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

1486 lines
41 KiB
C++
Raw Normal View History

2014-09-08 06:57:31 +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/>.
// main_frame.cpp : implementation file
//
#include "std_afx.h"
#include "object_viewer.h"
#include "main_frame.h"
#include "set_value_dlg.h"
#include "particle_dlg.h"
#include "about_dialog.h"
#include "choose_frame_delay.h"
#include "choose_bg_color_dlg.h"
#include "choose_sun_color_dlg.h"
#include "day_night_dlg.h"
#include "water_pool_editor.h"
#include "vegetable_dlg.h"
#include "global_wind_dlg.h"
#include "sound_anim_dlg.h"
#include "fog_dlg.h"
#include "scene_rot_dlg.h"
#include "skeleton_scale_dlg.h"
#include "light_group_factor.h"
#include "tune_mrm_dlg.h"
#include "snapshot_tool_dlg.h"
#include "nel/misc/file.h"
#include "nel/3d/nelu.h"
#include "nel/3d/mesh.h"
#include "nel/3d/transform_shape.h"
#include "nel/3d/mesh_instance.h"
#include "nel/3d/skeleton_model.h"
using namespace NLMISC;
using namespace NL3D;
void CSceneDlgMouseListener::addToServer (NLMISC::CEventServer& server)
{
server.addListener (EventMouseDownId, this);
}
void CSceneDlgMouseListener::releaseFromServer (NLMISC::CEventServer& server)
{
server.removeListener (EventMouseDownId, this);
}
void CSceneDlgMouseListener::operator ()(const CEvent& event)
{
if (event == EventMouseDownId)
{
CEventMouse* mouseEvent=(CEventMouse*)&event;
if (mouseEvent->Button == rightButton)
{
const CEvent3dMouseListener &ml = ObjViewerDlg->getMouseListener() ;
CMenu menu ;
CMenu* subMenu ;
menu.LoadMenu(IDR_MOVE_ELEMENT) ;
menu.CheckMenuItem(ID_ENABLE_ELEMENT_XROTATE, ml.getModelMatrixRotationAxis() == CEvent3dMouseListener::xAxis
? MF_CHECKED : MF_UNCHECKED ) ;
menu.CheckMenuItem(ID_ENABLE_ELEMENT_YROTATE, ml.getModelMatrixRotationAxis() == CEvent3dMouseListener::yAxis
? MF_CHECKED : MF_UNCHECKED ) ;
menu.CheckMenuItem(ID_ENABLE_ELEMENT_ZROTATE, ml.getModelMatrixRotationAxis() == CEvent3dMouseListener::zAxis
? MF_CHECKED : MF_UNCHECKED ) ;
subMenu = menu.GetSubMenu(0);
nlassert(subMenu) ;
// compute the screen coordinate from the main window
HWND wnd = (HWND) CNELU::Driver->getDisplay() ;
nlassert(::IsWindow(wnd)) ;
RECT r ;
::GetWindowRect(wnd, &r) ;
sint x = r.left + (sint) (mouseEvent->X * (r.right - r.left)) ;
sint y = r.top + (sint) ((1.f - mouseEvent->Y) * (r.bottom - r.top)) ;
::TrackPopupMenu(subMenu->m_hMenu, TPM_LEFTALIGN | TPM_RIGHTBUTTON, x, y, 0, SceneDlg->m_hWnd, NULL) ;
}
}
}
/////////////////////////////////////////////////////////////////////////////
// CMainFrame
//IMPLEMENT_DYNCREATE(CMainFrame, CFrameWnd)
CMainFrame::CMainFrame( CObjectViewer *objView, winProc windowProc )
{
DriverWindowProc=windowProc;
ObjView=objView;
AnimationWindow=false;
AnimationSetWindow=false;
MixerSlotsWindow=false;
ParticlesWindow=false;
DayNightWindow=false;
WaterPoolWindow=false;
VegetableWindow=false;
GlobalWindWindow= false;
SoundAnimWindow=false;
LightGroupWindow=false;
ChooseFrameDelayWindow=false;
ChooseBGColorWindow=false;
ChooseSunColorWindow=false;
SkeletonScaleWindow= false;
TuneMRMWindow= false;
MouseMoveType= MoveCamera;
MoveMode=ObjectMode;
X=true;
Y=true;
Z=true;
Euler=false;
GlobalWindPower= 1.f;
FogActive = false;
FogStart = 0.f;
FogEnd = 100.f;
_LastSceneRotX= 0.0f;
_LastSceneRotY= 0.0f;
_LastSceneRotZ= 0.0f;
_RightButtonMouseListener.ObjViewerDlg = ObjView ;
_RightButtonMouseListener.SceneDlg = this ;
_RightButtonMouseListener.addToServer(CNELU::EventServer) ;
}
CMainFrame::~CMainFrame()
{
_RightButtonMouseListener.releaseFromServer (CNELU::EventServer);
}
BEGIN_MESSAGE_MAP(CMainFrame, CFrameWnd)
//{{AFX_MSG_MAP(CMainFrame)
ON_COMMAND(IDC_RELOAD_TEXTURES, OnReloadTextures)
ON_COMMAND(ID_CLEAR, OnClear)
ON_COMMAND(ID_EDIT_MOVEELEMENT, OnEditMoveelement)
ON_COMMAND(ID_EDIT_MOVE_FX, OnEditMoveFX)
ON_COMMAND(ID_EDIT_MOVE_FX_USER_MATRIX, OnEditMoveFXUserMatrix)
ON_COMMAND(ID_EDIT_X, OnEditX)
ON_COMMAND(ID_EDIT_Y, OnEditY)
ON_COMMAND(ID_EDIT_Z, OnEditZ)
ON_COMMAND(ID_ENABLE_ELEMENT_XROTATE, OnEnableElementXrotate)
ON_COMMAND(ID_ENABLE_ELEMENT_YROTATE, OnEnableElementYrotate)
ON_COMMAND(ID_ENABLE_ELEMENT_ZROTATE, OnEnableElementZrotate)
ON_COMMAND(ID_FILE_EXIT, OnFileExit)
ON_COMMAND(ID_FILE_LOADCONFIG, OnFileLoadconfig)
ON_COMMAND(IDM_SNAPSHOT_TOOL, OnSnapShotTool)
ON_COMMAND(ID_FILE_OPEN, OnFileOpen)
ON_COMMAND(ID_FILE_SAVECONFIG, OnFileSaveconfig)
ON_COMMAND(ID_VIEW_FIRSTPERSONMODE, OnViewFirstpersonmode)
ON_COMMAND(ID_VIEW_CAMERAMODE, OnViewCamera)
ON_COMMAND(ID_VIEW_OBJECTMODE, OnViewObjectmode)
ON_COMMAND(ID_VIEW_RESET_CAMERA, OnResetCamera)
ON_COMMAND(ID_VIEW_SETBACKGROUND, OnViewSetbackground)
ON_COMMAND(ID_VIEW_SETMOVESPEED, OnViewSetmovespeed)
ON_COMMAND(IDM_ACTIVATE_FOG, OnActivateFog)
ON_COMMAND(IDM_SETUP_FOG, OnSetupFog)
ON_COMMAND(ID_WINDOW_ANIMATION, OnWindowAnimation)
ON_COMMAND(ID_WINDOW_ANIMATIONSET, OnWindowAnimationset)
ON_COMMAND(ID_WINDOW_MIXERSSLOTS, OnWindowMixersslots)
ON_COMMAND(ID_WINDOW_PARTICLES, OnWindowParticles)
ON_COMMAND(ID_WINDOW_DAYNIGHT, OnWindowDayNight)
ON_COMMAND(ID_WINDOW_WATER_POOL, OnWindowWaterPool)
ON_COMMAND(ID_WINDOW_ANIMSOUND, OnWindowSoundAnim)
ON_COMMAND(ID_WINDOW_CHOOSE_FRAME_DELAY, OnWindowChooseFrameDelay)
ON_COMMAND(ID_WINDOW_CHOOSE_BG_COLOR, OnWindowChooseBGColor)
ON_COMMAND(ID_WINDOW_CHOOSE_SUN_COLOR, OnWindowChooseSunColor)
ON_COMMAND(ID_SCENE_SETLIGHTGROUPFACTOR, OnSetLightGroupFactor)
ON_COMMAND(IDM_SHOW_SCENE_MATRIX, OnShowSceneMatrix)
ON_COMMAND(iDM_SHOW_OCCLUSION_TEST_MESHS, OnShowOcclusionTestMeshs)
ON_COMMAND(IDM_SHOW_FX_MATRIX, OnShowFXMatrix)
ON_COMMAND(IDM_SHOW_FX_USER_MATRIX, OnShowFXUserMatrix)
ON_UPDATE_COMMAND_UI(IDM_SHOW_SCENE_MATRIX, OnUpdateShowSceneMatrix)
ON_UPDATE_COMMAND_UI(IDM_SHOW_FX_MATRIX, OnUpdateShowFXMatrix)
ON_UPDATE_COMMAND_UI(IDM_SHOW_FX_USER_MATRIX, OnUpdateShowFXUserMatrix)
ON_UPDATE_COMMAND_UI(iDM_SHOW_OCCLUSION_TEST_MESHS, OnUpdateShowOcclusionTestMeshs)
ON_WM_CREATE()
ON_WM_ERASEBKGND()
ON_UPDATE_COMMAND_UI(ID_WINDOW_ANIMATION, OnUpdateWindowAnimation)
ON_UPDATE_COMMAND_UI(ID_WINDOW_ANIMATIONSET, OnUpdateWindowAnimationset)
ON_UPDATE_COMMAND_UI(ID_WINDOW_MIXERSSLOTS, OnUpdateWindowMixersslots)
ON_UPDATE_COMMAND_UI(ID_WINDOW_PARTICLES, OnUpdateWindowParticles)
ON_UPDATE_COMMAND_UI(ID_WINDOW_DAYNIGHT, OnUpdateWindowDayNight)
ON_UPDATE_COMMAND_UI(ID_WINDOW_WATER_POOL, OnUpdateWindowWaterPool)
ON_UPDATE_COMMAND_UI(ID_WINDOW_ANIMSOUND, OnUpdateWindowSoundAnim)
ON_UPDATE_COMMAND_UI(ID_WINDOW_CHOOSE_FRAME_DELAY, OnUpdateWindowChooseFrameDelay)
ON_UPDATE_COMMAND_UI(ID_WINDOW_CHOOSE_BG_COLOR, OnUpdateWindowBGColor)
ON_UPDATE_COMMAND_UI(ID_WINDOW_CHOOSE_SUN_COLOR, OnUpdateWindowSunColor)
ON_UPDATE_COMMAND_UI(ID_VIEW_OBJECTMODE, OnUpdateViewObjectmode)
ON_UPDATE_COMMAND_UI(ID_VIEW_FIRSTPERSONMODE, OnUpdateViewFirstpersonmode)
ON_UPDATE_COMMAND_UI(ID_VIEW_CAMERAMODE, OnUpdateViewCamera)
ON_UPDATE_COMMAND_UI(ID_EDIT_X, OnUpdateEditX)
ON_UPDATE_COMMAND_UI(ID_EDIT_Y, OnUpdateEditY)
ON_UPDATE_COMMAND_UI(ID_EDIT_Z, OnUpdateEditZ)
ON_UPDATE_COMMAND_UI(ID_EDIT_MOVEELEMENT, OnUpdateEditMoveelement)
ON_UPDATE_COMMAND_UI(ID_EDIT_MOVE_FX, OnUpdateEditMoveFX)
ON_UPDATE_COMMAND_UI(ID_EDIT_MOVE_FX_USER_MATRIX, OnUpdateEditMoveFXUserMatrix)
ON_UPDATE_COMMAND_UI(ID_SCENE_SETLIGHTGROUPFACTOR, OnUpdateWindowLightGroup)
ON_COMMAND(ID_HELP_ABOUTOBJECTVIEWER, OnHelpAboutobjectviewer)
ON_COMMAND(IDM_REMOVE_ALL_INSTANCES_FROM_SCENE, OnRemoveAllInstancesFromScene)
ON_COMMAND_RANGE(IDM_ACTIVATE_TEXTURE_SET_1, IDM_ACTIVATE_TEXTURE_SET_8, OnActivateTextureSet)
ON_COMMAND(IDM_SHUFFLE_TEXTURE_SET, OnShuffleTextureSet)
ON_COMMAND(ID_WINDOW_VEGETABLE, OnWindowVegetable)
ON_UPDATE_COMMAND_UI(ID_WINDOW_VEGETABLE, OnUpdateWindowVegetable)
ON_COMMAND(ID_WINDOW_GLOBALWIND, OnWindowGlobalwind)
ON_UPDATE_COMMAND_UI(ID_WINDOW_GLOBALWIND, OnUpdateWindowGlobalwind)
ON_COMMAND(ID_EDIT_MOVE_OBJECT_LIGHT_TEST, OnEditMoveObjectLightTest)
ON_UPDATE_COMMAND_UI(ID_EDIT_MOVE_OBJECT_LIGHT_TEST, OnUpdateEditMoveObjectLightTest)
ON_COMMAND(ID_EDIT_MOVECAMERA, OnEditMovecamera)
ON_UPDATE_COMMAND_UI(ID_EDIT_MOVECAMERA, OnUpdateEditMovecamera)
ON_COMMAND(ID_EDIT_MOVESCENE, OnEditMovescene)
ON_UPDATE_COMMAND_UI(ID_EDIT_MOVESCENE, OnUpdateEditMovescene)
ON_COMMAND(ID_VIEW_RESET_SCENE_ROOT, OnViewResetSceneRoot)
ON_COMMAND(ID_VIEW_RESET_FX_ROOT, OnViewResetFXRoot)
ON_COMMAND(IDM_RESET_FX_USER_MATRIX, OnViewResetFXUserMatrix)
ON_COMMAND(ID_VIEW_SET_SCENE_ROTATION, OnViewSetSceneRotation)
ON_COMMAND(ID_SHOOT_SCENE, OnShootScene)
ON_COMMAND(ID_WINDOW_SKELETON_SCALE, OnWindowSkeletonScale)
ON_UPDATE_COMMAND_UI(ID_WINDOW_SKELETON_SCALE, OnUpdateWindowSkeletonScale)
ON_COMMAND(ID_WINDOW_TUNE_MRM, OnWindowTuneMRM)
ON_UPDATE_COMMAND_UI(ID_WINDOW_TUNE_MRM, OnUpdateWindowTuneMRM)
//}}AFX_MSG_MAP
ON_COMMAND_RANGE(ID_SCENE_CAMERA_FIRST, ID_SCENE_CAMERA_LAST, OnSceneCamera)
ON_UPDATE_COMMAND_UI_RANGE(ID_SCENE_CAMERA_FIRST, ID_SCENE_CAMERA_LAST, OnUpdateSceneCamera)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CMainFrame message handlers
LRESULT CMainFrame::WindowProc(UINT message, WPARAM wParam, LPARAM lParam)
{
// TODO: Add your specialized code here and/or call the base class
if (CNELU::Driver)
DriverWindowProc (CNELU::Driver, m_hWnd, message, wParam, lParam);
return CFrameWnd::WindowProc(message, wParam, lParam);
}
// ***************************************************************************
void CMainFrame::update ()
{
ObjView->_AnimationDlg->ShowWindow (AnimationWindow?SW_SHOW:SW_HIDE);
ObjView->_AnimationSetDlg->ShowWindow (AnimationSetWindow?SW_SHOW:SW_HIDE);
ObjView->_SlotDlg->ShowWindow (MixerSlotsWindow?SW_SHOW:SW_HIDE);
ObjView->_ParticleDlg->ShowWindow (ParticlesWindow?SW_SHOW:SW_HIDE);
ObjView->_DayNightDlg->ShowWindow (DayNightWindow?SW_SHOW:SW_HIDE);
ObjView->_WaterPoolDlg->ShowWindow (WaterPoolWindow?SW_SHOW:SW_HIDE);
ObjView->_VegetableDlg->ShowWindow (VegetableWindow?SW_SHOW:SW_HIDE);
ObjView->_GlobalWindDlg->ShowWindow (GlobalWindWindow?SW_SHOW:SW_HIDE);
ObjView->_SoundAnimDlg->ShowWindow (SoundAnimWindow?SW_SHOW:SW_HIDE);
ObjView->_LightGroupDlg->ShowWindow (LightGroupWindow?SW_SHOW:SW_HIDE);
ObjView->_ChooseFrameDelayDlg->ShowWindow (ChooseFrameDelayWindow?SW_SHOW:SW_HIDE);
ObjView->_ChooseBGColorDlg->ShowWindow (ChooseBGColorWindow?SW_SHOW:SW_HIDE);
ObjView->_ChooseSunColorDlg->ShowWindow (ChooseSunColorWindow?SW_SHOW:SW_HIDE);
ObjView->_SkeletonScaleDlg->ShowWindow (SkeletonScaleWindow?SW_SHOW:SW_HIDE);
ObjView->_TuneMRMDlg->ShowWindow (TuneMRMWindow?SW_SHOW:SW_HIDE);
}
// ***************************************************************************
void CMainFrame::registerValue (bool read)
{
if (read)
{
// Get value from the register
HKEY hKey;
if (RegOpenKeyEx(HKEY_CURRENT_USER, REGKEY_OBJ_VIEW_SCENE_DLG, 0, KEY_READ, &hKey)==ERROR_SUCCESS)
{
DWORD len=sizeof (BOOL);
DWORD type;
NLMISC::CRGBA bgCol ;
RegQueryValueEx (hKey, "ViewAnimation", 0, &type, (LPBYTE)&AnimationWindow, &len);
len=sizeof (BOOL);
RegQueryValueEx (hKey, "ViewAnimationSet", 0, &type, (LPBYTE)&AnimationSetWindow, &len);
len=sizeof (BOOL);
RegQueryValueEx (hKey, "ViewSlots", 0, &type, (LPBYTE)&MixerSlotsWindow, &len);
len=sizeof (BOOL);
RegQueryValueEx (hKey, "ViewParticles", 0, &type, (LPBYTE)&ParticlesWindow, &len);
len=sizeof (BOOL);
RegQueryValueEx (hKey, "ViewDayNight", 0, &type, (LPBYTE)&DayNightWindow, &len);
len=sizeof (BOOL);
RegQueryValueEx (hKey, "ViewWaterPool", 0, &type, (LPBYTE)&WaterPoolWindow, &len);
len=sizeof (BOOL);
RegQueryValueEx (hKey, "ViewVegetable", 0, &type, (LPBYTE)&VegetableWindow, &len);
len=sizeof (BOOL);
RegQueryValueEx (hKey, "ViewGlobalWind", 0, &type, (LPBYTE)&GlobalWindWindow, &len);
len=sizeof (BOOL);
RegQueryValueEx (hKey, "ViewSoundAnimWind", 0, &type, (LPBYTE)&GlobalWindWindow, &len);
len=sizeof (float);
RegQueryValueEx (hKey, "MoveSpeed", 0, &type, (LPBYTE)&MoveSpeed, &len);
len=sizeof (uint);
RegQueryValueEx (hKey, "ObjectMode", 0, &type, (LPBYTE)&MoveMode, &len);
len=sizeof(NLMISC::CRGBA) ;
RegQueryValueEx (hKey, "BackGroundColor", 0, &type, (LPBYTE)&BgColor, &len);
len=sizeof (float);
RegQueryValueEx (hKey, "GlobalWindPower", 0, &type, (LPBYTE)&GlobalWindPower, &len);
len=sizeof (BOOL);
RegQueryValueEx (hKey, "ViewChooseFrameDelay", 0, &type, (LPBYTE)&ChooseFrameDelayWindow, &len);
len=sizeof (BOOL);
RegQueryValueEx (hKey, "ViewChooseBGColor", 0, &type, (LPBYTE)&ChooseBGColorWindow, &len);
len=sizeof (BOOL);
RegQueryValueEx (hKey, "ViewChooseSunColor", 0, &type, (LPBYTE)&ChooseSunColorWindow, &len);
len=sizeof (BOOL);
RegQueryValueEx (hKey, "ViewSkeletonScaleWindow", 0, &type, (LPBYTE)&SkeletonScaleWindow, &len);
len=sizeof (BOOL);
RegQueryValueEx (hKey, "ViewTuneMRMWindow", 0, &type, (LPBYTE)&TuneMRMWindow, &len);
}
}
else
{
HKEY hKey;
if (RegCreateKey(HKEY_CURRENT_USER, REGKEY_OBJ_VIEW_SCENE_DLG, &hKey)==ERROR_SUCCESS)
{
RegSetValueEx(hKey, "ViewAnimation", 0, REG_BINARY, (LPBYTE)&AnimationWindow, sizeof(bool));
RegSetValueEx(hKey, "ViewAnimationSet", 0, REG_BINARY, (LPBYTE)&AnimationSetWindow, sizeof(bool));
RegSetValueEx(hKey, "ViewSlots", 0, REG_BINARY, (LPBYTE)&MixerSlotsWindow, sizeof(bool));
RegSetValueEx(hKey, "ViewParticles", 0, REG_BINARY, (LPBYTE)&ParticlesWindow, sizeof(bool));
RegSetValueEx(hKey, "ViewDayNight", 0, REG_BINARY, (LPBYTE)&DayNightWindow, sizeof(bool));
RegSetValueEx(hKey, "ViewWaterPool", 0, REG_BINARY, (LPBYTE)&WaterPoolWindow, sizeof(bool));
RegSetValueEx(hKey, "ViewDayNight", 0, REG_BINARY, (LPBYTE)&DayNightWindow, sizeof(bool));
RegSetValueEx(hKey, "ViewVegetable", 0, REG_BINARY, (LPBYTE)&VegetableWindow, sizeof(bool));
RegSetValueEx(hKey, "ViewGlobalWind", 0, REG_BINARY, (LPBYTE)&GlobalWindWindow, sizeof(bool));
RegSetValueEx(hKey, "ViewSoundAnimWind", 0, REG_BINARY, (LPBYTE)&SoundAnimWindow, sizeof(bool));
RegSetValueEx(hKey, "ViewLightGroupWind", 0, REG_BINARY, (LPBYTE)&LightGroupWindow, sizeof(bool));
RegSetValueEx(hKey, "ViewChooseFrameDelay", 0, REG_BINARY, (LPBYTE)&ChooseFrameDelayWindow, sizeof(bool));
RegSetValueEx(hKey, "ViewChooseBGColor", 0, REG_BINARY, (LPBYTE)&ChooseBGColorWindow, sizeof(bool));
RegSetValueEx(hKey, "ViewChooseSunColor", 0, REG_BINARY, (LPBYTE)&ChooseSunColorWindow, sizeof(bool));
RegSetValueEx(hKey, "MoveSpeed", 0, REG_BINARY, (LPBYTE)&MoveSpeed, sizeof(float));
RegSetValueEx(hKey, "ObjectMode", 0, REG_BINARY, (LPBYTE)&MoveMode, sizeof(uint));
RegSetValueEx(hKey, "BackGroundColor", 0, REG_BINARY, (LPBYTE)&BgColor, sizeof(NLMISC::CRGBA));
RegSetValueEx(hKey, "GlobalWindPower", 0, REG_BINARY, (LPBYTE)&GlobalWindPower, sizeof(float));
RegSetValueEx(hKey, "ViewSkeletonScaleWindow", 0, REG_BINARY, (LPBYTE)&SkeletonScaleWindow, sizeof(bool));
RegSetValueEx(hKey, "ViewTuneMRMWindow", 0, REG_BINARY, (LPBYTE)&TuneMRMWindow, sizeof(bool));
}
}
}
// ***************************************************************************
void CMainFrame::OnResetCamera()
{
// One object found at least
bool found=false;
// Pointer on the CMesh;
CVector hotSpot=CVector (0,0,0);
// Reset the radius
float radius=10.f;
// Look for a first mesh
uint m;
for (m=0; m<ObjView->_ListInstance.size(); m++)
{
CTransformShape *pTransform=dynamic_cast<CTransformShape*>(ObjView->_ListInstance[m]->TransformShape);
if (pTransform)
{
IShape *pShape=pTransform->Shape;
CSkeletonModel *pSkelModel=pTransform->getSkeletonModel ();
// Get bounding box
CAABBox boundingBox;
pShape->getAABBox(boundingBox);
if (!pSkelModel)
{
// Reset the hotspot
hotSpot=pTransform->getMatrix()*boundingBox.getCenter();
// Reset the radius
radius=boundingBox.getRadius();
radius=pTransform->getMatrix().mulVector (CVector (radius, 0, 0)).norm();
found=true;
m++;
break;
}
else
{
// Get first bone
if (pSkelModel->Bones.size())
{
// Ok, it is the root.
hotSpot=pSkelModel->Bones[0].getMatrix()*boundingBox.getCenter();
// Reset the radius
radius=boundingBox.getRadius();
radius=pSkelModel->Bones[0].getMatrix().mulVector (CVector (radius, 0, 0)).norm();
found=true;
m++;
break;
}
}
}
}
// For each model in the list
for (; m<ObjView->_ListInstance.size(); m++)
{
// Pointer on the CTransformShape;
CTransformShape *pTransform=dynamic_cast<CTransformShape*>(ObjView->_ListInstance[m]->TransformShape);
if (pTransform)
{
IShape *pShape=pTransform->Shape;
CSkeletonModel *pSkelModel=pTransform->getSkeletonModel ();
// New radius and hotSpot
CVector hotSpot2;
float radius2;
bool setuped=false;
// Get the bounding box
CAABBox boundingBox;
pShape->getAABBox(boundingBox);
if (!pSkelModel)
{
// Get the hotspot
hotSpot2=pTransform->getMatrix()*boundingBox.getCenter();
// Get the radius
radius2=boundingBox.getRadius();
radius2=pTransform->getMatrix().mulVector (CVector (radius2, 0, 0)).norm();
// Ok found it
setuped=true;
}
else
{
// Get first bone
if (pSkelModel->Bones.size())
{
// Get the hotspot
hotSpot2=pSkelModel->Bones[0].getMatrix()*boundingBox.getCenter();
// Get the radius
radius2=boundingBox.getRadius();
radius2=pSkelModel->Bones[0].getMatrix().mulVector (CVector (radius2, 0, 0)).norm();
// Ok found it
setuped=true;
}
}
if (setuped)
{
// *** Merge with previous
// Get vector center to center
CVector vect=hotSpot-hotSpot2;
vect.normalize();
// Get the right position
CVector right=hotSpot+vect*radius;
if ((right-hotSpot2).norm()<radius2)
right=hotSpot2+vect*radius2;
// Get the left position
CVector left=hotSpot2-vect*radius2;
if ((left-hotSpot).norm()<radius)
left=hotSpot-vect*radius;
// Get new center
hotSpot=(left+right)/2.f;
// Get new size
radius=(left-right).norm()/2.f;
}
}
}
// Setup scene center
ObjView->_SceneCenter=hotSpot;
// Setup camera
CNELU::Camera->lookAt (hotSpot+CVector(0.57735f,0.57735f,0.57735f)*radius, hotSpot);
// Setup mouse listener
ObjView->_MouseListener.setMatrix (CNELU::Camera->getMatrix());
ObjView->_MouseListener.setFrustrum (CNELU::Camera->getFrustum());
ObjView->_MouseListener.setViewport (CViewport());
ObjView->_MouseListener.setHotSpot (hotSpot);
ObjView->_MouseListener.setMouseMode (CEvent3dMouseListener::edit3d);
// reset ObjectLightTest.
ObjView->_ObjectLightTestMatrix.setPos(hotSpot);
}
void CMainFrame::OnClear()
{
// *** Clear the scene.
// Remove all the instance
ObjView->removeAllInstancesFromScene();
ToolBar.Invalidate();
}
void CMainFrame::OnReloadTextures()
{
// Reload all the textures
ObjView->reloadTextures ();
}
void CMainFrame::OnEditX()
{
X^=true;
ObjView->getMouseListener().enableModelTranslationAxis(CEvent3dMouseListener::xAxis, X!=0);
}
void CMainFrame::OnEditY()
{
Y^=true;
ObjView->getMouseListener().enableModelTranslationAxis(CEvent3dMouseListener::yAxis, Y!=0);
}
void CMainFrame::OnEditZ()
{
Z^=true;
ObjView->getMouseListener().enableModelTranslationAxis(CEvent3dMouseListener::zAxis, Z!=0);
}
void CMainFrame::OnEnableElementXrotate()
{
ObjView->getMouseListener().setModelMatrixRotationAxis(CEvent3dMouseListener::xAxis);
}
void CMainFrame::OnEnableElementYrotate()
{
ObjView->getMouseListener().setModelMatrixRotationAxis(CEvent3dMouseListener::yAxis);
}
void CMainFrame::OnEnableElementZrotate()
{
ObjView->getMouseListener().setModelMatrixRotationAxis(CEvent3dMouseListener::zAxis);
}
void CMainFrame::OnFileExit()
{
DestroyWindow ();
}
void CMainFrame::OnFileLoadconfig()
{
// Update UI
update ();
// Create a dialog
static char BASED_CODE szFilter[] = "NeL Object viewer config (*.ovcgf)|*.ovcgf|All Files (*.*)|*.*||";
CFileDialog fileDlg( TRUE, ".ovcgf", "*.ovcgf", OFN_HIDEREADONLY|OFN_OVERWRITEPROMPT, szFilter);
if (fileDlg.DoModal()==IDOK)
{
// Open the file
CIFile file;
if (file.open ((const char*)fileDlg.GetPathName()))
{
try
{
ObjView->serial (file);
if (!ObjView->ParticleWorkspaceFilename.empty())
{
CParticleDlg *pd = ObjView->getParticleDialog();
pd->checkModifiedWorkSpace();
pd->loadWorkspace(ObjView->ParticleWorkspaceFilename);
if (pd->getParticleWorkspace())
{
pd->getParticleWorkspace()->restickAllObjects(ObjView);
}
}
}
catch (Exception& e)
{
MessageBox (e.what(), "NeL object viewer", MB_OK|MB_ICONEXCLAMATION);
}
}
else
{
// Create a message
char msg[512];
_snprintf (msg, 512, "Can't open the file %s for reading.", (const char*)fileDlg.GetPathName());
MessageBox (msg, "NeL object viewer", MB_OK|MB_ICONEXCLAMATION);
}
}
}
#include <dlgs.h> // for standard control IDs for commdlg
void CMainFrame::OnFileOpen()
{
// update UI
update ();
// Create a dialog
static char BASED_CODE szFilter[] =
"All NeL Files (*.shape;*.ps;*.ig)\0*.shape;*.ps;*.ig\0"
"NeL Shape Files (*.shape)\0*.shape\0"
"NeL Particule System Files (*.ps)\0*.ps\0"
"NeL Instance Group Files (*.ig)\0*.ig\0"
"All Files (*.*)\0*.*\0\0";
// Filename buffer
char buffer[65535];
buffer[0]=0;
OPENFILENAME openFile;
memset (&openFile, 0, sizeof (OPENFILENAME));
openFile.lStructSize = sizeof (OPENFILENAME);
openFile.hwndOwner = this->m_hWnd;
openFile.lpstrFilter = szFilter;
openFile.nFilterIndex = 0;
openFile.lpstrFile = buffer;
openFile.nMaxFile = 65535;
openFile.Flags = OFN_HIDEREADONLY|OFN_OVERWRITEPROMPT|OFN_ALLOWMULTISELECT|OFN_ENABLESIZING|OFN_EXPLORER;
openFile.lpstrDefExt = "*.shape;*.ig;*.ps";
if (GetOpenFileName(&openFile))
{
// Build an array of name
std::vector<std::string> meshFilename;
// Filename pointer
char *c=buffer;
// Read the path
CString path = buffer;
if (path.GetLength()>openFile.nFileOffset)
{
// Double zero at the end
c[path.GetLength()+1]=0;
// Path is empty
path = "";
}
else
{
// Adda slash
path += "\\";
// Look for the next string
while (*(c++)) {}
}
// For each file selected
while (*c)
{
// File name
char filename[256];
char *ptr=filename;
// Read a file name
while (*c)
{
*(ptr++)=*(c++);
}
*ptr=0;
c++;
// File name
CString name = path + filename;
// file is an ig ?
if (name.Find(".ig") != -1)
{
// Load the instance group
if (ObjView->loadInstanceGroup (name))
{
// Reset the camera
OnResetCamera();
// Touch the channel mixer
ObjView->reinitChannels ();
}
}
else
{
// Add it in the array
meshFilename.push_back ((const char*)name);
}
}
// Some mesh to load ?
if ( !meshFilename.empty() )
{
// Create a dialog for the skel
static char BASED_CODE szFilter2[] = "NeL Skeleton Files (*.skel)|*.skel|All Files (*.*)|*.*||";
CFileDialog fileDlg2 ( TRUE, ".skel", "*.skel", OFN_HIDEREADONLY|OFN_OVERWRITEPROMPT, szFilter2);
if (fileDlg2.DoModal()==IDOK)
{
// Load the shape with a skeleton
if (ObjView->loadMesh (meshFilename, fileDlg2.GetPathName()))
{
// Reset the camera
OnResetCamera();
// Touch the channel mixer
ObjView->reinitChannels ();
}
}
else
{
// Load the shape without skeleton
if (ObjView->loadMesh (meshFilename, ""))
{
// Reset the camera
OnResetCamera();
// Touch the channel mixer
ObjView->reinitChannels ();
}
}
}
}
}
void CMainFrame::OnFileSaveconfig()
{
// Update UI
update ();
// Create a dialog
static char BASED_CODE szFilter[] = "NeL Object viewer config (*.ovcgf)|*.ovcgf|All Files (*.*)|*.*||";
CFileDialog fileDlg( FALSE, ".ovcgf", "*.ovcgf", OFN_HIDEREADONLY|OFN_OVERWRITEPROMPT, szFilter);
if (fileDlg.DoModal()==IDOK)
{
ObjView->ParticleWorkspaceFilename = "";
CParticleWorkspace *pw = ObjView->getParticleDialog()->getParticleWorkspace();
if (pw && pw->getNumNode() != 0)
{
if (localizedMessageBox(*this, IDS_INCLUDE_PARTICLE_WORKSPACE_INFOS, IDS_OBJECT_VIEWER, MB_YESNO|MB_ICONQUESTION) == IDYES)
{
ObjView->ParticleWorkspaceFilename = pw->getFilename();
}
}
// Open the file
COFile file;
if (file.open ((const char*)fileDlg.GetPathName()))
{
try
{
ObjView->serial(file);
}
catch (Exception& e)
{
MessageBox (e.what(), "NeL object viewer", MB_OK|MB_ICONEXCLAMATION);
}
}
else
{
// Create a message
char msg[512];
_snprintf (msg, 512, "Can't open the file %s for writing", (const char*)fileDlg.GetPathName());
MessageBox (msg, "NeL object viewer", MB_OK|MB_ICONEXCLAMATION);
}
}
}
void CMainFrame::OnViewFirstpersonmode()
{
MoveMode=FirstMode;
ToolBar.Invalidate ();
}
void CMainFrame::OnViewObjectmode()
{
MoveMode=ObjectMode;
ToolBar.Invalidate ();
}
void CMainFrame::OnViewCamera()
{
MoveMode=CameraMode;
ToolBar.Invalidate ();
}
void CMainFrame::OnViewSetbackground()
{
static COLORREF colTab[16] = { 0, 0xff0000, 0x00ff00, 0xffff00, 0x0000ff, 0xff00ff, 0x00ffff, 0xffffff
, 0x7f7f7f, 0xff7f7f, 0x7fff7f, 0xffff7f, 0x7f7fff, 0xff7fff, 0x7fffff, 0xff7f00 } ;
BgColor = ObjView->getBackGroundColor() ;
CHOOSECOLOR cc ;
cc.lStructSize = sizeof(CHOOSECOLOR) ;
cc.hwndOwner = this->m_hWnd ;
cc.Flags = CC_RGBINIT | CC_ANYCOLOR | CC_FULLOPEN ;
cc.rgbResult = RGB(BgColor.R, BgColor.G, BgColor.B) ;
cc.lpCustColors = colTab ;
if (::ChooseColor(&cc) == IDOK)
{
BgColor.R = (uint8) (cc.rgbResult & 0xff) ;
BgColor.G = (uint8) ((cc.rgbResult & 0xff00) >> 8) ;
BgColor.B = (uint8) ((cc.rgbResult & 0xff0000) >> 16) ;
ObjView->setBackGroundColor(BgColor) ;
}
}
void CMainFrame::OnViewSetmovespeed()
{
// Set value
CSetValueDlg valueDlg;
// Set default value
valueDlg.Value=toString (MoveSpeed).c_str();
valueDlg.Title="Select your move speed";
// Open dialog
if (valueDlg.DoModal ()==IDOK)
{
// Get deflaut value
sscanf ((const char*)valueDlg.Value, "%f", &MoveSpeed);
}
}
void CMainFrame::OnActivateFog()
{
FogActive = !FogActive;
if (FogActive)
{
CNELU::Driver->setupFog(FogStart, FogEnd, ObjView->getBackGroundColor());
CNELU::Driver->enableFog(true);
}
else
{
CNELU::Driver->enableFog(false);
}
CMenu *menu = GetMenu();
menu->CheckMenuItem(IDM_ACTIVATE_FOG, MF_BYCOMMAND | (FogActive ? MF_CHECKED : MF_UNCHECKED));
}
void CMainFrame::OnSetupFog()
{
CFogDlg fogDlg;
fogDlg.setFogStart(FogStart);
fogDlg.setFogEnd(FogEnd);
if (fogDlg.DoModal() == IDOK)
{
FogStart = fogDlg.getFogStart();
FogEnd = fogDlg.getFogEnd();
NLMISC::clamp(FogStart, 0.f, 1000.f);
NLMISC::clamp(FogEnd, 0.f, 1000.f);
CNELU::Driver->setupFog(FogStart, FogEnd, ObjView->getBackGroundColor());
}
}
void CMainFrame::OnShowSceneMatrix()
{
ObjView->setSceneMatrixVisible(!ObjView->getSceneMatrixVisible());
}
void CMainFrame::OnShowFXMatrix()
{
ObjView->setFXMatrixVisible(!ObjView->getFXMatrixVisible());
}
void CMainFrame::OnShowFXUserMatrix()
{
ObjView->setFXUserMatrixVisible(!ObjView->getFXUserMatrixVisible());
}
void CMainFrame::OnShowOcclusionTestMeshs()
{
ObjView->setOcclusionTestMeshsVisible(!ObjView->getOcclusionTestMeshsVisible());
}
void CMainFrame::OnUpdateShowSceneMatrix(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck(ObjView->getSceneMatrixVisible());
}
void CMainFrame::OnUpdateShowFXMatrix(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck(ObjView->getFXMatrixVisible());
}
void CMainFrame::OnUpdateShowFXUserMatrix(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck(ObjView->getFXUserMatrixVisible());
}
void CMainFrame::OnUpdateShowOcclusionTestMeshs(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck(ObjView->getOcclusionTestMeshsVisible());
}
void CMainFrame::OnWindowAnimation()
{
AnimationWindow^=true;
update ();
}
void CMainFrame::OnWindowAnimationset()
{
AnimationSetWindow^=true;
update ();
}
void CMainFrame::OnWindowMixersslots()
{
MixerSlotsWindow^=true;
update ();
}
void CMainFrame::OnWindowParticles()
{
ParticlesWindow^=true;
update ();
}
void CMainFrame::OnWindowDayNight()
{
DayNightWindow^=true;
update ();
}
void CMainFrame::OnWindowVegetable()
{
VegetableWindow^=true;
update ();
}
void CMainFrame::OnWindowWaterPool()
{
WaterPoolWindow^=true;
update ();
}
void CMainFrame::OnWindowGlobalwind()
{
GlobalWindWindow^= true;
update ();
}
void CMainFrame::OnWindowSoundAnim()
{
SoundAnimWindow^= true;
update ();
}
void CMainFrame::OnWindowChooseFrameDelay()
{
ChooseFrameDelayWindow^= true;
update ();
}
void CMainFrame::OnWindowChooseBGColor()
{
ChooseBGColorWindow^= true;
update ();
}
void CMainFrame::OnWindowChooseSunColor()
{
ChooseSunColorWindow^= true;
update ();
}
void CMainFrame::OnSetLightGroupFactor()
{
LightGroupWindow^= true;
update ();
}
static UINT indicators[] =
{
ID_SEPARATOR, // status line indicator
/*ID_INDICATOR_CAPS,
ID_INDICATOR_NUM,
ID_INDICATOR_SCRL,*/
};
int CMainFrame::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
// Parent create
if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
return -1;
// Create tool bar
if (!ToolBar.CreateEx(this, TBSTYLE_FLAT, WS_CHILD | WS_VISIBLE | CBRS_TOP
| CBRS_GRIPPER | CBRS_TOOLTIPS | CBRS_FLYBY | CBRS_SIZE_DYNAMIC) ||
!ToolBar.LoadToolBar(IDR_TOOL_EDIT))
{
return -1; // fail to create
}
// Create the status bar
StatusBar.Create (this);
StatusBar.SetIndicators (indicators,
sizeof(indicators)/sizeof(UINT));
// Docking
ToolBar.SetButtonStyle (0, TBBS_CHECKGROUP);
ToolBar.SetButtonStyle (1, TBBS_CHECKGROUP);
ToolBar.SetButtonStyle (2, TBBS_CHECKGROUP);
ToolBar.SetButtonStyle (4, TBBS_CHECKBOX);
ToolBar.SetButtonStyle (5, TBBS_CHECKBOX);
ToolBar.SetButtonStyle (6, TBBS_CHECKBOX);
ToolBar.SetButtonStyle (8, TBBS_CHECKGROUP);
ToolBar.SetButtonStyle (9, TBBS_CHECKGROUP);
ToolBar.SetButtonStyle (10, TBBS_CHECKGROUP);
ToolBar.SetButtonStyle (11, TBBS_CHECKGROUP);
ToolBar.EnableDocking(CBRS_ALIGN_ANY);
InitialUpdateFrame (NULL, TRUE);
EnableDocking(CBRS_ALIGN_ANY);
DockControlBar(&ToolBar);
return 0;
}
BOOL CMainFrame::OnEraseBkgnd(CDC* pDC)
{
// TODO: Add your message handler code here and/or call default
return TRUE;
}
void CMainFrame::OnUpdateWindowAnimation(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (AnimationWindow);
}
void CMainFrame::OnUpdateWindowAnimationset(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (AnimationSetWindow);
}
void CMainFrame::OnUpdateWindowMixersslots(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (MixerSlotsWindow);
}
void CMainFrame::OnUpdateWindowParticles(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (ParticlesWindow);
}
void CMainFrame::OnUpdateWindowDayNight(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (DayNightWindow);
}
void CMainFrame::OnUpdateWindowWaterPool(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (WaterPoolWindow);
}
void CMainFrame::OnUpdateWindowVegetable(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (VegetableWindow);
}
void CMainFrame::OnUpdateWindowGlobalwind(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (GlobalWindWindow);
}
void CMainFrame::OnUpdateWindowSoundAnim(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (SoundAnimWindow);
}
void CMainFrame::OnUpdateWindowChooseFrameDelay(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (ChooseFrameDelayWindow);
}
void CMainFrame::OnUpdateWindowBGColor(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (ChooseBGColorWindow);
}
void CMainFrame::OnUpdateWindowSunColor(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (ChooseSunColorWindow);
}
void CMainFrame::OnUpdateWindowLightGroup(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (LightGroupWindow);
}
void CMainFrame::OnUpdateViewObjectmode(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (MoveMode == ObjectMode);
}
void CMainFrame::OnUpdateViewFirstpersonmode(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (MoveMode == FirstMode);
}
void CMainFrame::OnUpdateViewCamera(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (MoveMode == CameraMode);
pCmdUI->Enable (ObjView->getNumCamera () != 0);
}
void CMainFrame::OnUpdateEditX(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (X);
}
void CMainFrame::OnUpdateEditY(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (Y);
}
void CMainFrame::OnUpdateEditZ(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (Z);
}
void CMainFrame::OnHelpAboutobjectviewer()
{
CAboutDialog about;
about.DoModal();
}
///===========================================================================================
void CMainFrame::OnRemoveAllInstancesFromScene()
{
if (MessageBox("Delete all instances from scene ?", "Object Viewer", MB_YESNO) == IDYES)
{
ObjView->removeAllInstancesFromScene();
// Reset the camera
OnResetCamera();
// Touch the channel mixer
ObjView->reinitChannels ();
}
}
///===========================================================================================
void CMainFrame::OnActivateTextureSet(UINT nID)
{
/// convert ID to index
static const uint convIndex[] =
{
0, 3, 1, 2, 4, 5, 6, 7
};
ObjView->activateTextureSet(convIndex[nID - IDM_ACTIVATE_TEXTURE_SET_1]);
}
void CMainFrame::OnShuffleTextureSet()
{
ObjView->shuffleTextureSet();
}
// ***************************************************************************
// ***************************************************************************
// Mouse Edit Mode
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CMainFrame::OnEditMovecamera()
{
// no op if already the case
if(isMoveCamera())
return;
MouseMoveType= MoveCamera;
UpdateData() ;
ToolBar.Invalidate ();
ObjView->getMouseListener().enableModelMatrixEdition(false) ;
ObjView->getMouseListener().enableTranslateXYInWorld(false);
}
void CMainFrame::OnEditMovescene()
{
// no op if already the case
if(isMoveSceneRoot())
return;
MouseMoveType= MoveSceneRoot;
UpdateData() ;
ToolBar.Invalidate ();
ObjView->getMouseListener().enableModelMatrixEdition(true) ;
ObjView->getMouseListener().enableTranslateXYInWorld(false);
ObjView->getMouseListener().setModelMatrix(ObjView->_SceneRoot->getMatrix()) ;
// Each move must be multiplied by identity
ObjView->getMouseListener().setModelMatrixTransformMove(CMatrix::Identity);
}
void CMainFrame::OnEditMoveelement()
{
// no op if already the case
if(isMoveElement())
return;
MouseMoveType= MoveElement;
UpdateData() ;
ToolBar.Invalidate ();
ObjView->getMouseListener().enableModelMatrixEdition(true) ;
ObjView->getMouseListener().enableTranslateXYInWorld(false);
ObjView->getMouseListener().setModelMatrix(ObjView->getParticleDialog()->getElementMatrix()) ;
// Each move must be multiplied by inverse of scene root matrix.
//ObjView->getMouseListener().setModelMatrixTransformMove(ObjView->_SceneRoot->getMatrix().inverted());
ObjView->getMouseListener().setModelMatrixTransformMove(CMatrix::Identity);
/*ctrl->EnableXCtrl.EnableWindow(MoveElement) ;
EnableYCtrl.EnableWindow(MoveElement) ;
EnableZCtrl.EnableWindow(MoveElement) ;*/
}
void CMainFrame::OnEditMoveFX()
{
// no op if already the case
if(isMoveFX())
return;
MouseMoveType= MoveFX;
UpdateData() ;
ToolBar.Invalidate ();
ObjView->getMouseListener().enableModelMatrixEdition(true) ;
ObjView->getMouseListener().enableTranslateXYInWorld(false);
ObjView->getMouseListener().setModelMatrix(ObjView->getParticleDialog()->getPSWorldMatrix()) ;
// Each move must be multiplied by inverese of scene root matrix.
//ObjView->getMouseListener().setModelMatrixTransformMove(ObjView->_SceneRoot->getMatrix().inverted());
ObjView->getMouseListener().setModelMatrixTransformMove(CMatrix::Identity);
/*ctrl->EnableXCtrl.EnableWindow(MoveElement) ;
EnableYCtrl.EnableWindow(MoveElement) ;
EnableZCtrl.EnableWindow(MoveElement) ;*/
}
void CMainFrame::OnEditMoveFXUserMatrix()
{
// no op if already the case
if(isMoveFXUserMatrix())
return;
MouseMoveType= MoveFXUserMatrix;
UpdateData() ;
ToolBar.Invalidate ();
ObjView->getMouseListener().enableModelMatrixEdition(true) ;
ObjView->getMouseListener().enableTranslateXYInWorld(false);
ObjView->getMouseListener().setModelMatrix(ObjView->getFXUserMatrix());
// Each move must be multiplied by inverese of scene root matrix.
//ObjView->getMouseListener().setModelMatrixTransformMove(ObjView->_SceneRoot->getMatrix().inverted());
ObjView->getMouseListener().setModelMatrixTransformMove(CMatrix::Identity);
/*ctrl->EnableXCtrl.EnableWindow(MoveElement) ;
EnableYCtrl.EnableWindow(MoveElement) ;
EnableZCtrl.EnableWindow(MoveElement) ;*/
}
void CMainFrame::OnEditMoveObjectLightTest()
{
// no op if already the case
if(isMoveObjectLightTest())
return;
MouseMoveType= MoveObjectLightTest;
UpdateData() ;
ToolBar.Invalidate ();
ObjView->getMouseListener().enableModelMatrixEdition(true) ;
// Better to move in XY world plane.
ObjView->getMouseListener().enableTranslateXYInWorld(true);
ObjView->getMouseListener().setModelMatrix(ObjView->_ObjectLightTestMatrix) ;
// Each move must be multiplied by inverese of scene root matrix.
ObjView->getMouseListener().setModelMatrixTransformMove(ObjView->_SceneRoot->getMatrix().inverted());
}
// ***************************************************************************
void CMainFrame::OnUpdateEditMovecamera(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (isMoveCamera());
}
void CMainFrame::OnUpdateEditMovescene(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (isMoveSceneRoot());
}
void CMainFrame:: OnUpdateEditMoveelement(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (isMoveElement());
}
void CMainFrame::OnUpdateEditMoveFX(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (isMoveFX());
if (ObjView->getParticleDialog())
{
pCmdUI->Enable(!ObjView->getParticleDialog()->isPSStickedToSkeleton());
}
}
void CMainFrame::OnUpdateEditMoveFXUserMatrix(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (isMoveFXUserMatrix());
}
void CMainFrame::OnUpdateEditMoveObjectLightTest(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (isMoveObjectLightTest());
}
void CMainFrame::OnViewResetSceneRoot()
{
CMatrix ident;
ObjView->_SceneRoot->setTransformMode(ITransformable::DirectMatrix);
ObjView->_SceneRoot->setMatrix(ident);
if(isMoveSceneRoot())
{
ObjView->_MouseListener.setModelMatrix (ident);
}
}
// ***************************************************************************
void CMainFrame::OnViewResetFXRoot()
{
CMatrix ident;
ObjView->_ParticleDlg->setPSMatrix(ident);
if(isMoveFX())
{
ObjView->_MouseListener.setModelMatrix (ident);
}
}
// ***************************************************************************
void CMainFrame::OnViewResetFXUserMatrix()
{
CMatrix ident;
ObjView->setFXUserMatrix(ident);
if(isMoveFXUserMatrix())
{
ObjView->_MouseListener.setModelMatrix (ident);
}
}
// ***************************************************************************
void CMainFrame::OnViewSetSceneRotation()
{
CSceneRotDlg sceneRotDlg(this);
sceneRotDlg.RotX= toString(_LastSceneRotX).c_str();
sceneRotDlg.RotY= toString(_LastSceneRotY).c_str();
sceneRotDlg.RotZ= toString(_LastSceneRotZ).c_str();
if (sceneRotDlg.DoModal() == IDOK)
{
// read value.
_LastSceneRotX= (float)atof(sceneRotDlg.RotX);
_LastSceneRotY= (float)atof(sceneRotDlg.RotY);
_LastSceneRotZ= (float)atof(sceneRotDlg.RotZ);
float rotx= degToRad(_LastSceneRotX);
float roty= degToRad(_LastSceneRotY);
float rotz= degToRad(_LastSceneRotZ);
CMatrix mat;
mat.rotate(CVector(rotx, roty, rotz), CMatrix::ZXY);
ObjView->_SceneRoot->setTransformMode(ITransformable::DirectMatrix);
ObjView->_SceneRoot->setMatrix(mat);
if(isMoveSceneRoot())
{
ObjView->_MouseListener.setModelMatrix (mat);
}
}
}
// ***************************************************************************
void CMainFrame::OnShootScene()
{
ObjView->shootScene ();
}
// ***************************************************************************
void CMainFrame::OnSceneCamera (UINT id)
{
MoveMode = CameraMode;
ObjView->setCurrentCamera (id-ID_SCENE_CAMERA_FIRST);
ToolBar.UpdateDialogControls (this, TRUE);
UpdateDialogControls (this, TRUE);
UpdateData (FALSE);
}
// ***************************************************************************
void CMainFrame::OnUpdateSceneCamera(CCmdUI* pCmdUI)
{
bool checked = ObjView->getCurrentCamera () == (sint)(pCmdUI->m_nID - ID_SCENE_CAMERA_FIRST);
bool exist = (pCmdUI->m_nID - ID_SCENE_CAMERA_FIRST) < ObjView->getNumCamera ();
pCmdUI->SetCheck ((checked && exist)?TRUE:FALSE);
pCmdUI->Enable (exist?TRUE:FALSE);
if (exist)
{
CInstanceInfo *instance = ObjView->getInstance (ObjView->getCameraInstance (pCmdUI->m_nID - ID_SCENE_CAMERA_FIRST));
nlassert (instance->Camera);
pCmdUI->SetText (("Camera "+instance->Saved.ShapeFilename).c_str ());
}
else
{
pCmdUI->SetText ("No camera");
}
}
// ***************************************************************************
void CMainFrame::OnWindowSkeletonScale()
{
SkeletonScaleWindow^= true;
update ();
}
void CMainFrame::OnUpdateWindowSkeletonScale(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (SkeletonScaleWindow);
}
// ***************************************************************************
void CMainFrame::OnWindowTuneMRM()
{
TuneMRMWindow^= true;
update ();
}
void CMainFrame::OnUpdateWindowTuneMRM(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck (TuneMRMWindow);
}
void CMainFrame::OnSnapShotTool()
{
CSnapshotToolDlg snapshotTool(ObjView);
snapshotTool.DoModal();
}