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

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2013-06-15 14:08:38 +00:00
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#if !defined(AFX_LOCATED_TARGET_DLG_H__FA197835_AE71_4057_88A4_48F28A01E367__INCLUDED_)
#define AFX_LOCATED_TARGET_DLG_H__FA197835_AE71_4057_88A4_48F28A01E367__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif
#include "nel/3d/ps_located.h"
#include "nel/3d/ps_force.h"
#include "dialog_stack.h"
#include "ps_wrapper.h"
#include "particle_workspace.h"
class CParticleDlg;
/////////////////////////////////////////////////////////////////////////////
// CLocatedTargetDlg dialog
class CLocatedTargetDlg : public CDialog, public CDialogStack
{
// Construction
public:
CLocatedTargetDlg(CParticleWorkspace::CNode *ownerNode, NL3D::CPSTargetLocatedBindable *blTarget, CParticleDlg *particleDlg); // standard constructor
// init the dialog with the given parent
void init(CWnd* pParent);
// Dialog Data
//{{AFX_DATA(CLocatedTargetDlg)
enum { IDD = IDD_LOCATED_TARGET_DLG };
CListBox m_AvailableTargets;
CListBox m_Targets;
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CLocatedTargetDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// the target we're focusing on
NL3D::CPSTargetLocatedBindable *_LBTarget;
CParticleDlg *_ParticleDlg;
CParticleWorkspace::CNode *_Node;
// Generated message map functions
//{{AFX_MSG(CLocatedTargetDlg)
afx_msg void OnAddTarget();
afx_msg void OnRemoveTarget();
virtual BOOL OnInitDialog();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
//////////////////////////////////////////////
// wrapper to tune the intensity of a force //
//////////////////////////////////////////////
struct CForceIntensityWrapper : public IPSWrapperFloat, IPSSchemeWrapperFloat
{
NL3D::CPSForceIntensity *F;
float get(void) const { return F->getIntensity(); }
void set(const float &value) {F->setIntensity(value); }
scheme_type *getScheme(void) const { return F->getIntensityScheme(); }
void setScheme(scheme_type *s) {F->setIntensityScheme(s); }
} _ForceIntensityWrapper;
///////////////////////////////////////////////////////
// wrapper to tune the radial viscosity for vortices //
///////////////////////////////////////////////////////
struct CRadialViscosityWrapper : public IPSWrapperFloat
{
NL3D::CPSCylindricVortex *V;
float get(void) const { return V->getRadialViscosity(); }
void set(const float &value) { V->setRadialViscosity(value); }
} _RadialViscosityWrapper;
///////////////////////////////////////////////////////
// wrapper to tune the tangential viscosity for vortices //
///////////////////////////////////////////////////////
struct CTangentialViscosityWrapper : public IPSWrapperFloat
{
NL3D::CPSCylindricVortex *V;
float get(void) const { return V->getTangentialViscosity(); }
void set(const float &value) { V->setTangentialViscosity(value); }
} _TangentialViscosityWrapper;
////////////////////////////////////
// wrappers to tune the direction //
////////////////////////////////////
struct CDirectionWrapper : public IPSWrapper<NLMISC::CVector>
{
NL3D::CPSDirection *E;
NLMISC::CVector get(void) const { return E->getDir(); }
void set(const NLMISC::CVector &d){ E->setDir(d); }
} _DirectionWrapper;
//////////////////////////////////////////////////////////////
// wrappers to tune the parametric factor of brownian force //
//////////////////////////////////////////////////////////////
struct CParamFactorWrapper : public IPSWrapperFloat
{
NL3D::CPSBrownianForce *F;
float get(void) const { return F->getParametricFactor(); }
void set(const float &f){ F->setParametricFactor(f); }
} _ParamFactorWrapper;
void updateModifiedFlag() { if (_Node) _Node->setModified(true); }
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_LOCATED_TARGET_DLG_H__FA197835_AE71_4057_88A4_48F28A01E367__INCLUDED_)