistLimitMin, _DistLimitMax); pI3DCam->setDist (dist); } // ---------------------------------------------------------------------------- CInterfaceElement* CInterface3DScene::getElement (const string &id) { if (id == getId()) return this; string sTmp = id.substr(0, getId().size()); if (sTmp != getId()) return NULL; uint i; for (i = 0; i < _Characters.size(); ++i) if (id == _Characters[i]->getId()) return _Characters[i]; for (i = 0; i < _IGs.size(); ++i) if (id == _IGs[i]->getId()) return _IGs[i]; for (i = 0; i < _Shapes.size(); ++i) if (id == _Shapes[i]->getId()) return _Shapes[i]; for (i = 0; i < _Cameras.size(); ++i) if (id == _Cameras[i]->getId()) return _Cameras[i]; for (i = 0; i < _Lights.size(); ++i) if (id == _Lights[i]->getId()) return _Lights[i]; for (i = 0; i < _FXs.size(); ++i) if (id == _FXs[i]->getId()) return _FXs[i]; return NULL; } // ---------------------------------------------------------------------------- string CInterface3DScene::getCurrentCamera() const { const CInterface3DScene *pI3DS = (_Ref3DScene != NULL) ? _Ref3DScene : this; string name = pI3DS->_Cameras[_CurrentCamera]->getId(); name = name.substr(name.rfind(':')); return name; } // ---------------------------------------------------------------------------- void CInterface3DScene::setCurrentCamera (const string &name) { CInterfaceManager *pIM = CInterfaceManager::getInstance(); CInterface3DScene *pI3DS = (_Ref3DScene != NULL) ? _Ref3DScene : this; CInterfaceElement *pIE = CWidgetManager::getInstance()->getElementFromId(pI3DS->getId(), name); CInterface3DCamera *pI3DCam = dynamic_cast(pIE); if (pI3DCam != NULL) { uint i = 0; for (i = 0; i < pI3DS->_Cameras.size(); ++i) if (pI3DS->_Cameras[i] == pI3DCam) break; if (i != pI3DS->_Cameras.size()) _CurrentCamera = i; } } // ---------------------------------------------------------------------------- string CInterface3DScene::getCurrentClusterSystem () const { const CInterface3DScene *pI3DS = (_Ref3DScene != NULL) ? _Ref3DScene : this; string name = pI3DS->_IGs[_CurrentCS]->getId(); name = name.substr(name.rfind(':')); return name; } // ---------------------------------------------------------------------------- void CInterface3DScene::setCurrentClusterSystem(const string &sCSName) { CInterfaceManager *pIM = CInterfaceManager::getInstance(); CInterface3DScene *pI3DS = (_Ref3DScene != NULL) ? _Ref3DScene : this; CInterfaceElement *pIE = CWidgetManager::getInstance()->getElementFromId(pI3DS->getId(), sCSName); CInterface3DIG *pI3DIG = dynamic_cast(pIE); if (pI3DIG != NULL) { uint i = 0; for (i = 0; i < pI3DS->_IGs.size(); ++i) if (pI3DS->_IGs[i] == pI3DIG) break; if (i != pI3DS->_IGs.size()) _CurrentCS = i; } } // ---------------------------------------------------------------------------- void CInterface3DScene::remove(NL3D::UInstanceGroup *pIG) { uint32 i; for (i = 0; i < _Characters.size(); ++i) _Characters[i]->setClusterSystem ((UInstanceGroup*)NULL); for (i = 0; i < _Shapes.size(); ++i) _Shapes[i]->getShape().setClusterSystem ((UInstanceGroup*)NULL); for (i = 0; i < _FXs.size(); ++i) if (!_FXs[i]->getPS().empty()) _FXs[i]->getPS().setClusterSystem ((UInstanceGroup*)NULL); CInterface3DScene *pDisp = this; if (_Ref3DScene != NULL) pDisp = _Ref3DScene; if (pDisp->_Scene == NULL) return; NL3D::UCamera cam = pDisp->_Scene->getCam(); cam.setClusterSystem ((UInstanceGroup*)NULL); pIG->removeFromScene(*_Scene); _Scene->deleteInstanceGroup(pIG); } // ---------------------------------------------------------------------------- // CInterface3DCharacter // ---------------------------------------------------------------------------- // ---------------------------------------------------------------------------- CInterface3DCharacter::CInterface3DCharacter() { _Char3D = NULL; } // ---------------------------------------------------------------------------- CInterface3DCharacter::~CInterface3DCharacter() { delete _Char3D; } // ---------------------------------------------------------------------------- bool CInterface3DCharacter::parse (xmlNodePtr cur, CInterface3DScene *parentGroup) { if (!CInterfaceElement::parse(cur, parentGroup)) return false; CXMLAutoPtr ptr((const char*)xmlGetProp (cur, (xmlChar*)"dblink")); _DBLink = ""; if (ptr) _DBLink = (const char *)ptr; CVector pos(0,0,0), rot(0,0,0); ptr = xmlGetProp (cur, (xmlChar*)"pos"); if (ptr) pos = convertVector(ptr); ptr = xmlGetProp (cur, (xmlChar*)"rot"); if (ptr) rot = convertVector(ptr); bool copyAnim = false; ptr = xmlGetProp (cur, (xmlChar*)"copy_anim"); if (ptr) copyAnim = convertBool(ptr); _Char3D = new CCharacter3D; _Char3D->copyAnimation(copyAnim); _Char3D->init (parentGroup->getScene()); _Char3D->setPos (pos.x, pos.y, pos.z); _Char3D->setRotEuler ( rot.x * ((float)(NLMISC::Pi / 180)), rot.y * ((float)(NLMISC::Pi / 180)), rot.z * ((float)(NLMISC::Pi / 180)) ); checkCoords(); return true; } // ---------------------------------------------------------------------------- void CInterface3DCharacter::checkCoords() { if (_Char3D) { SCharacter3DSetup c3Ds = _Char3D->getCurrentSetup(); if ((_DBLink.empty()) || (_DBLink == "player")) c3Ds.setupFromSERVERDataBase(); else if (_DBLink == "target") { if (UserEntity != NULL) { CEntityCL *selection = EntitiesMngr.entity(UserEntity->selection()); if (selection != NULL) c3Ds.setupFromSERVERDataBase(selection->slot()); } } else c3Ds.setupFromDataBase (_DBLink); _Char3D->setup (c3Ds); _Char3D->animate (TimeInSec); } } // ---------------------------------------------------------------------------- void CInterface3DCharacter::setupCharacter3D(sint32 slot) { SCharacter3DSetup c3Ds = _Char3D->getCurrentSetup(); c3Ds.setupFromSERVERDataBase((uint8)slot); _Char3D->setup(c3Ds); } // ---------------------------------------------------------------------------- int CInterface3DCharacter::luaSetupCharacter3D(CLuaState &ls) { const char *funcName = "setupCharacter3D"; CLuaIHM::checkArgCount(ls, funcName, 1); CLuaIHM::checkArgType(ls, funcName, 1, LUA_TNUMBER); setupCharacter3D((sint32) ls.toNumber(1)); return 0; } // ---------------------------------------------------------------------------- int CInterface3DCharacter::luaEnableLOD(CLuaState &ls) { const char *funcName = "enableLOD"; CLuaIHM::checkArgCount(ls, funcName, 1); CLuaIHM::checkArgType(ls, funcName, 1, LUA_TBOOLEAN); if (!_Char3D->getSkeleton().empty()) { _Char3D->getSkeleton().enableLOD(ls.toBoolean(1)); } return 0; } // ---------------------------------------------------------------------------- void CInterface3DCharacter::setClusterSystem (UInstanceGroup *pIG) { if (_Char3D != NULL) _Char3D->setClusterSystem (pIG); } // ---------------------------------------------------------------------------- float CInterface3DCharacter::getPosX () const { if (_Char3D == NULL) return 0.0; float x, y ,z; _Char3D->getPos (x, y, z); return x; } // ---------------------------------------------------------------------------- float CInterface3DCharacter::getPosY () const { if (_Char3D == NULL) return 0.0; float x, y ,z; _Char3D->getPos (x, y, z); return y; } // ---------------------------------------------------------------------------- float CInterface3DCharacter::getPosZ () const { if (_Char3D == NULL) return 0.0; float x, y ,z; _Char3D->getPos (x, y, z); return z; } // ---------------------------------------------------------------------------- void CInterface3DCharacter::setPosX (float f) { if (_Char3D == NULL) return; float x, y ,z; _Char3D->getPos(x, y, z); x = f; _Char3D->setPos(x, y, z); } // ---------------------------------------------------------------------------- void CInterface3DCharacter::setPosY (float f) { if (_Char3D == NULL) return; float x, y ,z; _Char3D->getPos(x, y, z); y = f; _Char3D->setPos(x, y, z); } // ---------------------------------------------------------------------------- void CInterface3DCharacter::setPosZ (float f) { if (_Char3D == NULL) return; float x, y ,z; _Char3D->getPos(x, y, z); z = f; _Char3D->setPos(x, y, z); } // ---------------------------------------------------------------------------- float CInterface3DCharacter::getRotX () const { if (_Char3D == NULL) return 0.0; float x, y ,z; _Char3D->getRotEuler(x, y, z); return x / ((float)(NLMISC::Pi / 180)); } // ---------------------------------------------------------------------------- float CInterface3DCharacter::getRotY () const { if (_Char3D == NULL) return 0.0; float x, y ,z; _Char3D->getRotEuler(x, y, z); return y / ((float)(NLMISC::Pi / 180)); } // ---------------------------------------------------------------------------- float CInterface3DCharacter::getRotZ () const { if (_Char3D == NULL) return 0.0; float x, y ,z; _Char3D->getRotEuler(x, y, z); return z / ((float)(NLMISC::Pi / 180)); } // ---------------------------------------------------------------------------- void CInterface3DCharacter::setRotX (float f) { if (_Char3D == NULL) return; float x, y ,z; _Char3D->getRotEuler(x, y, z); x = f * ((float)(NLMISC::Pi / 180)); _Char3D->setRotEuler(x, y, z); } // ---------------------------------------------------------------------------- void CInterface3DCharacter::setRotY (float f) { if (_Char3D == NULL) return; float x, y ,z; _Char3D->getRotEuler(x, y, z); y = f * ((float)(NLMISC::Pi / 180)); _Char3D->setRotEuler(x, y, z); } // ---------------------------------------------------------------------------- void CInterface3DCharacter::setRotZ (float f) { if (_Char3D == NULL) return; float x, y ,z; _Char3D->getRotEuler(x, y, z); z = f * ((float)(NLMISC::Pi / 180)); _Char3D->setRotEuler(x, y, z); } // ---------------------------------------------------------------------------- float CInterface3DCharacter::getHeadX () const { if (_Char3D == NULL) return 0.0; float x, y ,z; _Char3D->getHeadPos (x, y, z); return x; } // ---------------------------------------------------------------------------- float CInterface3DCharacter::getHeadY () const { if (_Char3D == NULL) return 0.0; float x, y ,z; _Char3D->getHeadPos (x, y, z); return y; } // ---------------------------------------------------------------------------- float CInterface3DCharacter::getHeadZ () const { if (_Char3D == NULL) return 0.0; float x, y ,z; _Char3D->getHeadPos (x, y, z); return z; } // ---------------------------------------------------------------------------- void CInterface3DCharacter::setAnim (sint32 anim) { if (_Char3D) _Char3D->setAnim(anim); checkCoords(); } // ---------------------------------------------------------------------------- void CInterface3DCharacter::setPeople(const std::string & people) { _Char3D->setPeople(EGSPD::CPeople::fromString(people)); } // ---------------------------------------------------------------------------- std::string CInterface3DCharacter::getPeople() const { return EGSPD::CPeople::toString(_Char3D->getPeople()); } // ---------------------------------------------------------------------------- void CInterface3DCharacter::setSex(bool male) { _Char3D->setSex(male); } // ---------------------------------------------------------------------------- bool CInterface3DCharacter::getSex() const { return _Char3D->getSex(); } // ---------------------------------------------------------------------------- // CInterface3DIG // ---------------------------------------------------------------------------- // ---------------------------------------------------------------------------- CInterface3DIG::~CInterface3DIG() { CInterface3DScene *pI3DS = dynamic_cast(_Parent); nlassert(pI3DS != NULL); if (_IG) { _IG->removeFromScene(*pI3DS->getScene()); pI3DS->getScene()->deleteInstanceGroup(_IG); _IG = NULL; } } // ---------------------------------------------------------------------------- bool CInterface3DIG::parse (xmlNodePtr cur, CInterface3DScene *parentGroup) { if (!CInterfaceElement::parse(cur, parentGroup)) return false; CXMLAutoPtr ptr((const char*)xmlGetProp (cur, (xmlChar*)"pos")); if (ptr) _Pos = convertVector(ptr); ptr = xmlGetProp (cur, (xmlChar*)"rot"); if (ptr) _Rot = convertVector(ptr); ptr = xmlGetProp (cur, (xmlChar*)"name"); if (ptr) _Name = toLower((const char*)ptr); _IG = UInstanceGroup::createInstanceGroup(_Name); if (_IG == NULL) return true; // Create anyway _IG->setPos (_Pos); //_IG->setRot (_Rot); setRotX (_Rot.x); setRotY (_Rot.y); setRotZ (_Rot.z); _IG->addToScene (*parentGroup->getScene(), CViewRenderer::getInstance()->getDriver() ); parentGroup->getScene()->setToGlobalInstanceGroup (_IG); return true; } // ---------------------------------------------------------------------------- float CInterface3DIG::getPosX () const { return _Pos.x; } // ---------------------------------------------------------------------------- float CInterface3DIG::getPosY () const { return _Pos.y; } // ---------------------------------------------------------------------------- float CInterface3DIG::getPosZ () const { return _Pos.z; } // ---------------------------------------------------------------------------- void CInterface3DIG::setPosX (float f) { _Pos.x = f; if (_IG != NULL) _IG->setPos(_Pos); } // ---------------------------------------------------------------------------- void CInterface3DIG::setPosY (float f) { _Pos.y = f; if (_IG != NULL) _IG->setPos(_Pos); } // ---------------------------------------------------------------------------- void CInterface3DIG::setPosZ (float f) { _Pos.z = f; if (_IG != NULL) _IG->setPos(_Pos); } // ---------------------------------------------------------------------------- float CInterface3DIG::getRotX () const { return _Rot.x; } // ---------------------------------------------------------------------------- float CInterface3DIG::getRotY () const { return _Rot.y; } // ---------------------------------------------------------------------------- float CInterface3DIG::getRotZ () const { return _Rot.z; } // ---------------------------------------------------------------------------- void CInterface3DIG::setRotX (float f) { _Rot.x = f; CMatrix m; m.identity(); m.setRot (_Rot,CMatrix::XYZ); CQuat q = m.getRot(); _IG->setRotQuat (q); } // ---------------------------------------------------------------------------- void CInterface3DIG::setRotY (float f) { _Rot.y = f; CMatrix m; m.identity(); m.setRot (_Rot,CMatrix::XYZ); CQuat q = m.getRot(); _IG->setRotQuat (q); } // ---------------------------------------------------------------------------- void CInterface3DIG::setRotZ (float f) { _Rot.z = f; CMatrix m; m.identity(); m.setRot (_Rot,CMatrix::XYZ); CQuat q = m.getRot(); _IG->setRotQuat (q); } // ---------------------------------------------------------------------------- std::string CInterface3DIG::getName() const { return _Name; } // ---------------------------------------------------------------------------- void CInterface3DIG::setName (const std::string &ht) { string lwrname = toLower(ht); if (lwrname != _Name) { CInterface3DScene *pI3DS = dynamic_cast(_Parent); nlassert(pI3DS != NULL); if (_IG != NULL) { pI3DS->remove(_IG); _IG = NULL; } _Name = lwrname; _IG = UInstanceGroup::createInstanceGroup(_Name); if (_IG == NULL) return; _IG->setPos (_Pos); _IG->addToScene (*pI3DS->getScene(), CViewRenderer::getInstance()->getDriver() ); pI3DS->getScene()->setToGlobalInstanceGroup (_IG); } } // ---------------------------------------------------------------------------- // CInterface3DShape // ---------------------------------------------------------------------------- // ---------------------------------------------------------------------------- CInterface3DShape::~CInterface3DShape() { CInterface3DScene *pI3DS = dynamic_cast(_Parent); nlassert(pI3DS != NULL); if (!_Instance.empty()) pI3DS->getScene()->deleteInstance(_Instance); } // ---------------------------------------------------------------------------- bool CInterface3DShape::parse (xmlNodePtr cur, CInterface3DScene *parentGroup) { if (!CInterfaceElement::parse(cur, parentGroup)) return false; CXMLAutoPtr ptr((const char*)xmlGetProp (cur, (xmlChar*)"pos")); if (ptr) _Pos = convertVector(ptr); ptr = xmlGetProp (cur, (xmlChar*)"rot"); if (ptr) _Rot = convertVector(ptr); ptr = xmlGetProp (cur, (xmlChar*)"name"); if (ptr) _Name = toLower((const char*)ptr); _Instance = parentGroup->getScene()->createInstance(_Name); if (_Instance.empty()) return false; _Instance.setTransformMode(UTransformable::RotEuler); _Instance.setPos (_Pos); _Instance.setRotEuler (_Rot.x, _Rot.y, _Rot.z); return true; } // ---------------------------------------------------------------------------- float CInterface3DShape::getPosX () const { return _Pos.x; } // ---------------------------------------------------------------------------- float CInterface3DShape::getPosY () const { return _Pos.y; } // ---------------------------------------------------------------------------- float CInterface3DShape::getPosZ () const { return _Pos.z; } // ---------------------------------------------------------------------------- void CInterface3DShape::setPosX (float f) { _Pos.x = f; if (!_Instance.empty()) _Instance.setPos(_Pos); } // ---------------------------------------------------------------------------- void CInterface3DShape::setPosY (float f) { _Pos.y = f; if (!_Instance.empty()) _Instance.setPos(_Pos); } // ---------------------------------------------------------------------------- void CInterface3DShape::setPosZ (float f) { _Pos.z = f; if (!_Instance.empty()) _Instance.setPos(_Pos); } // ---------------------------------------------------------------------------- float CInterface3DShape::getRotX () const { return _Rot.x / ((float)(NLMISC::Pi / 180)); } // ---------------------------------------------------------------------------- float CInterface3DShape::getRotY () const { return _Rot.y / ((float)(NLMISC::Pi / 180)); } // ---------------------------------------------------------------------------- float CInterface3DShape::getRotZ () const { return _Rot.z / ((float)(NLMISC::Pi / 180)); } // ---------------------------------------------------------------------------- void CInterface3DShape::setRotX (float f) { _Rot.x = f * ((float)(NLMISC::Pi / 180)); if (!_Instance.empty()) _Instance.setRotEuler (_Rot.x, _Rot.y, _Rot.z); } // ---------------------------------------------------------------------------- void CInterface3DShape::setRotY (float f) { _Rot.y = f * ((float)(NLMISC::Pi / 180)); if (!_Instance.empty()) _Instance.setRotEuler (_Rot.x, _Rot.y, _Rot.z); } // ---------------------------------------------------------------------------- void CInterface3DShape::setRotZ (float f) { _Rot.z = f * ((float)(NLMISC::Pi / 180)); if (!_Instance.empty()) _Instance.setRotEuler (_Rot.x, _Rot.y, _Rot.z); } // ---------------------------------------------------------------------------- std::string CInterface3DShape::getName() const { return _Name; } // ---------------------------------------------------------------------------- void CInterface3DShape::setName (const std::string &ht) { if (ht.empty()) { CInterface3DScene *pI3DS = dynamic_cast(_Parent); nlassert(pI3DS != NULL); if (!_Instance.empty()) { pI3DS->getScene()->deleteInstance(_Instance); } return; _Name.clear(); } string lwrname = toLower(ht); if (lwrname != _Name) { CInterface3DScene *pI3DS = dynamic_cast(_Parent); nlassert(pI3DS != NULL); if (!_Instance.empty()) { pI3DS->getScene()->deleteInstance(_Instance); } _Name = lwrname; _Instance = pI3DS->getScene()->createInstance(_Name); if (_Instance.empty()) return; _Instance.setTransformMode(UTransformable::RotEuler); _Instance.setPos (_Pos); _Instance.setRotEuler (_Rot.x, _Rot.y, _Rot.z); } } // ---------------------------------------------------------------------------- // CInterface3DCamera // ---------------------------------------------------------------------------- // ---------------------------------------------------------------------------- bool CInterface3DCamera::parse (xmlNodePtr cur, CInterface3DScene *parentGroup) { if (!CInterfaceElement::parse(cur, parentGroup)) return false; CXMLAutoPtr ptr((const char*)xmlGetProp (cur, (xmlChar*)"pos")); if (ptr) _Pos = convertVector(ptr); ptr = xmlGetProp (cur, (xmlChar*)"target"); if (ptr) _Target = convertVector(ptr); ptr = xmlGetProp (cur, (xmlChar*)"fov"); if (ptr) fromString((const char*)ptr, _FOV); ptr = xmlGetProp (cur, (xmlChar*)"roll"); if (ptr) fromString((const char*)ptr, _Roll); return true; } // ---------------------------------------------------------------------------- void CInterface3DCamera::reset() { setTgtX(getTgtX()); _Rot = NLMISC::CVector(0,0,0); } // ---------------------------------------------------------------------------- // CInterface3DLight // ---------------------------------------------------------------------------- // ---------------------------------------------------------------------------- CInterface3DLight::~CInterface3DLight() { CInterface3DScene *pI3DS = dynamic_cast(_Parent); nlassert(pI3DS != NULL); pI3DS->getScene()->deletePointLight(_Light); } // ---------------------------------------------------------------------------- bool CInterface3DLight::parse (xmlNodePtr cur, CInterface3DScene *parentGroup) { if (!CInterfaceElement::parse(cur, parentGroup)) return false; _Light = parentGroup->getScene()->createPointLight(); CXMLAutoPtr ptr((const char*)xmlGetProp (cur, (xmlChar*)"pos")); if (ptr) _Pos = convertVector(ptr); ptr = xmlGetProp (cur, (xmlChar*)"color"); if (ptr) _Color = convertColor(ptr); ptr = xmlGetProp (cur, (xmlChar*)"near"); if (ptr) fromString((const char*)ptr, _Near); ptr = xmlGetProp (cur, (xmlChar*)"far"); if (ptr) fromString((const char*)ptr, _Far); _Light.setPos(_Pos); _Light.setAmbient (CRGBA(0,0,0)); _Light.setDiffuse (CRGBA(255,255,255)); _Light.setSpecular (CRGBA(255,255,255)); _Light.setColor (_Color); _Light.setupAttenuation (_Near, _Far); return true; } // ---------------------------------------------------------------------------- void CInterface3DLight::setPosX(float f) { _Pos.x = f; _Light.setPos(_Pos); } // ---------------------------------------------------------------------------- void CInterface3DLight::setPosY(float f) { _Pos.y = f; _Light.setPos(_Pos); } // ---------------------------------------------------------------------------- void CInterface3DLight::setPosZ(float f) { _Pos.z = f; _Light.setPos(_Pos); } // ---------------------------------------------------------------------------- void CInterface3DLight::setNear(float f) { _Near = f; _Light.setupAttenuation (_Near, _Far); } // ---------------------------------------------------------------------------- void CInterface3DLight::setFar(float f) { _Far = f; _Light.setupAttenuation (_Near, _Far); } // ---------------------------------------------------------------------------- void CInterface3DLight::setColR(sint32 f) { _Color.R = (uint8)f; _Light.setColor (_Color); } // ---------------------------------------------------------------------------- void CInterface3DLight::setColG(sint32 f) { _Color.G = (uint8)f; _Light.setColor (_Color); } // ---------------------------------------------------------------------------- void CInterface3DLight::setColB(sint32 f) { _Color.B = (uint8)f; _Light.setColor (_Color); } // ---------------------------------------------------------------------------- // CInterface3DFX // ---------------------------------------------------------------------------- // ---------------------------------------------------------------------------- CInterface3DFX::~CInterface3DFX() { } // ---------------------------------------------------------------------------- bool CInterface3DFX::parse (xmlNodePtr cur, CInterface3DScene *parentGroup) { if (!CInterfaceElement::parse(cur, parentGroup)) return false; CXMLAutoPtr ptr((const char*)xmlGetProp (cur, (xmlChar*)"pos")); if (ptr) _Pos = convertVector(ptr); ptr = xmlGetProp (cur, (xmlChar*)"rot"); if (ptr) _Rot = convertVector(ptr); ptr = xmlGetProp (cur, (xmlChar*)"name"); if (ptr) _Name = toLower((const char*)ptr); return true; } // ---------------------------------------------------------------------------- void CInterface3DFX::checkCoords() { if (!_FX.empty()) { if (!_FX.isValid()) { CInterface3DScene *pI3DS = dynamic_cast(_Parent); nlassert(pI3DS != NULL); pI3DS->getScene()->deleteInstance(_FX); } } } // ---------------------------------------------------------------------------- float CInterface3DFX::getPosX () const { return _Pos.x; } // ---------------------------------------------------------------------------- float CInterface3DFX::getPosY () const { return _Pos.y; } // ---------------------------------------------------------------------------- float CInterface3DFX::getPosZ () const { return _Pos.z; } // ---------------------------------------------------------------------------- void CInterface3DFX::setPosX (float f) { _Pos.x = f; if (!_FX.empty()) _FX.setPos (_Pos); } // ---------------------------------------------------------------------------- void CInterface3DFX::setPosY (float f) { _Pos.y = f; if (!_FX.empty()) _FX.setPos (_Pos); } // ---------------------------------------------------------------------------- void CInterface3DFX::setPosZ (float f) { _Pos.z = f; if (!_FX.empty()) _FX.setPos (_Pos); } // ---------------------------------------------------------------------------- float CInterface3DFX::getRotX () const { return _Rot.x / ((float)(NLMISC::Pi / 180)); } // ---------------------------------------------------------------------------- float CInterface3DFX::getRotY () const { return _Rot.y / ((float)(NLMISC::Pi / 180)); } // ---------------------------------------------------------------------------- float CInterface3DFX::getRotZ () const { return _Rot.z / ((float)(NLMISC::Pi / 180)); } // ---------------------------------------------------------------------------- void CInterface3DFX::setRotX (float f) { _Rot.x = f; if (!_FX.empty()) _FX.setRotEuler(_Rot); } // ---------------------------------------------------------------------------- void CInterface3DFX::setRotY (float f) { _Rot.y = f; if (!_FX.empty()) _FX.setRotEuler(_Rot); } // ---------------------------------------------------------------------------- void CInterface3DFX::setRotZ (float f) { _Rot.z = f; if (!_FX.empty()) _FX.setRotEuler(_Rot); } // ---------------------------------------------------------------------------- std::string CInterface3DFX::getName() const { return _Name; } // ---------------------------------------------------------------------------- void CInterface3DFX::setName (const std::string &ht) { _Name = ht; if (!_FX.empty()) setStarted (true); } // ---------------------------------------------------------------------------- bool CInterface3DFX::getStarted() const { return (!_FX.empty()); } // ---------------------------------------------------------------------------- void CInterface3DFX::setStarted (bool b) { if (b == true) { CInterface3DScene *pI3DS = dynamic_cast(_Parent); nlassert(pI3DS != NULL); if (!_FX.empty()) pI3DS->getScene()->deleteInstance(_FX); _FX.cast (pI3DS->getScene()->createInstance(_Name)); if (_FX.empty()) return; _FX.setTransformMode(UTransformable::RotEuler); _FX.setPos (_Pos); _FX.setRotEuler (_Rot.x, _Rot.y, _Rot.z); } else { CInterface3DScene *pI3DS = dynamic_cast(_Parent); nlassert(pI3DS != NULL); if (!_FX.empty()) pI3DS->getScene()->deleteInstance(_FX); _FX = NULL; } } /* end of interface_3d_scene.cpp */