khanat-opennel-code/code/nel/tools/3d/object_viewer/object_viewer.h
Guillaume Dupuy 6f1197d633 Allow target to work with sheetName and a quiet option
HG : Enter commit message.  Lines beginning with 'HG:' are removed.
2016-11-28 00:54:33 +01:00

676 lines
20 KiB
C++

// 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_OBJECT_VIEWER_H__9B22CB84_1929_11D5_9CD4_0050DAC3A412__INCLUDED_)
#define AFX_OBJECT_VIEWER_H__9B22CB84_1929_11D5_9CD4_0050DAC3A412__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#define REGKEY_OBJ_VIEW _T("Software\\Nevrax\\nel\\object_viewer")
#define REGKEY_OBJ_VIEW_OPENGL_WND _T("Software\\Nevrax\\nel\\object_viewer\\opengl_wnd")
#define REGKEY_OBJ_VIEW_SCENE_DLG _T("Software\\Nevrax\\nel\\object_viewer\\scene_dlg")
#define REGKEY_OBJ_VIEW_ANIMATION_DLG _T("Software\\Nevrax\\nel\\object_viewer\\animation_dlg")
#define REGKEY_OBJ_VIEW_ANIMATION_SET_DLG _T("Software\\Nevrax\\nel\\object_viewer\\animation_set_dlg")
#define REGKEY_OBJ_VIEW_SLOT_DLG _T("Software\\Nevrax\\nel\\object_viewer\\slot_dlg")
#define REGKEY_OBJ_PARTICLE_DLG _T("Software\\Nevrax\\nel\\object_viewer\\particle_dlg")
#define REGKEY_OBJ_DAYNIGHT_DLG _T("Software\\Nevrax\\nel\\object_viewer\\daynight_dlg")
#define REGKEY_OBJ_WATERPOOL_DLG _T("Software\\Nevrax\\nel\\object_viewer\\daynight_dlg")
#define REGKEY_OBJ_VIEW_VEGETABLE_DLG _T("Software\\Nevrax\\nel\\object_viewer\\vegetable_dlg")
#define REGKEY_OBJ_GLOBAL_WIND_DLG _T("Software\\Nevrax\\nel\\object_viewer\\global_wind_dlg")
#define REGKEY_OBJ_SOUND_ANIM_DLG _T("Software\\Nevrax\\nel\\object_viewer\\sound_anim_dlg")
#define REGKEY_OBJ_LIGHT_GROUP_DLG _T("Software\\Nevrax\\nel\\object_viewer\\light_group_dlg")
#define REGKEY_CHOOSE_FRAME_DELAY_DLG _T("Software\\Nevrax\\nel\\object_viewer\\choose_frame_delay_dlg")
#define REGKEY_CHOOSE_BG_COLOR_DLG _T("Software\\Nevrax\\nel\\object_viewer\\choose_bg_color_dlg")
#define REGKEY_CHOOSE_SUN_COLOR_DLG _T("Software\\Nevrax\\nel\\object_viewer\\choose_sun_color_dlg")
#define REGKEY_SKELETON_SCALE_DLG _T("Software\\Nevrax\\nel\\object_viewer\\skeleton_scale_dlg")
#define REGKEY_TUNE_MRM_DLG _T("Software\\Nevrax\\nel\\object_viewer\\tune_mrm_dlg")
#include "resource.h"
#include "object_viewer_interface.h"
#include "main_dlg.h"
#include "animation_set_dlg.h"
#include "animation_dlg.h"
#include "nel/3d/animation_set.h"
#include "nel/3d/channel_mixer.h"
#include "nel/3d/shape.h"
#include "nel/3d/event_mouse_listener.h"
#include "nel/3d/light.h"
#include "nel/3d/font_manager.h"
#include "nel/3d/cloud_scape.h"
#include "nel/misc/event_listener.h"
#include "nel/misc/stream.h"
#include "nel/3d/logic_info.h"
#include "nel/pacs/u_global_position.h"
namespace NL3D
{
class CFontGenerator;
class CWaterPoolManager;
class CTileVegetableDesc;
class CLandscapeModel;
class CVisualCollisionManager;
class CVisualCollisionEntity;
}
class CMainFrame;
class CParticleDlg;
class CDayNightDlg;
class CWaterPoolEditor;
class CVegetableDlg;
class CGlobalWindDlg;
class CSoundAnimDlg;
class CLightGroupFactor;
class CChooseFrameDelay;
class CChooseBGColorDlg;
class CChooseSunColorDlg;
class CSkeletonScaleDlg;
class CTuneMrmDlg;
/////////////////////////////////////////////////////////////////////////////
// CObject_viewerApp
// See object_viewer.cpp for the implementation of this class
//
class CObject_viewerApp : public CWinApp
{
public:
CObject_viewerApp();
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CObject_viewerApp)
//}}AFX_VIRTUAL
//{{AFX_MSG(CObject_viewerApp)
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
/////////////////////////////////////////////////////////////////////////////
class CSlotInfo
{
public:
CSlotInfo ();
std::string Animation;
std::string Skeleton;
sint32 Offset;
sint32 StartTime;
sint32 EndTime;
float StartBlend;
float EndBlend;
float Smoothness;
float SpeedFactor;
sint32 ClampMode;
bool SkeletonInverted;
bool Enable;
// Serial
void serial (NLMISC::IStream& s);
};
/////////////////////////////////////////////////////////////////////////////
class CInstanceSave
{
public:
CInstanceSave ();
// Play list of this object
std::vector<std::string> PlayList;
// Slot info for this object
CSlotInfo SlotInfo[NL3D::CChannelMixer::NumAnimationSlot];
// Camera info
NL3D::CCameraInfo CameraInfo;
// Camera ?
bool Camera;
// Input file
std::string ShapeFilename;
// Skeleton id
uint32 SkeletonId;
// Bin bone name
std::string BindBoneName;
// Is a skeleton
bool IsSkeleton;
// Animation input file
std::vector<std::string> AnimationFileName;
// Skeleton weight input file
std::vector<std::string> SWTFileName;
// Serial
void serial (NLMISC::IStream& s);
};
/////////////////////////////////////////////////////////////////////////////
class CInstanceInfo
{
public:
CInstanceInfo ();
~CInstanceInfo ();
// Camera pointer
NL3D::CCamera *Camera;
// Transform shape pointer
NL3D::CTransformShape *TransformShape;
// Animation set of this instance
NL3D::CAnimationSet AnimationSet;
// Channel mixer of this instance
NL3D::CChannelMixer ChannelMixer;
// True, must delete this shape
bool MustDelete;
// Save information
CInstanceSave Saved;
// The current playlist
NL3D::CAnimationPlaylist Playlist;
// Set an animation playlist
void setAnimationPlaylist (float frameRate);
};
/////////////////////////////////////////////////////////////////////////////
class CObjectViewer : public IObjectViewer
{
public:
// Name of particle workspace, just used to save config file
std::string ParticleWorkspaceFilename;
friend class CMainFrame;
friend class CAnimationSetDlg;
public:
CObjectViewer ( );
virtual ~CObjectViewer ();
// Init the UI
bool initUI (HWND parent=NULL);
// Go
void go ();
virtual bool isInstanceRunning() { return _InstanceRunning; }
// Release the UI
void releaseUI ();
// Set single animtion.
void setSingleAnimation (NL3D::CAnimation* pAnim, const std::string &name, uint instance);
// Set automatic animation
void setAutoAnimation (NL3D::CAnimationSet* pAnimSet);
// Add a mesh
uint addMesh(NL3D::IShape* pMeshShape, const std::string &meshName, uint skelIndex, const char* bindSkelName = NULL, bool createInstance = true);
// Add a camera
uint addCamera (const NL3D::CCameraInfo &cameraInfo, const std::string &cameraName);
// Add a skel
uint addSkel (NL3D::IShape* pSkelShape, const std::string &skelName);
// remove all instances from the scene
void removeAllInstancesFromScene();
// Start / stop fxs (remanence for now..)
void enableFXs(bool enabled);
/// Force all the instances of the scene to use the given texture set (if available)
void activateTextureSet(uint index);
/// Select random textures sets
void shuffleTextureSet();
// Load a mesh
bool loadMesh (std::vector<std::string> &meshFilename, const std::string &skeleton = "");
// Load an instance group
bool loadInstanceGroup(const std::string &igFilename);
// Set ambient color
void setAmbientColor (const NLMISC::CRGBA& color);
// Set ambient color
void setLight (unsigned char id, const NL3D::CLight& light);
// Get edited object, 0xffffffff if no object edited
uint getEditedObject ();
// Set edited object, 0xffffffff if no object edited
void setEditedObject (uint selected);
// Get an instance
CInstanceInfo *getInstance (uint instance);
// Get the slot dialog
CMainDlg *getSlotDlg ();
// Get number of instances
uint getNumInstance () const;
// Add an animation
void addAnimation (NL3D::CAnimation* anim, const std::string &filename, const std::string &name, uint instance);
// Update all objects that depend on the animation set
void refreshAnimationListeners();
// Load a shape
void resetCamera ();
// get the mouse listener
NL3D::CEvent3dMouseListener &getMouseListener(void) { return _MouseListener ; }
const NL3D::CEvent3dMouseListener &getMouseListener(void) const { return _MouseListener ; }
// get the particle dialog
CParticleDlg *getParticleDialog(void) const { return _ParticleDlg ; }
// get the frame delay dialog
CChooseFrameDelay *getFrameDelayDlg() const { return _ChooseFrameDelayDlg; }
// Load animation
void loadAnimation(const std::string &fileName, uint instance);
// Load a skeleton template
void loadSWT(const std::string &fileName, uint instance);
/// Not exported
// @{
void setAnimTime (float animStart, float animEnd);
// Reset the slots
void resetSlots (uint instance);
// Reinit and refill the channel mixer channels
void reinitChannels ();
// Return the frame rate
float getFrameRate ();
// Serial the config
void serial (NLMISC::IStream& f);
/// set the backgournd color
void setBackGroundColor(const NLMISC::CRGBA& col) { _BackGroundColor = col ; }
/// get the background color
NLMISC::CRGBA getBackGroundColor(void) { return _BackGroundColor ; }
/// Get font manager
NL3D::CFontManager *getFontManager () { return &_FontManager; };
/// Get font generator
NL3D::CFontGenerator *getFontGenerator () { return _FontGenerator; };
// @}
/** an interface for objects that want to be called during the loop
* First use : display of an optional bbox for a particle system
*/
struct IMainLoopCallBack
{
/// this will be called each time the main loop is processed
virtual void goPostRender() = 0;
virtual void goPreRender() = 0;
} ;
/** add an object that will be notified each time a frame is processed
* \see removeMainLoopCallBack()
*/
void registerMainLoopCallBack(IMainLoopCallBack *i) ;
/// remove an object that was registered with registerMainLoopCallBack()
void removeMainLoopCallBack(IMainLoopCallBack *i) ;
/// set the lag in milliseconds between each frame; 0 is the default
void setFrameDelay(uint32 milliSec) { _FrameDelay = milliSec; }
/// get the frame delay in milliseconds
uint32 getFrameDelay() const { return _FrameDelay; }
/// eval sound tracks
void evalSoundTrack (float lastTime, float currentTime);
/// Setup the playlist with the playlist
void setupPlaylist (float time);
/// Enable disable channels
void enableChannels ();
/// Setup transform positions
void setupPositions ();
/// Manage matrix increment
void addTransformation (NLMISC::CMatrix &current, NL3D::CAnimation *anim, float begin, float end, NL3D::ITrack *posTrack, NL3D::ITrack *rotquatTrack,
NL3D::ITrack *nextPosTrack, NL3D::ITrack *nextRotquatTrack, bool removeLast);
/// inherited from CObjectViewerInterface
void setWaterPoolManager(NL3D::CWaterPoolManager &wpm) { _Wpm = &wpm; }
NL3D::CWaterPoolManager &getWaterPoolManager() const { return *_Wpm; }
// Reload textures
void reloadTextures ();
/** inherited from CObjectViewerInterface
*/
virtual uint addInstanceGroup(NL3D::CInstanceGroup *ig);
/** inherited from CObjectViewerInterface
*/
virtual void setupSceneLightingSystem(bool enable, const NLMISC::CVector &sunDir, NLMISC::CRGBA sunAmbiant, NLMISC::CRGBA sunDiffuse, NLMISC::CRGBA sunSpecular);
/** inherited from CObjectViewerInterface
*/
virtual void enableDynamicObjectLightingTest(NLPACS::CGlobalRetriever *globalRetriever, NL3D::CInstanceGroup *ig);
/// \name Landscape Vegetable Edition
// @{
/// true if landscape is created
bool isVegetableLandscapeCreated() const {return _VegetableLandscape!=NULL;}
/// load the landscape with help of setup in object_viewer.cfg. return true if OK.
bool createVegetableLandscape();
/// if created, show the landscape
void showVegetableLandscape();
/// if created, hide the landscape
void hideVegetableLandscape();
/// display vegetable with landscape
void enableLandscapeVegetable(bool enable);
/// refresh the vegetables in landscape, with the new vegetableSet
void refreshVegetableLandscape(const NL3D::CTileVegetableDesc &tvdesc);
/// get vegetable Wind wetup.
float getVegetableWindPower() const {return _VegetableWindPower;}
float getVegetableWindBendStart() const {return _VegetableWindBendMin;}
float getVegetableWindFrequency() const {return _VegetableWindFreq;}
/// set vegetable Wind wetup (updat view if possible)
void setVegetableWindPower(float w);
void setVegetableWindBendStart(float w);
void setVegetableWindFrequency(float w);
/// if enable, snap the camera to the ground of the landscape.
void snapToGroundVegetableLandscape(bool enable);
// @}
/// Get/Set global Scene wind setup
float getGlobalWindPower() const;
void setGlobalWindPower(float w);
/// Get the scene roor for manip.
NL3D::CTransform *getSceneRoot() const {return _SceneRoot;}
// Shoot the scene
void shootScene ();
// Camera methods
// Return -1 if no current camera
sint getCurrentCamera () const;
// -1 If no current camera
void setCurrentCamera (sint currentCamera);
// Get the instance id of a camera
uint getCameraInstance (uint cameraId) const;
// Get the camera count
uint getNumCamera () const;
// Reinit camera
void initCamera ();
/** popup a dialog to choose a bone in the scene
* \return true is a bone has been selected
*/
bool chooseBone(const std::string &caption, NL3D::CSkeletonModel *&skel, uint &boneIndex, std::string *skelName = NULL, std::string *boneName = NULL);
// test if there's a skeleton in the scene
bool isSkeletonPresent() const;
// get the main frame
CMainFrame *getMainFrame() const { return _MainFrame; }
const NLMISC::CMatrix &getFXUserMatrix() const { return _FXUserMatrix; }
void setFXUserMatrix(const NLMISC::CMatrix &fxUserMatrix) { _FXUserMatrix = fxUserMatrix; }
void setSceneMatrixVisible(bool visible) { _SceneMatrixVisible = visible; }
bool getSceneMatrixVisible() const { return _SceneMatrixVisible; }
void setFXMatrixVisible(bool visible) { _FXMatrixVisible = visible; }
bool getFXMatrixVisible() const { return _FXMatrixVisible; }
void setFXUserMatrixVisible(bool visible) { _FXUserMatrixVisible = visible; }
bool getFXUserMatrixVisible() const { return _FXUserMatrixVisible; }
void setOcclusionTestMeshsVisible(bool visible) { _OcclusionTestMeshsVisible = visible; }
bool getOcclusionTestMeshsVisible() const { return _OcclusionTestMeshsVisible; }
private:
CMainFrame *_MainFrame;
CAnimationDlg *_AnimationDlg;
CMainDlg *_SlotDlg;
CAnimationSetDlg *_AnimationSetDlg;
CParticleDlg *_ParticleDlg;
CDayNightDlg *_DayNightDlg;
CWaterPoolEditor *_WaterPoolDlg;
CVegetableDlg *_VegetableDlg;
CSoundAnimDlg *_SoundAnimDlg;
CLightGroupFactor *_LightGroupDlg;
CChooseFrameDelay *_ChooseFrameDelayDlg;
CChooseBGColorDlg *_ChooseBGColorDlg;
CChooseSunColorDlg *_ChooseSunColorDlg;
CSkeletonScaleDlg *_SkeletonScaleDlg;
CTuneMrmDlg *_TuneMRMDlg;
uint32 _SelectedObject;
sint _CurrentCamera;
// FX user matrix
NLMISC::CMatrix _FXUserMatrix;
// Vector of camera
std::vector<uint> _Cameras;
// Vector of loaded instance
std::vector<CInstanceInfo*> _ListInstance;
CGlobalWindDlg *_GlobalWindDlg;
NL3D::CEvent3dMouseListener _MouseListener;
NLMISC::CRGBA _HotSpotColor;
float _HotSpotSize;
NLMISC::CRGBA _BackGroundColor;
NLMISC::CVector _SceneCenter;
// List of static InstanceGroup.
std::vector<class NL3D::CInstanceGroup*> _ListIG;
// Font mgt
NL3D::CFontManager _FontManager;
NL3D::CFontGenerator *_FontGenerator;
std::string _FontPath;
std::vector<IMainLoopCallBack *> _CallBackList;
uint32 _FrameDelay;
float _CameraFocal;
float _LastTime;
NL3D::CWaterPoolManager *_Wpm;
/// \name Vegetable Edition
// @{
/// Our landscape
NL3D::CLandscapeModel *_VegetableLandscape;
// File info to build it
std::string _VegetableLandscapeTileBank;
std::string _VegetableLandscapeTileFarBank;
std::vector<std::string> _VegetableLandscapeZoneNames;
// Misc.
float _VegetableLandscapeThreshold;
float _VegetableLandscapeTileNear;
NLMISC::CRGBA _VegetableLandscapeAmbient;
NLMISC::CRGBA _VegetableLandscapeDiffuse;
std::string _VegetableTexture;
NLMISC::CRGBA _VegetableAmbient;
NLMISC::CRGBA _VegetableDiffuse;
NLMISC::CVector _VegetableLightDir;
// Vegetable wind.
NLMISC::CVector _VegetableWindDir;
float _VegetableWindFreq;
float _VegetableWindPower;
float _VegetableWindBendMin;
bool _VegetableEnabled;
// Collision
bool _VegetableSnapToGround;
float _VegetableSnapHeight;
NL3D::CVisualCollisionManager *_VegetableCollisionManager;
NL3D::CVisualCollisionEntity *_VegetableCollisionEntity;
// load cfg.
void loadVegetableLandscapeCfg(NLMISC::CConfigFile &cf);
// @}
// Lightigng Setup (from cfg).
bool _SceneLightEnabled;
NLMISC::CVector _SceneLightSunDir;
NLMISC::CRGBA _SceneLightSunAmbiant;
NLMISC::CRGBA _SceneLightSunDiffuse;
NLMISC::CRGBA _SceneLightSunSpecular;
/// \name dynamic object lighting testing
// @{
NLPACS::CGlobalRetriever *_GlobalRetriever;
NL3D::CTransformShape *_ObjectLightTest;
std::string _ObjectLightTestShape;
// The matrix not snapped by pacs.
NLMISC::CMatrix _ObjectLightTestMatrix;
bool _FXMatrixVisible;
bool _FXUserMatrixVisible;
bool _SceneMatrixVisible;
bool _OcclusionTestMeshsVisible;
// the lightInfo linked to the ig.
class COVLogicInfo : public NL3D::ILogicInfo
{
public:
NLPACS::UGlobalPosition GPos;
NL3D::CInstanceGroup *Ig;
NLPACS::CGlobalRetriever *GlobalRetriever;
virtual void getStaticLightSetup(NLMISC::CRGBA sunAmbient, std::vector<NL3D::CPointLightInfluence> &pointLightList, uint8 &sunContribution, NLMISC::CRGBA &ambient);
};
// instnace
COVLogicInfo _ObjectLightTestLogicInfo;
// @}
static bool _InstanceRunning;
// Scale the pos of the skeleton
float _CharacterScalePos;
// Driver in direct3d ?
bool _Direct3d;
// Fog
bool _Fog;
float _FogStart;
float _FogEnd;
NLMISC::CRGBA _FogColor;
// Cloud scape
NL3D::SCloudScapeSetup _CSS;
NL3D::CCloudScape *_CS;
// The root of all objects added to the scene. Rotated for user convenience
NL3D::CTransform *_SceneRoot;
// load the config file
void loadConfigFile();
// get path of the dll
std::string getModulePath() const;
// load driver name from the config file
void loadDriverName();
void drawFXUserMatrix();
void drawFXMatrix();
void drawSceneMatrix();
void drawNamedMatrix(const NLMISC::CMatrix &matrix, const std::string &name, NLMISC::CRGBA color, float textZOffset, float testSize);
};
void setRegisterWindowState (const CWnd *pWnd, const TCHAR* keyName);
void getRegisterWindowState (CWnd *pWnd, const TCHAR* keyName, bool resize);
/** display a localized message box. Caption an message text are retrieved from the string table
* \param parentWindow Pointer to initiator of the message box
* \param messageStringID ID in string table of the message box content
* \param captionStringID ID in string table of the message box caption
* \param nType Type of message box (the same as the last parameter of ::MessageBox)
* \return Same value than ::MessageBox
*/
int localizedMessageBox(HWND parentWindow, int messageStringID, int captionStringID, UINT nType);
int localizedMessageBox(HWND parentWindow, const TCHAR *message, int captionStringID, UINT nType);
// Return a string from the string table
CString getStrRsc(uint stringID);
bool browseFolder(const CString &caption, CString &destFolder, HWND parent);
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_OBJECT_VIEWER_H__9B22CB84_1929_11D5_9CD4_0050DAC3A412__INCLUDED_)