mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-06 07:19:08 +00:00
291 lines
8.6 KiB
C++
291 lines
8.6 KiB
C++
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std_afx.h"
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#include "nel/3d/particle_system.h"
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#include "object_viewer.h"
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#include "located_target_dlg.h"
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#include "collision_zone_dlg.h"
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#include "editable_range.h"
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#include "attrib_dlg.h"
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#include "direction_attr.h"
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/////////////////////////////////////////////////////////////////////////////
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// CLocatedTargetDlg dialog
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CLocatedTargetDlg::CLocatedTargetDlg(CParticleWorkspace::CNode *ownerNode,
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NL3D::CPSTargetLocatedBindable *lbTarget,
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CParticleDlg *particleDlg) : _Node(ownerNode), _LBTarget(lbTarget), _ParticleDlg(particleDlg)
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{
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nlassert(particleDlg);
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//{{AFX_DATA_INIT(CLocatedTargetDlg)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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}
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void CLocatedTargetDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CLocatedTargetDlg)
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DDX_Control(pDX, IDC_AVAILABLE_TARGET, m_AvailableTargets);
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DDX_Control(pDX, IDC_TARGET, m_Targets);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CLocatedTargetDlg, CDialog)
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//{{AFX_MSG_MAP(CLocatedTargetDlg)
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ON_BN_CLICKED(IDC_ADD_TARGET, OnAddTarget)
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ON_BN_CLICKED(IDC_REMOVE_TARGET, OnRemoveTarget)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CLocatedTargetDlg message handlers
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void CLocatedTargetDlg::init(CWnd* pParent)
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{
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Create(IDD_LOCATED_TARGET_DLG, pParent);
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ShowWindow(SW_SHOW);
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}
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void CLocatedTargetDlg::OnAddTarget()
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{
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UpdateData();
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int totalCount = m_AvailableTargets.GetCount();
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nlassert(totalCount);
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std::vector<int> indexs;
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indexs.resize(totalCount);
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int selCount = m_AvailableTargets.GetSelItems(totalCount, &indexs[0]);
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std::sort(indexs.begin(), indexs.begin() + selCount); // we never know ...
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// check that force isn't applied on a forever lasting object
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if (dynamic_cast<NL3D::CPSForce *>(_LBTarget))
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{
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bool forEverLastingTarget = false;
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for (int k = 0; k < selCount; ++k)
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{
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NL3D::CPSLocated *loc = (NL3D::CPSLocated *) m_AvailableTargets.GetItemData(indexs[k] - k);
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nlassert(loc);
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if (loc->getLastForever())
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{
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forEverLastingTarget = true;
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break;
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}
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}
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if (forEverLastingTarget)
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{
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CString warningStr;
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CString messStr;
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warningStr.LoadString(IDS_WARNING);
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messStr.LoadString(IDS_FORCE_APPLIED_ON_OBJECT_THAT_LAST_FOREVER);
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if (MessageBox((LPCTSTR) messStr, (LPCTSTR) warningStr, MB_OKCANCEL) != IDOK)
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{
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return;
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}
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}
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}
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//
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for (int k = 0; k < selCount; ++k)
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{
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NL3D::CPSLocated *loc = (NL3D::CPSLocated *) m_AvailableTargets.GetItemData(indexs[k] - k);
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nlassert(loc);
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_LBTarget->attachTarget(loc);
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m_AvailableTargets.DeleteString(indexs[k] - k);
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int l = m_Targets.AddString(loc->getName().c_str());
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m_Targets.SetItemData(l, (DWORD) loc);
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}
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UpdateData(FALSE);
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//
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updateModifiedFlag();
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}
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void CLocatedTargetDlg::OnRemoveTarget()
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{
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UpdateData();
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int totalCount = m_Targets.GetCount();
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nlassert(totalCount);
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std::vector<int> indexs;
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indexs.resize(totalCount);
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int selCount = m_Targets.GetSelItems(totalCount, &indexs[0]);
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std::sort(indexs.begin(), indexs.begin() + selCount); // we never know ...
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for (int k = 0; k < selCount; ++k)
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{
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NL3D::CPSLocated *loc = (NL3D::CPSLocated *) m_Targets.GetItemData(indexs[k] - k);
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nlassert(loc);
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_LBTarget->detachTarget(loc);
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m_Targets.DeleteString(indexs[k] - k);
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int l = m_AvailableTargets.AddString(loc->getName().c_str());
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m_AvailableTargets.SetItemData(l, (DWORD) loc);
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}
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UpdateData(FALSE);
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updateModifiedFlag();
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}
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BOOL CLocatedTargetDlg::OnInitDialog()
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{
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CDialog::OnInitDialog();
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RECT r;
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uint k;
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uint nbTarg = _LBTarget->getNbTargets();
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m_Targets.InitStorage(nbTarg, 128);
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std::set<NL3D::CPSLocated *> targetSet;
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// fill the box thta tells us what the target are
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for(k = 0; k < nbTarg; ++k)
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{
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m_Targets.AddString(_LBTarget->getTarget(k)->getName().c_str() );
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m_Targets.SetItemData(k, (DWORD) _LBTarget->getTarget(k) );
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targetSet.insert(_LBTarget->getTarget(k));
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};
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// fill abox with the available targets
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NL3D::CParticleSystem *ps = _LBTarget->getOwner()->getOwner();
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uint nbLocated = ps->getNbProcess();
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m_AvailableTargets.InitStorage(nbTarg, 128);
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for (k = 0; k < nbLocated; ++k)
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{
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NL3D::CPSLocated *loc = dynamic_cast<NL3D::CPSLocated *>(ps->getProcess(k));
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if (loc)
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{
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if (targetSet.find(loc) == targetSet.end())
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{
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int l = m_AvailableTargets.AddString(loc->getName().c_str() );
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m_AvailableTargets.SetItemData(l, (DWORD) loc );
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}
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}
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}
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const sint posX = 5;
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sint posY = 180;
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// collision zone case
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if (dynamic_cast<NL3D::CPSZone *>(_LBTarget))
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{
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CCollisionZoneDlg *czd = new CCollisionZoneDlg(_Node, dynamic_cast<NL3D::CPSZone *>(_LBTarget), _ParticleDlg);
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pushWnd(czd);
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czd->init(posX, posY, this);
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}
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// force with intensity case
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if (dynamic_cast<NL3D::CPSForceIntensity *>(_LBTarget))
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{
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_ForceIntensityWrapper.F = dynamic_cast<NL3D::CPSForceIntensity *>(_LBTarget);
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CAttribDlgFloat *fi = new CAttribDlgFloat(std::string("FORCE INTENSITY"), _Node, 0, 100);
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pushWnd(fi);
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fi->setWrapper(&_ForceIntensityWrapper);
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fi->setSchemeWrapper(&_ForceIntensityWrapper);
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HBITMAP bmh = LoadBitmap(::AfxGetInstanceHandle(), MAKEINTRESOURCE(IDB_FORCE_INTENSITY));
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fi->init(bmh, posX, posY, this);
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fi->GetClientRect(&r);
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posY += r.bottom + 3;
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}
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// vortex (to tune viscosity)
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if (dynamic_cast<NL3D::CPSCylindricVortex *>(_LBTarget))
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{
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CEditableRangeFloat *rv = new CEditableRangeFloat(std::string("RADIAL_VISCOSITY"), _Node, 0, 1);
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pushWnd(rv);
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_RadialViscosityWrapper.V = dynamic_cast<NL3D::CPSCylindricVortex *>(_LBTarget);
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rv->setWrapper(&_RadialViscosityWrapper);
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rv->init(posX + 140, posY, this);
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CStatic *s = new CStatic;
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pushWnd(s);
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s->Create("Radial viscosity : ", SS_LEFT, CRect(posX, posY, posX + 139, posY + 32), this);
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s->SetFont(CFont::FromHandle((HFONT) GetStockObject(DEFAULT_GUI_FONT)));
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s->ShowWindow(SW_SHOW);
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rv->GetClientRect(&r);
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posY += r.bottom + 3;
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CEditableRangeFloat *tv = new CEditableRangeFloat(std::string("TANGENTIAL_VISCOSITY"), _Node, 0, 1);
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pushWnd(tv);
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_TangentialViscosityWrapper.V = dynamic_cast<NL3D::CPSCylindricVortex *>(_LBTarget);
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tv->setWrapper(&_TangentialViscosityWrapper);
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tv->init(posX + 140, posY, this);
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s = new CStatic;
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pushWnd(s);
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s->Create("Tangential Viscosity : ", SS_LEFT, CRect(posX, posY, posX + 139, posY + 32), this);
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s->ShowWindow(SW_SHOW);
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tv->GetClientRect(&r);
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posY += r.bottom + 3;
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}
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// deals with emitters that have a direction
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if (dynamic_cast<NL3D::CPSDirection *>(_LBTarget))
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{
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CDirectionAttr *da = new CDirectionAttr(std::string("DIRECTION"));
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pushWnd(da);
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_DirectionWrapper.E = dynamic_cast<NL3D::CPSDirection *>(_LBTarget);
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da->setWrapper(&_DirectionWrapper);
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da->setDirectionWrapper(dynamic_cast<NL3D::CPSDirection *>(_LBTarget));
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da->init(posX, posY, this);
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da->GetClientRect(&r);
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posY += r.bottom;
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}
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// Brownian (to tune parametric factor)
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if (dynamic_cast<NL3D::CPSBrownianForce *>(_LBTarget))
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{
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CEditableRangeFloat *rv = new CEditableRangeFloat(std::string("PARAMETRIC_FACTOR"), _Node, 0, 64);
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pushWnd(rv);
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_ParamFactorWrapper.F = static_cast<NL3D::CPSBrownianForce *>(_LBTarget);
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rv->setWrapper(&_ParamFactorWrapper);
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rv->init(posX + 140, posY, this);
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CStatic *s = new CStatic;
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pushWnd(s);
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s->Create("Parametric factor : ", SS_LEFT, CRect(posX, posY, posX + 139, posY + 40), this);
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s->SetFont(CFont::FromHandle((HFONT) GetStockObject(DEFAULT_GUI_FONT)));
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s->ShowWindow(SW_SHOW);
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rv->GetClientRect(&r);
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posY += r.bottom + 3;
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}
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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