Files
FC1/Editor/TextureTool.cpp
romkazvo 34d6c5d489 123
2023-08-07 19:29:24 +08:00

227 lines
5.5 KiB
C++

////////////////////////////////////////////////////////////////////////////
//
// Crytek Engine Source File.
// Copyright (C), Crytek Studios, 2001.
// -------------------------------------------------------------------------
// File name: TextureTool.cpp
// Version: v1.00
// Created: 11/1/2002 by Timur.
// Compilers: Visual C++ 6.0
// Description: Terrain Modification Tool implementation.
// -------------------------------------------------------------------------
// History:
//
////////////////////////////////////////////////////////////////////////////
#include "StdAfx.h"
#include "TextureTool.h"
#include "Viewport.h"
#include "TexturePanel.h"
#include "Objects\DisplayContext.h"
#include <I3DEngine.h>
//#include <I3DIndoorEngine.h>
// Access internals of 3d engine.
#include "MeshIdx.h"
//////////////////////////////////////////////////////////////////////////
IMPLEMENT_DYNCREATE(CTextureTool,CEditTool)
//////////////////////////////////////////////////////////////////////////
CTextureTool::CTextureTool()
{
m_panelId = 0;
m_panel = 0;
m_pointerPos(0,0,0);
m_bRemoveSelection = false;
m_brushRadius = 1;
GetIEditor()->ClearSelection();
}
//////////////////////////////////////////////////////////////////////////
CTextureTool::~CTextureTool()
{
}
//////////////////////////////////////////////////////////////////////////
void CTextureTool::BeginEditParams( IEditor *ie,int flags )
{
m_ie = ie;
if (!m_panelId)
{
m_panel = new CTexturePanel(this,AfxGetMainWnd());
m_panelId = m_ie->AddRollUpPage( ROLLUP_TERRAIN,"Texture Properties",m_panel );
AfxGetMainWnd()->SetFocus();
}
}
//////////////////////////////////////////////////////////////////////////
void CTextureTool::EndEditParams()
{
if (m_panelId)
{
m_ie->RemoveRollUpPage(ROLLUP_TERRAIN,m_panelId);
m_panel = 0;
}
}
//////////////////////////////////////////////////////////////////////////
bool CTextureTool::MouseCallback( CViewport *view,EMouseEvent event,CPoint &point,int flags )
{
m_pointerPos = view->ViewToWorld( point );
if (event == eMouseLDown/* || (event == eMouseMove && (flags&MK_LBUTTON))*/)
{
Vec3 raySrc,rayDir;
view->ViewToWorldRay( point,raySrc,rayDir );
bool removeSelection = false;
PickSelection( raySrc,rayDir );
if (flags&MK_CONTROL)
{
removeSelection = true;
}
PickSelection( raySrc,rayDir,removeSelection );
}
else
{
}
return true;
}
//////////////////////////////////////////////////////////////////////////
void CTextureTool::Display( DisplayContext &dc )
{
if (dc.flags & DISPLAY_2D)
return;
dc.SetColor( 1,0,0,0.2f );
Vec3 v[3];
int i;
// Render selection.
for (i = 0; i < m_selection.size(); i++)
{
SelectedElem &elem = m_selection[i];
dc.DrawTri( elem.v[0],elem.v[1],elem.v[2] );
}
dc.SetColor( 1,1,1,0.8f );
for (i = 0; i < m_selection.size(); i++)
{
SelectedElem &elem = m_selection[i];
dc.DrawLine( elem.v[0],elem.v[1] );
dc.DrawLine( elem.v[1],elem.v[2] );
dc.DrawLine( elem.v[0],elem.v[2] );
}
}
//////////////////////////////////////////////////////////////////////////
bool CTextureTool::OnKeyDown( CViewport *view,uint nChar,uint nRepCnt,uint nFlags )
{
bool bProcessed = false;
if (nChar == VK_ADD)
{
if (m_brushRadius < 100)
m_brushRadius += 0.5f;
bProcessed = true;
}
if (nChar == VK_SUBTRACT)
{
if (m_brushRadius > 0.5f)
m_brushRadius -= 0.5f;
bProcessed = true;
}
if (nChar == VK_CONTROL && !(nFlags&(1<<14))) // only once (no repeat).
{
//m_bRemoveSelection = !m_bRemoveSelection;
//m_panel->SetMakeHole(m_bMakeHole);
}
if (bProcessed && m_panel)
{
//m_panel->m_radius.SetPos(m_brushRadius);
}
return bProcessed;
}
bool CTextureTool::OnKeyUp( CViewport *view,uint nChar,uint nRepCnt,uint nFlags )
{
if (nChar == VK_CONTROL)
{
//m_bMakeHole = !m_bMakeHole;
//m_panel->SetMakeHole(m_bMakeHole);
}
return false;
}
//////////////////////////////////////////////////////////////////////////
void CTextureTool::Modify()
{
}
//////////////////////////////////////////////////////////////////////////
void CTextureTool::PickSelection( Vec3 &rayOrg,Vec3 &rayDir,bool removeSelection )
{
/*
IIndoorBase *indoor = GetIEditor()->Get3DEngine()->GetBuildingManager();
IndoorRayIntInfo hit;
Vec3 rayTrg = rayOrg + rayDir*1000.0f;
m_raySrc = rayOrg;
m_rayTrg = rayTrg;
return;
ASSERT(0);
//please use the physics code for ray-intersection
//if (!indoor->RayIntersection( rayOrg,rayTrg,hit ))
//return;
if (removeSelection)
{
int index = GetSelection( hit.pObj,hit.nFaceIndex );
if (index >= 0)
m_selection.erase( m_selection.begin()+index );
}
else
{
// Check if this face already selected.
int index = GetSelection( hit.pObj,hit.nFaceIndex );
if (index >= 0)
return;
SelectedElem elem;
elem.face = hit.nFaceIndex;
elem.pos = indoor->GetPosition( hit.nBuildId );
elem.object = hit.pObj;
CIndexedMesh *mesh = elem.object->GetTriData();
assert( elem.face >= 0 && elem.face < mesh->m_nFaceCount );
CObjFace *face = &mesh->m_pFaces[elem.face];
//face->
elem.v[0] = mesh->m_pVerts[face->v[0]] + elem.pos + face->m_Plane.n*0.01f;
elem.v[1] = mesh->m_pVerts[face->v[1]] + elem.pos + face->m_Plane.n*0.01f;
elem.v[2] = mesh->m_pVerts[face->v[2]] + elem.pos + face->m_Plane.n*0.01f;
m_selection.push_back( elem );
}
*/
}
int CTextureTool::GetSelection( IStatObj *obj,int faceIndex ) const
{
for (int i = 0; i < m_selection.size(); i++)
{
const SelectedElem &elem = m_selection[i];
if (elem.object == obj && elem.face == faceIndex)
{
return i;
}
}
return -1;
}