Пример #1
0
        private WUndoCommand CreateUndoActionForGizmo(bool isDone)
        {
            WUndoCommand undoAction = null;

            WActorNode[] actors = new WActorNode[m_selectionList.Count];
            for (int i = 0; i < m_selectionList.Count; i++)
            {
                actors[i] = m_selectionList[i];
            }

            switch (m_transformGizmo.Mode)
            {
            case FTransformMode.Translation:
                undoAction = new WTranslateActorAction(actors, this, m_transformGizmo.DeltaTranslation, m_transformGizmo.TransformSpace, isDone);
                break;

            case FTransformMode.Rotation:
                undoAction = new WRotateActorAction(actors, this, m_transformGizmo.DeltaRotation, m_transformGizmo.TransformSpace, isDone);
                break;

            case FTransformMode.Scale:
                undoAction = new WScaleActorAction(actors, this, m_transformGizmo.DeltaScale, isDone);
                Console.WriteLine(m_transformGizmo.DeltaScale);
                break;

            default:
                break;
            }

            return(undoAction);
        }
Пример #2
0
        private WActorNode Raycast(FRay ray)
        {
            if (m_world.Map == null)
            {
                return(null);
            }

            WActorNode closestResult   = null;
            float      closestDistance = float.MaxValue;

            foreach (var scene in m_world.Map.SceneList)
            {
                List <WActorNode> allActors = scene.GetChildrenOfType <WActorNode>();

                foreach (WActorNode actorNode in allActors)
                {
                    float intersectDistance;
                    bool  hitActor = actorNode.Raycast(ray, out intersectDistance);
                    if (hitActor)
                    {
                        if (intersectDistance >= 0 && intersectDistance < closestDistance)
                        {
                            closestDistance = intersectDistance;
                            closestResult   = actorNode;
                        }
                    }
                }
            }

            return(closestResult);
        }
Пример #3
0
        private void CheckForObjectSelectionChange(WSceneView view)
        {
            // If we have a gizmo and we're transforming it, don't check for selection change.
            if (m_transformGizmo != null && m_transformGizmo.IsTransforming)
            {
                return;
            }
            if (WInput.GetMouseButtonDown(0) && !WInput.GetMouseButton(1))
            {
                FRay       mouseRay   = view.ProjectScreenToWorld(WInput.MousePosition);
                WActorNode addedActor = Raycast(mouseRay);

                // Check the behaviour of this click to determine appropriate selection modification behaviour.
                // Click w/o Modifiers = Clear Selection, add result to selection
                // Click /w Ctrl = Toggle Selection State
                // Click /w Shift = Add to Selection
                bool ctrlPressed  = WInput.GetKey(Key.LeftCtrl) || WInput.GetKey(Key.RightCtrl);
                bool shiftPressed = WInput.GetKey(Key.LeftShift) || WInput.GetKey(Key.RightShift);

                if (!ctrlPressed & !shiftPressed)
                {
                    ModifySelection(SelectionType.Add, addedActor, true);
                    //m_selectionList.Clear();
                    //if (addedActor != null) m_selectionList.Add(addedActor);
                }
                else if (addedActor != null && (ctrlPressed && !shiftPressed))
                {
                    if (m_selectionList.Contains(addedActor))
                    {
                        ModifySelection(SelectionType.Remove, addedActor, false);
                    }
                    //m_selectionList.Remove(addedActor);
                    else
                    {
                        ModifySelection(SelectionType.Add, addedActor, false);
                    }
                    //m_selectionList.Add(addedActor);
                }
                else if (addedActor != null && shiftPressed)
                {
                    if (!m_selectionList.Contains(addedActor))
                    {
                        ModifySelection(SelectionType.Add, addedActor, false);
                    }
                    //m_selectionList.Add(addedActor);
                }

                if (m_transformGizmo != null && m_selectionList.Count > 0)
                {
                    m_transformGizmo.SetPosition(m_selectionList[0].Transform.Position);
                    m_transformGizmo.SetLocalRotation(m_selectionList[0].Transform.Rotation);
                }
            }
        }
Пример #4
0
        private void PasteSelection()
        {
            throw new NotImplementedException();

            BindingList <WActorNode> serializedObjects = AttemptToDeserializeObjectsFromClipboard();

            if (serializedObjects == null)
            {
                return;
            }

            WActorNode[] actorRange = new WActorNode[serializedObjects.Count];
            serializedObjects.CopyTo(actorRange, 0);

            ModifySelection(SelectionType.Add, actorRange, true);
            //m_selectionList.Clear();
            foreach (var item in serializedObjects)
            {
                //m_world.FocusedScene.RegisterObject(item);
                //m_selectionList.Add(item);
            }
        }
Пример #5
0
        private void ModifySelection(SelectionType action, WActorNode[] actors, bool clearSelection)
        {
            // Cache the current selection list.
            WActorNode[] currentSelection = new WActorNode[m_selectionList.Count];
            m_selectionList.CopyTo(currentSelection, 0);

            List <WActorNode> newSelection = new List <WActorNode>(currentSelection);

            // Now build us a new array depending on the action.
            if (clearSelection)
            {
                newSelection.Clear();
            }

            if (action == SelectionType.Add)
            {
                for (int i = 0; i < actors.Length; i++)
                {
                    if (actors[i] != null)
                    {
                        newSelection.Add(actors[i]);
                    }
                }
            }
            else if (action == SelectionType.Remove)
            {
                for (int i = 0; i < actors.Length; i++)
                {
                    if (actors[i] != null)
                    {
                        newSelection.Remove(actors[i]);
                    }
                }
            }

            WSelectionChangedAction selectionAction = new WSelectionChangedAction(this, currentSelection, newSelection.ToArray(), m_selectionList);

            m_world.UndoStack.Push(selectionAction);
        }
Пример #6
0
        public void ExportToStream(EndianBinaryWriter writer, WScene scene)
        {
            // Build a dictionary which lists unique FourCC's and a list of all relevant actors.
            var actorCategories = new Dictionary <string, List <WActorNode> >();

            foreach (var child in scene)
            {
                WActorNode actor = child as WActorNode;
                if (actor != null)
                {
                    string fixedFourCC = ChunkHeader.LayerToFourCC(actor.FourCC, actor.Layer);

                    if (!actorCategories.ContainsKey(fixedFourCC))
                    {
                        actorCategories[fixedFourCC] = new List <WActorNode>();
                    }

                    actorCategories[fixedFourCC].Add(actor);
                }
            }

            // Create a chunk header for each one.
            var chunkHeaders = new List <ChunkHeader>();

            foreach (var kvp in actorCategories)
            {
                ChunkHeader header = new ChunkHeader();
                header.FourCC       = kvp.Key;
                header.ElementCount = kvp.Value.Count;

                chunkHeaders.Add(header);
            }

            long chunkStart = writer.BaseStream.Position;

            // Write the Header
            writer.Write(chunkHeaders.Count);
            for (int i = 0; i < chunkHeaders.Count; i++)
            {
                writer.Write((int)0); // Dummy Placeholder values for the Chunk Header.
                writer.Write((int)0);
                writer.Write((int)0);
            }

            // For each chunk, write the data for that chunk. Before writing the data, get the current offset and update the header.
            List <WActorNode>[] dictionaryData = new List <WActorNode> [actorCategories.Count];
            actorCategories.Values.CopyTo(dictionaryData, 0);

            for (int i = 0; i < chunkHeaders.Count; i++)
            {
                ChunkHeader header = chunkHeaders[i];
                chunkHeaders[i] = new ChunkHeader(header.FourCC, header.ElementCount, (int)(writer.BaseStream.Position - chunkStart));

                List <WActorNode> actors = dictionaryData[i];
                foreach (var actor in actors)
                {
                    MapActorDescriptor template = m_sActorDescriptors.Find(x => x.FourCC == actor.FourCC);
                    if (template == null)
                    {
                        Console.WriteLine("Unsupported FourCC (\"{0}\") for exporting!", actor.FourCC);
                        continue;
                    }

                    WriteActorToChunk(actor, template, writer);
                }
            }

            // Now that we've written every actor to file we can go back and re-write the headers now that we know their offsets.
            writer.BaseStream.Position = chunkStart + 0x4; // 0x4 is the offset to the Chunk Headers
            foreach (var header in chunkHeaders)
            {
                writer.WriteFixedString(header.FourCC, 4); // FourCC
                writer.Write(header.ElementCount);         // Number of Entries
                writer.Write(header.ChunkOffset);          // Offset from start of file.
            }

            // Seek to the end of the file, and then pad us to 32-byte alignment.
            writer.BaseStream.Seek(0, SeekOrigin.End);
            int delta = WMath.Pad32Delta(writer.BaseStream.Position);

            for (int i = 0; i < delta; i++)
            {
                writer.Write((byte)0xFF);
            }
        }
Пример #7
0
        private void WriteActorToChunk(WActorNode actor, MapActorDescriptor template, EndianBinaryWriter writer)
        {
            // Just convert their rotation to Euler Angles now instead of doing it in parts later.
            Vector3 eulerRot = actor.Transform.Rotation.ToEulerAngles();

            foreach (var field in template.Fields)
            {
                IPropertyValue propValue = actor.Properties.Find(x => x.Name == field.FieldName);
                if (field.FieldName == "Position")
                {
                    propValue = new TVector3PropertyValue(actor.Transform.Position, "Position");
                }
                else if (field.FieldName == "X Rotation")
                {
                    short xRotShort = WMath.RotationFloatToShort(eulerRot.X);
                    propValue = new TShortPropertyValue(xRotShort, "X Rotation");
                }
                else if (field.FieldName == "Y Rotation")
                {
                    short yRotShort = WMath.RotationFloatToShort(eulerRot.Y);
                    propValue = new TShortPropertyValue(yRotShort, "Y Rotation");
                }
                else if (field.FieldName == "Z Rotation")
                {
                    short zRotShort = WMath.RotationFloatToShort(eulerRot.Z);
                    propValue = new TShortPropertyValue(zRotShort, "Z Rotation");
                }
                else if (field.FieldName == "X Scale")
                {
                    float xScale = actor.Transform.LocalScale.X;
                    propValue = new TBytePropertyValue((byte)(xScale * 10), "X Scale");
                }
                else if (field.FieldName == "Y Scale")
                {
                    float yScale = actor.Transform.LocalScale.Y;
                    propValue = new TBytePropertyValue((byte)(yScale * 10), "Y Scale");
                }
                else if (field.FieldName == "Z Scale")
                {
                    float zScale = actor.Transform.LocalScale.Z;
                    propValue = new TBytePropertyValue((byte)(zScale * 10), "Z Scale");
                }

                switch (field.FieldType)
                {
                case PropertyValueType.Byte:
                    writer.Write((byte)propValue.GetValue()); break;

                case PropertyValueType.Bool:
                    writer.Write((bool)propValue.GetValue()); break;

                case PropertyValueType.Short:
                    writer.Write((short)propValue.GetValue()); break;

                case PropertyValueType.Int:
                    writer.Write((int)propValue.GetValue()); break;

                case PropertyValueType.Float:
                    writer.Write((float)propValue.GetValue()); break;

                case PropertyValueType.String:
                    writer.Write(System.Text.Encoding.ASCII.GetBytes((string)propValue.GetValue())); break;

                case PropertyValueType.FixedLengthString:
                    string fixedLenStr = (string)propValue.GetValue();
                    for (int i = 0; i < field.Length; i++)
                    {
                        writer.Write(i < fixedLenStr.Length ? (byte)fixedLenStr[i] : (byte)0);
                    }
                    //writer.WriteFixedString((string)propValue.GetValue(), (int)field.Length); break;
                    break;

                case PropertyValueType.Vector2:
                    Vector2 vec2Val = (Vector2)propValue.GetValue();
                    writer.Write(vec2Val.X);
                    writer.Write(vec2Val.Y);
                    break;

                case PropertyValueType.Vector3:
                    Vector3 vec3Val = (Vector3)propValue.GetValue();
                    writer.Write(vec3Val.X);
                    writer.Write(vec3Val.Y);
                    writer.Write(vec3Val.Z);
                    break;

                case PropertyValueType.XRotation:
                case PropertyValueType.YRotation:
                case PropertyValueType.ZRotation:
                    writer.Write((short)propValue.GetValue()); break;

                case PropertyValueType.Color24:
                    WLinearColor color24 = (WLinearColor)propValue.GetValue();
                    writer.Write((byte)color24.R);
                    writer.Write((byte)color24.G);
                    writer.Write((byte)color24.B);
                    break;

                case PropertyValueType.Color32:
                    WLinearColor color32 = (WLinearColor)propValue.GetValue();
                    writer.Write((byte)color32.R);
                    writer.Write((byte)color32.G);
                    writer.Write((byte)color32.B);
                    writer.Write((byte)color32.A);
                    break;

                default:
                    Console.WriteLine("Unsupported PropertyValueType: {0}", field.FieldType);
                    break;
                }
            }
        }
Пример #8
0
        public void CreateEntity(string fourCC)
        {
            if (m_world.Map == null || m_world.Map.FocusedScene == null)
            {
                return;
            }

            var actorDescriptors = new List <MapActorDescriptor>();

            foreach (var file in Directory.GetFiles("resources/templates/"))
            {
                MapActorDescriptor descriptor = JsonConvert.DeserializeObject <MapActorDescriptor>(File.ReadAllText(file));
                actorDescriptors.Add(descriptor);
            }

            MapActorDescriptor entityDescriptor = actorDescriptors.Find(x => string.Compare(x.FourCC, fourCC, true) == 0);

            if (entityDescriptor == null)
            {
                Console.WriteLine("Attempted to spawn unsupported FourCC: {0}", fourCC);
                return;
            }

            List <IPropertyValue> actorProperties = new List <IPropertyValue>();

            foreach (var field in entityDescriptor.Fields)
            {
                switch (field.FieldName)
                {
                case "Position":
                case "X Rotation":
                case "Y Rotation":
                case "Z Rotation":
                case "X Scale":
                case "Y Scale":
                case "Z Scale":
                    continue;
                }

                IPropertyValue propValue = null;
                switch (field.FieldType)
                {
                case PropertyValueType.Byte:
                    propValue = new TBytePropertyValue(0, field.FieldName);
                    break;

                case PropertyValueType.Bool:
                    propValue = new TBoolPropertyValue(false, field.FieldName);
                    break;

                case PropertyValueType.Short:
                    propValue = new TShortPropertyValue(0, field.FieldName);
                    break;

                case PropertyValueType.Int:
                    propValue = new TIntPropertyValue(0, field.FieldName);
                    break;

                case PropertyValueType.Float:
                    propValue = new TFloatPropertyValue(0f, field.FieldName);
                    break;

                case PropertyValueType.FixedLengthString:
                case PropertyValueType.String:
                    propValue = new TStringPropertyValue("", field.FieldName);
                    break;

                case PropertyValueType.Vector2:
                    propValue = new TVector2PropertyValue(new OpenTK.Vector2(0f, 0f), field.FieldName);
                    break;

                case PropertyValueType.Vector3:
                    propValue = new TVector3PropertyValue(new OpenTK.Vector3(0f, 0f, 0f), field.FieldName);
                    break;

                case PropertyValueType.XRotation:
                case PropertyValueType.YRotation:
                case PropertyValueType.ZRotation:
                    propValue = new TShortPropertyValue(0, field.FieldName);
                    break;

                case PropertyValueType.Color24:
                    propValue = new TLinearColorPropertyValue(new WLinearColor(1f, 1f, 1f), field.FieldName);
                    break;

                case PropertyValueType.Color32:
                    propValue = new TLinearColorPropertyValue(new WLinearColor(1f, 1f, 1f, 1f), field.FieldName);
                    break;

                default:
                    Console.WriteLine("Unsupported PropertyValueType: {0}", field.FieldType);
                    break;
                }

                propValue.SetUndoStack(m_world.UndoStack);
                actorProperties.Add(propValue);
            }

            var newActor = new WActorNode(fourCC, m_world);

            newActor.Transform.Position = new OpenTK.Vector3(0, 200, 0);

            newActor.SetParent(m_world.Map.FocusedScene);
            newActor.Properties.AddRange(actorProperties);
            newActor.PostFinishedLoad();

            ModifySelection(SelectionType.Add, newActor, true);
        }
Пример #9
0
 private void ModifySelection(SelectionType action, WActorNode actor, bool clearSelection)
 {
     ModifySelection(action, new[] { actor }, clearSelection);
 }
Пример #10
0
        private WActorNode LoadActorFromChunk(string fourCC, MapActorDescriptor template)
        {
            var newActor = new WActorNode(fourCC, m_world);
            List <IPropertyValue> actorProperties = new List <IPropertyValue>();

            foreach (var field in template.Fields)
            {
                IPropertyValue propValue = null;

                switch (field.FieldType)
                {
                case PropertyValueType.Byte:
                    propValue = new TBytePropertyValue(m_reader.ReadByte(), field.FieldName);
                    break;

                case PropertyValueType.Bool:
                    propValue = new TBoolPropertyValue(m_reader.ReadBoolean(), field.FieldName);
                    break;

                case PropertyValueType.Short:
                    propValue = new TShortPropertyValue(m_reader.ReadInt16(), field.FieldName);
                    break;

                case PropertyValueType.Int:
                    propValue = new TIntPropertyValue(m_reader.ReadInt32(), field.FieldName);
                    break;

                case PropertyValueType.Float:
                    propValue = new TFloatPropertyValue(m_reader.ReadSingle(), field.FieldName);
                    break;

                case PropertyValueType.FixedLengthString:
                case PropertyValueType.String:
                    string stringVal = (field.Length == 0) ? m_reader.ReadStringUntil('\0') : m_reader.ReadString(field.Length);
                    stringVal = stringVal.Trim(new[] { '\0' });
                    propValue = new TStringPropertyValue(stringVal, field.FieldName);
                    break;

                case PropertyValueType.Vector2:
                    propValue = new TVector2PropertyValue(new OpenTK.Vector2(m_reader.ReadSingle(), m_reader.ReadSingle()), field.FieldName);
                    break;

                case PropertyValueType.Vector3:
                    propValue = new TVector3PropertyValue(new OpenTK.Vector3(m_reader.ReadSingle(), m_reader.ReadSingle(), m_reader.ReadSingle()), field.FieldName);
                    break;

                case PropertyValueType.XRotation:
                case PropertyValueType.YRotation:
                case PropertyValueType.ZRotation:
                    propValue = new TShortPropertyValue(m_reader.ReadInt16(), field.FieldName);
                    break;

                case PropertyValueType.Color24:
                    propValue = new TLinearColorPropertyValue(new WLinearColor(m_reader.ReadByte() / 255f, m_reader.ReadByte() / 255f, m_reader.ReadByte() / 255f), field.FieldName);
                    break;

                case PropertyValueType.Color32:
                    propValue = new TLinearColorPropertyValue(new WLinearColor(m_reader.ReadByte() / 255f, m_reader.ReadByte() / 255f, m_reader.ReadByte() / 255f, m_reader.ReadByte() / 255f), field.FieldName);
                    break;

                default:
                    Console.WriteLine("Unsupported PropertyValueType: {0}", field.FieldType);
                    break;
                }

                propValue.SetUndoStack(m_world.UndoStack);
                actorProperties.Add(propValue);
            }

            // Now that we have loaded all properties out of it, we need to post-process them.
            IPropertyValue positionProperty = actorProperties.Find(x => x.Name == "Position");
            IPropertyValue xRotProperty     = actorProperties.Find(x => x.Name == "X Rotation");
            IPropertyValue yRotProperty     = actorProperties.Find(x => x.Name == "Y Rotation");
            IPropertyValue zRotProperty     = actorProperties.Find(x => x.Name == "Z Rotation");
            IPropertyValue xScaleProperty   = actorProperties.Find(x => x.Name == "X Scale");
            IPropertyValue yScaleProperty   = actorProperties.Find(x => x.Name == "Y Scale");
            IPropertyValue zScaleProperty   = actorProperties.Find(x => x.Name == "Z Scale");

            // Remove these properties from the actor so they don't get added to the UI.
            actorProperties.Remove(positionProperty);
            actorProperties.Remove(xRotProperty);
            actorProperties.Remove(yRotProperty);
            actorProperties.Remove(zRotProperty);
            actorProperties.Remove(xScaleProperty);
            actorProperties.Remove(yScaleProperty);
            actorProperties.Remove(zScaleProperty);

            if (positionProperty != null)
            {
                newActor.Transform.Position = (Vector3)positionProperty.GetValue();
            }

            float xRot = 0, yRot = 0, zRot = 0;

            if (xRotProperty != null)
            {
                xRot = WMath.RotationShortToFloat((short)xRotProperty.GetValue());
            }
            if (yRotProperty != null)
            {
                yRot = WMath.RotationShortToFloat((short)yRotProperty.GetValue());
            }
            if (zRotProperty != null)
            {
                zRot = WMath.RotationShortToFloat((short)zRotProperty.GetValue());
            }

            // Build rotation with ZYX order.
            Quaternion xRotQ = Quaternion.FromAxisAngle(new Vector3(1, 0, 0), WMath.DegreesToRadians(xRot));
            Quaternion yRotQ = Quaternion.FromAxisAngle(new Vector3(0, 1, 0), WMath.DegreesToRadians(yRot));
            Quaternion zRotQ = Quaternion.FromAxisAngle(new Vector3(0, 0, 1), WMath.DegreesToRadians(zRot));

            newActor.Transform.Rotation = zRotQ * yRotQ * xRotQ;

            float xScale = 1, yScale = 1, zScale = 1;

            if (xScaleProperty != null)
            {
                xScale = ((byte)xScaleProperty.GetValue()) / 10f;
            }
            if (yScaleProperty != null)
            {
                yScale = ((byte)yScaleProperty.GetValue()) / 10f;
            }
            if (zScaleProperty != null)
            {
                zScale = ((byte)zScaleProperty.GetValue()) / 10f;
            }

            newActor.Transform.LocalScale = new Vector3(xScale, yScale, zScale);

            newActor.Properties.AddRange(actorProperties);
            newActor.PostFinishedLoad();
            return(newActor);
        }