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romkazvo
2023-08-07 19:29:24 +08:00
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////////////////////////////////////////////////////////////////////////////
//
// Crytek Engine Source File.
// Copyright (C), Crytek Studios, 2001-2004.
// -------------------------------------------------------------------------
// File name: LineGizmo.cpp
// Version: v1.00
// Created: 6/11/2003 by Timur.
// Compilers: Visual Studio.NET 2003
// Description:
// -------------------------------------------------------------------------
// History:
//
////////////////////////////////////////////////////////////////////////////
#include "StdAfx.h"
#include "LineGizmo.h"
#include "DisplayContext.h"
#include "..\Viewport.h"
#include "..\DisplaySettings.h"
#include "ObjectManager.h"
#include "GizmoManager.h"
#include "Settings.h"
//////////////////////////////////////////////////////////////////////////
CLineGizmo::CLineGizmo()
{
m_color[0] = CFColor(0,1,1,1);
m_color[1] = CFColor(0,1,1,1);
}
//////////////////////////////////////////////////////////////////////////
CLineGizmo::~CLineGizmo()
{
if (m_object[0])
m_object[0]->RemoveEventListener( functor(*this,&CLineGizmo::OnObjectEvent) );
if (m_object[1])
m_object[1]->RemoveEventListener( functor(*this,&CLineGizmo::OnObjectEvent) );
m_object[0] = 0;
m_object[1] = 0;
}
//////////////////////////////////////////////////////////////////////////
void CLineGizmo::SetObjects( CBaseObject *pObject1,CBaseObject *pObject2 )
{
assert( pObject1 );
assert( pObject2 );
m_object[0] = pObject1;
m_object[1] = pObject2;
m_object[0]->AddEventListener( functor(*this,&CLineGizmo::OnObjectEvent) );
m_object[1]->AddEventListener( functor(*this,&CLineGizmo::OnObjectEvent) );
CalcBounds();
}
//////////////////////////////////////////////////////////////////////////
void CLineGizmo::OnObjectEvent( CBaseObject *object,int event )
{
if (event == CBaseObject::ON_TRANSFORM)
{
// One of objects transformed, recalc gizmo bounds.
CalcBounds();
return;
}
if (event == CBaseObject::ON_DELETE)
{
// This gizmo must be deleted as well if one of the objects is deleted.
GetGizmoManager()->RemoveGizmo(this);
return;
}
if (event == CBaseObject::ON_VISIBILITY)
{
// Check visibility of gizmo.
bool bVisible = m_object[0]->CheckFlags(OBJFLAG_VISIBLE) && m_object[1]->CheckFlags(OBJFLAG_VISIBLE);
if (bVisible)
SetFlags( GetFlags() & (~EGIZMO_HIDDEN));
else
SetFlags( GetFlags() | EGIZMO_HIDDEN );
return;
}
}
//////////////////////////////////////////////////////////////////////////
void CLineGizmo::Display( DisplayContext &dc )
{
if (dc.flags & DISPLAY_LINKS)
{
if (m_object[0]->CheckFlags(OBJFLAG_PREFAB) && m_object[1]->CheckFlags(OBJFLAG_PREFAB))
return;
// Draw line between objects.
dc.DrawLine( m_point[0],m_point[1],m_color[0],m_color[1] );
if (!(dc.flags & DISPLAY_HIDENAMES))
{
Vec3 pos = 0.5f*(m_point[0] + m_point[1]);
//dc.renderer->DrawLabelEx( p3+Vec3(0,0,0.3f),1.2f,col,true,true,m_name );
float camDist = GetDistance(dc.camera->GetPos(), pos );
float maxDist = dc.settings->GetLabelsDistance();
if (camDist < dc.settings->GetLabelsDistance())
{
float range = maxDist / 2.0f;
float col[4] = { m_color[0].r,m_color[0].g,m_color[0].b,m_color[0].a };
if (camDist > range)
{
col[3] = col[3] * (1.0f - (camDist - range)/range);
}
dc.SetColor( col[0],col[1],col[2],col[3] );
dc.DrawTextLabel( pos+Vec3(0,0,0.2f),1.2f,m_name );
}
}
}
}
//////////////////////////////////////////////////////////////////////////
void CLineGizmo::CalcBounds()
{
m_bbox.Reset();
BBox box;
m_object[0]->GetBoundBox( box );
m_point[0] = 0.5f*Vec3(box.max+box.min);
m_object[1]->GetBoundBox( box );
m_point[1] = 0.5f*Vec3(box.max+box.min);
m_bbox.Add( m_point[0] );
m_bbox.Add( m_point[1] );
}
//////////////////////////////////////////////////////////////////////////
void CLineGizmo::GetWorldBounds( BBox &bbox )
{
bbox = m_bbox;
}
//////////////////////////////////////////////////////////////////////////
void CLineGizmo::SetColor( const Vec3 &color1,const Vec3 &color2,float alpha1,float alpha2 )
{
m_color[0] = CFColor(color1.x,color1.y,color1.z,alpha1);
m_color[1] = CFColor(color2.x,color2.y,color2.z,alpha2);
}
//////////////////////////////////////////////////////////////////////////
void CLineGizmo::SetName( const char *sName )
{
m_name = sName;
}
//////////////////////////////////////////////////////////////////////////
bool CLineGizmo::HitTest( HitContext &hc )
{
return 0;
/*
if (hc.distanceTollerance != 0)
return 0;
Vec3 org = m_object->GetWorldPos();
float fScreenScale = hc.view->GetScreenScaleFactor(org);
float size = gSettings.gizmo.axisGizmoSize * fScreenScale;
Vec3 x(size,0,0);
Vec3 y(0,size,0);
Vec3 z(0,0,size);
float hitDist = 0.01f * fScreenScale;
//////////////////////////////////////////////////////////////////////////
// Calculate ray in local space of axis.
//////////////////////////////////////////////////////////////////////////
Matrix44 tm;
RefCoordSys refCoordSys = GetIEditor()->GetReferenceCoordSys();
if (refCoordSys == COORDS_LOCAL)
{
tm = m_object->GetWorldTM();
tm.NoScale();
}
else
{
tm.SetIdentity();
tm.SetTranslationOLD( m_object->GetWorldPos() );
}
tm.Invert44();
Vec3 raySrc = tm.TransformPointOLD( hc.raySrc );
//CHANGED_BY_IVO
//Vec3 rayDir = tm.TransformVector( hc.rayDir );
Vec3 rayDir = GetTransposed44(tm) * ( hc.rayDir );
//////////////////////////////////////////////////////////////////////////
Vec3 pnt;
BBox box;
box.min = - Vec3(hitDist*2,hitDist*2,hitDist*2);
box.max = Vec3(size+hitDist*2,size+hitDist*2,size+hitDist*2);
if (!box.IsIntersectRay( raySrc,rayDir,pnt ))
{
m_highlightAxis = 0;
return false;
}
float axisdist[10];
Vec3 np[10];
Vec3 rayTrg = raySrc + rayDir*10000.0f;
size *= 0.3f;
Vec3 p1(size,size,0);
Vec3 p2(size,0,size);
Vec3 p3(0,size,size);
axisdist[AXIS_X] = RayToLineDistance( raySrc,rayTrg,Vec3(0,0,0),x,np[AXIS_X] );
axisdist[AXIS_Y] = RayToLineDistance( raySrc,rayTrg,Vec3(0,0,0),y,np[AXIS_Y] );
axisdist[AXIS_Z] = RayToLineDistance( raySrc,rayTrg,Vec3(0,0,0),z,np[AXIS_Z] );
axisdist[AXIS_XY] = RayToLineDistance( raySrc,rayTrg,p1,p1-x*0.3f,np[AXIS_XY] );
axisdist[AXIS_XZ] = RayToLineDistance( raySrc,rayTrg,p2,p2-x*0.3f,np[AXIS_XZ] );
axisdist[AXIS_YZ] = RayToLineDistance( raySrc,rayTrg,p3,p3-y*0.3f,np[AXIS_YZ] );
float mindist = hitDist;
int axis = 0;
for (int i = AXIS_X; i <= AXIS_XZ; i++)
{
if (axisdist[i] < mindist)
{
mindist = axisdist[i];
axis = i;
}
}
if (axis != 0)
{
hc.axis = axis;
hc.object = m_object;
hc.dist = GetDistance(raySrc,np[axis]);
}
m_highlightAxis = axis;
return axis != 0;
*/
}