b3view/Engine.cpp

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#include <string>
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#include <filesystem>
// See https://stackoverflow.com/questions/22201663/find-and-move-files-in-c
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#include "Engine.h"
#include "UserInterface.h"
#include "Utility.h"
#include "View.h"
#include <cerrno>
// _chdir (not chdir--see):
#include <unistd.h>
using std::cout;
using std::endl;
using std::wcerr;
using std::wstring;
using std::wstringstream;
using namespace irr;
using namespace irr::core;
using namespace irr::scene;
using namespace irr::video;
using namespace irr::gui;
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/* //////////////////////////////////////////////////////////////////////////
PRIVATE METHODS
/////////////////////////////////////////////////////////////////////// */
bool Engine::getEnableWireframe() const
{
return m_EnableWireframe;
}
bool Engine::getEnableLighting() const
{
return m_EnableLighting;
}
bool Engine::getEnableTextureInterpolation() const
{
return m_EnableTextureInterpolation;
}
void Engine::setEnableWireframe(bool EnableWireframe)
{
if (this->m_EnableWireframe != EnableWireframe) {
this->setMeshDisplayMode(EnableWireframe, this->m_EnableLighting,
this->m_EnableTextureInterpolation);
}
}
void Engine::setEnableLighting(bool EnableLighting)
{
if (this->m_EnableLighting != EnableLighting) {
this->setMeshDisplayMode(this->m_EnableWireframe, EnableLighting,
this->m_EnableTextureInterpolation);
}
}
void Engine::setEnableTextureInterpolation(bool EnableTextureInterpolation)
{
if (this->m_EnableTextureInterpolation != EnableTextureInterpolation)
debug() << "setEnableTextureInterpolation(..., setEnableTextureInterpolation:"
<< (EnableTextureInterpolation?"true":"false") << ")" << endl;
if (this->m_EnableTextureInterpolation != EnableTextureInterpolation) {
this->setMeshDisplayMode(this->m_EnableWireframe, this->m_EnableLighting,
EnableTextureInterpolation);
}
}
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void Engine::addRecent(std::string path)
{
int count = this->countRecent();
std::string name = "recent" + std::to_string(count);
this->settings.set(name, path);
}
void Engine::addRecentPaths(std::vector<std::string> paths)
{
for (std::vector<std::string>::iterator it = paths.begin() ; it != paths.end(); ++it) {
this->addRecent(*it);
}
}
int Engine::countRecent()
{
int count = 0;
while (this->settings.exists("recent" + std::to_string(count))) {
count++;
}
return count;
}
std::vector<std::string> Engine::recentPaths()
{
std::vector<std::string> results;
int count = 0;
while (true) {
bool found;
std::string value = this->settings.get("recent" + std::to_string(count), found);
if (found) {
results.push_back(value);
count++;
}
else {
break;
}
}
return results;
}
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void Engine::setupScene()
{
// Setup Light
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m_SceneLight = m_Scene->addLightSceneNode();
m_SceneLight->setID(SIID_LIGHT);
m_SceneLight->setLightType(ELT_DIRECTIONAL);
m_SceneLight->getLightData().AmbientColor = SColorf(0.2f, 0.2f, 0.2f);
m_SceneLight->getLightData().DiffuseColor = SColorf(0.8f, 0.8f, 0.8f);
m_Scene->setAmbientLight(SColorf(0.2f, 0.2f, 0.2f));
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// Setup Camera
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// (so z-forward characters face camera partially
// (formerly vector3df(0, 0, -10), vector3df())
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m_CamPos = vector3df(4.5, 3.5, 9);
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m_CamTarget = vector3df(0, 3, 0);
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// Below will be overridden by View m_Yaw and m_Pitch--see "calculate m_Yaw"
// further down.
ICameraSceneNode* camera = m_Scene->addCameraSceneNode(nullptr, m_CamPos,
m_CamTarget);
camera->setAspectRatio(
static_cast<f32>(m_Driver->getScreenSize().Width)
/ static_cast<f32>(m_Driver->getScreenSize().Height)
);
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}
IGUIEnvironment* Engine::getGUIEnvironment() const
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{
return m_Device->getGUIEnvironment();
}
void Engine::drawAxisLines()
{
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SMaterial xMaterial;
xMaterial.Lighting = false;
xMaterial.EmissiveColor = SColor(255, 255, 0, 0);
xMaterial.Thickness = 1.0f;
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SMaterial yMaterial(xMaterial);
yMaterial.EmissiveColor = SColor(255, 0, 255, 0);
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SMaterial zMaterial(xMaterial);
zMaterial.EmissiveColor = SColor(255, 0, 0, 255);
SMaterial descenderMaterialVert(xMaterial);
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descenderMaterialVert.EmissiveColor = SColor(128, 100, 140, 190); // ARGB
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SMaterial descenderMaterialHorz(xMaterial);
descenderMaterialHorz.EmissiveColor = SColor(255, 255, 255, 255);
vector3df descend3df(0, 0, 0);
// vector3df target = m_View->c
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bool enableAxisWidget = true;
m_Driver->setTransform(ETS_WORLD, matrix4());
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if (m_View != nullptr) {
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if (this->m_UserInterface->viewMenu->isItemChecked(
this->m_UserInterface->viewTargetIdx)) {
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if (m_View->zUp()) {
descend3df.Z = this->m_CamTarget.Z;
}
else {
descend3df.Y = this->m_CamTarget.Y;
}
vector3df descendSideways3df(descend3df);
descendSideways3df.X = this->m_CamTarget.X;
vector3df descendSidewaysForward3df(descendSideways3df);
if (m_View->zUp()) {
descendSidewaysForward3df.Y = this->m_CamTarget.Y;
}
else {
descendSidewaysForward3df.Z = this->m_CamTarget.Z;
}
m_Driver->setMaterial(descenderMaterialVert);
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m_Driver->draw3DLine(vector3df(), descend3df,
descenderMaterialVert.EmissiveColor);
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m_Driver->setMaterial(descenderMaterialHorz);
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m_Driver->draw3DLine(descend3df, descendSideways3df,
descenderMaterialHorz.EmissiveColor);
m_Driver->draw3DLine(descendSideways3df, descendSidewaysForward3df,
descenderMaterialHorz.EmissiveColor);
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f32 arrowDirection = 1.0f;
vector3df arrowLeft3df(descendSidewaysForward3df);
vector3df arrowRight3df(descendSidewaysForward3df);
f32 arrowSize = this->m_View->cameraDistance() / 30;
if (m_View->zUp()) {
if (descendSidewaysForward3df.Y > descendSideways3df.Y)
arrowDirection = -1.0f;
arrowLeft3df.X += arrowSize;
arrowLeft3df.Y += arrowSize * arrowDirection;
arrowRight3df.X -= arrowSize;
arrowRight3df.Y += arrowSize * arrowDirection;
}
else {
if (descendSidewaysForward3df.Z > descendSideways3df.Z)
arrowDirection = -1.0f;
arrowLeft3df.X += arrowSize;
arrowLeft3df.Z += arrowSize * arrowDirection;
arrowRight3df.X -= arrowSize;
arrowRight3df.Z += arrowSize * arrowDirection;
}
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m_Driver->draw3DLine(descendSidewaysForward3df, arrowLeft3df,
descenderMaterialHorz.EmissiveColor);
m_Driver->draw3DLine(descendSidewaysForward3df, arrowRight3df,
descenderMaterialHorz.EmissiveColor);
// position2d<s32> targetPos2d = m_Scene->getSceneCollisionManager()->getScreenCoordinatesFrom3DPosition(
// this->m_CamTarget
// );
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// dimension2d<u32> textSize;
// if (m_AxisFont != nullptr) {
// textSize = m_AxisFont->getDimension(L"target");
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// m_AxisFont->draw(L"target", rect<s32>(targetPos2d, textSize),
// descenderMaterial.EmissiveColor, true,
// true);
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// }
}
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enableAxisWidget = this->m_UserInterface->viewMenu->isItemChecked(
this->m_UserInterface->viewAxisWidgetIdx
);
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}
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if (enableAxisWidget) {
m_Driver->setMaterial(xMaterial);
m_Driver->draw3DLine(vector3df(), vector3df(m_AxisLength, 0, 0),
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SColor(255, 255, 0, 0));
position2d<s32> textPos = m_Scene->getSceneCollisionManager()->getScreenCoordinatesFrom3DPosition(
vector3df(m_AxisLength + m_AxisLength*.1f, 0, 0)
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);
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dimension2d<u32> textSize;
if (m_AxisFont != nullptr) {
textSize = m_AxisFont->getDimension(L"X+");
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m_AxisFont->draw(L"X+", rect<s32>(textPos, textSize),
SColor(255, 255, 0, 0), true, true);
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}
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m_Driver->setMaterial(yMaterial);
m_Driver->draw3DLine(vector3df(), vector3df(0, m_AxisLength, 0),
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SColor(255, 0, 255, 0));
textPos = m_Scene->getSceneCollisionManager()->getScreenCoordinatesFrom3DPosition(
vector3df(0, m_AxisLength + m_AxisLength*.1f, 0)
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);
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if (m_AxisFont != nullptr) {
textSize = m_AxisFont->getDimension(L"Y+");
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m_AxisFont->draw(L"Y+", rect<s32>(textPos, textSize),
SColor(255, 0, 255, 0), true, true);
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}
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m_Driver->setMaterial(zMaterial);
m_Driver->draw3DLine(vector3df(), vector3df(0, 0, m_AxisLength),
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SColor(255, 0, 0, 255));
textPos = m_Scene->getSceneCollisionManager()->getScreenCoordinatesFrom3DPosition(
vector3df(0, 0, m_AxisLength + m_AxisLength*.1f)
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);
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if (m_AxisFont != nullptr) {
textSize = m_AxisFont->getDimension(L"Z+");
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m_AxisFont->draw(L"Z+", rect<s32>(textPos, textSize),
SColor(255, 0, 0, 255), true, true);
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}
}
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}
void Engine::drawBackground()
{
dimension2d<u32> screenSize = m_Driver->getScreenSize();
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m_Driver->draw2DRectangle(
rect<s32>(0, 0, static_cast<s32>(screenSize.Width),
static_cast<s32>(screenSize.Height)),
SColor(255, 128, 128, 255),
SColor(255, 128, 128, 255),
SColor(255, 224, 224, 255),
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SColor(255, 224, 224, 255)
);
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}
void Engine::checkResize()
{
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if ((m_WindowSize.Width != m_Driver->getScreenSize().Width)
|| (m_WindowSize.Height != m_Driver->getScreenSize().Height)) {
m_WindowSize.Width = m_Driver->getScreenSize().Width;
m_WindowSize.Height = m_Driver->getScreenSize().Height;
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// Send custom event
IEventReceiver* eventReceiver = m_Device->getEventReceiver();
SEvent event;
event.EventType = EET_USER_EVENT;
event.UserEvent.UserData1 = UEI_WINDOWSIZECHANGED;
eventReceiver->OnEvent(event);
//m_UserInterface->
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}
}
s32 Engine::getNumberOfVertices()
{
IMesh* mesh = m_LoadedMesh->getMesh()->getMesh(0, 255, -1, -1);
int vertices = 0;
for (irr::u32 bufferIndex = 0; bufferIndex < mesh->getMeshBufferCount(); bufferIndex++)
vertices += mesh->getMeshBuffer(bufferIndex)->getVertexCount();
cout << vertices << endl;
return vertices;
}
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/* //////////////////////////////////////////////////////////////////////////
PUBLIC METHODS
/////////////////////////////////////////////////////////////////////// */
Engine::Engine()
{
settings.set_int("max_recent", 10);
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std::string profile = std::getenv("HOME");
std::string appdataParent;
std::string appdatas;
std::string myAppData;
if (profile.length() == 0) {
profile = std::getenv("USERPROFILE");
appdataParent = profile + path_separator_s + "AppData";
appdatas = appdataParent + path_separator_s + "Local";
}
else {
appdataParent = profile;
appdatas = appdataParent + path_separator_s + ".config";
}
if (appdatas.length() > 0) {
myAppData = appdatas + path_separator_s + std::string("b3view");
}
std::string settingsName = "settings.conf";
std::string settingsPath = settingsName;
if (myAppData.length() > 0) {
settingsPath = myAppData + path_separator_s + settingsName;
}
settings.load(settingsPath);
// For monitoring single press: See
// <http://irrlicht.sourceforge.net/forum/viewtopic.php?p=210744>
for (u32 i = 0; i < KEY_KEY_CODES_COUNT; ++i)
KeyIsDown[i] = false;
for (u32 i = 0; i < KEY_KEY_CODES_COUNT; ++i)
keyState[i] = 0;
LMouseState = 0;
RMouseState = 0;
this->m_EnableWireframe = false;
this->m_EnableLighting = false;
this->m_EnableTextureInterpolation = true;
this->m_AxisLength = 10;
this->m_WorldFPS = 60;
this->m_PrevFPS = 30;
this->m_TextureExtensions.push_back(L"png");
this->m_TextureExtensions.push_back(L"jpg");
this->m_TextureExtensions.push_back(L"bmp");
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#if WIN32
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m_Device = createDevice(EDT_DIRECT3D9, dimension2d<u32>(1024, 768), 32,
false, false, false, nullptr);
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#else
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m_Device = createDevice(EDT_OPENGL, dimension2d<u32>(1024, 768), 32,
false, false, false, nullptr);
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#endif
m_Device->setResizable(true);
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m_EventHandler = new EventHandler(m_Device);
m_Device->setEventReceiver(m_EventHandler);
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m_Driver = m_Device->getVideoDriver();
m_Scene = m_Device->getSceneManager();
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wstringstream windowTitle;
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windowTitle << L"b3view (Blitz3D/Irrlicht Viewer) [" << m_Driver->getName()
<< L"]";
m_Device->setWindowCaption(windowTitle.str().c_str());
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setupScene();
// Setup User Interface
m_UserInterface = new UserInterface(this);
m_EventHandler->addEventReceiver(ERT_USERINTERFACE, m_UserInterface);
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// Setup 3D View
m_View = new View(this);
m_EventHandler->addEventReceiver(ERT_3DVIEW, m_View);
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// Load font for displaying Axis names
m_AxisFontFace = new CGUITTFace();
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// NOTE: m_FontPath is modified y UserInterface constructor above if font
// was missing
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if (m_AxisFontFace->load(m_FontPath.c_str())) {
m_AxisFont = new CGUITTFont(m_UserInterface->getGUIEnvironment());
m_AxisFont->attach(m_AxisFontFace, 14);
m_AxisFont->AntiAlias = false;
} else {
delete m_AxisFontFace;
m_AxisFontFace = nullptr;
}
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// Set Engine enabled
m_RunEngine = true;
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m_LoadedMesh = nullptr;
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// Store actual window size
m_WindowSize.Width = m_Driver->getScreenSize().Width;
m_WindowSize.Height = m_Driver->getScreenSize().Height;
// (do not calculate m_Yaw and m_Pitch here--see View constructor)
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this->playAnimation();
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}
Engine::~Engine()
{
m_Device->drop();
delete m_AxisFont;
delete m_AxisFontFace;
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}
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vector3df Engine::camTarget()
{
return m_CamTarget;
}
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bool Engine::loadMesh(const wstring& fileName)
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{
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bool ret = false;
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irr::scene::IAnimatedMesh* mesh = m_Scene->getMesh(fileName.c_str());
if (mesh != nullptr) {
this->m_LoadedTexturePath = L"";
this->m_LoadedMeshPath = fileName; // even if bad, set this
// to allow F5 to reload
if (m_LoadedMesh != nullptr)
m_LoadedMesh->remove();
this->m_LoadedMesh = nullptr;
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m_Device->setWindowCaption((wstring(L"b3view - ") + fileName).c_str());
m_LoadedMesh = m_Scene->addAnimatedMeshSceneNode(mesh);
Utility::dumpMeshInfoToConsole(m_LoadedMesh);
std::cerr << "Arranging scene..." << std::flush;
if (Utility::toLower(Utility::extensionOf(fileName)) == L"3ds") {
m_View->setZUp(true);
} else {
m_View->setZUp(false);
}
if (m_LoadedMesh != nullptr) {
std::cerr << "unloading old mesh..." << std::flush;
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ret = true;
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this->m_UserInterface->playbackFPSEditBox->setText(
Utility::toWstring(m_LoadedMesh->getAnimationSpeed()).c_str()
);
ICameraSceneNode* camera = this->m_Scene->getActiveCamera();
aabbox3d<f32> box = m_LoadedMesh->getTransformedBoundingBox();
//vector3d<float> extents = box.getExtent();
if (m_View->zUp()) {
float oldDist = m_CamPos.getDistanceFrom(m_CamTarget);
float newDist = oldDist;
if (Utility::equalsApprox(oldDist, 0.0f)) {
vector3d<float> center = box.getCenter();
vector3df edges[8];
box.getEdges(edges);
/*
/3--------/7
/ | / |
/ | / |
1---------5 |
| 2- - -| -6
| / | /
|/ | /
0---------4/
*/
newDist = 0;
for (int i = 0; i < 8; i++) {
float tryDist = center.getDistanceFrom(edges[i]);
if (tryDist > newDist)
newDist = tryDist;
}
newDist *= 2; // so camera doesn't touch model
if (!Utility::equalsApprox<float>(newDist, oldDist)) {
float scale = newDist / oldDist; // already checked 0
vector3df oldCamPos = camera->getPosition();
m_CamPos = oldCamPos;
m_CamPos.X = m_CamPos.X * scale;
m_CamPos.Y = m_CamPos.Y * scale;
m_CamPos.Z = m_CamPos.Z * scale;
oldCamPos = m_CamPos;
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m_View->setCameraDistance(
m_CamPos.getDistanceFrom(m_CamTarget)
);
camera->setPosition(m_CamPos);
}
}
}
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m_LoadedMesh->setMaterialType(
video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF
);
// EMT_TRANSPARENT_ALPHA_CHANNEL: constant transparency
}
std::cerr << "setting display mode..." << std::flush;
this->setMeshDisplayMode(this->m_EnableWireframe, this->m_EnableLighting,
this->m_EnableTextureInterpolation);
std::cerr << "preparing UI..." << std::flush;
if (this->m_UserInterface != nullptr)
this->m_UserInterface->OnSelectMesh();
std::cerr << "checking for textures..." << std::flush;
std::cerr << "OK" << std::endl;
if (Utility::getTextureCount(m_LoadedMesh) == 0) {
// NOTE: getMaterialCount doesn't work, since there may not
// be loaded textures in any material.
if (this->m_UserInterface != nullptr) {
this->m_UserInterface->loadNextTexture(0);
}
}
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std::cerr << "detecting last frame..." << std::flush;
std::wstring prevStartStr;
std::wstring prevEndStr;
if (this->m_UserInterface->playbackMenu->getItemText(UIE_PLAYBACKSTARTFRAMEEDITBOX) != nullptr)
prevStartStr = std::wstring(this->m_UserInterface->playbackMenu->getItemText(UIE_PLAYBACKSTARTFRAMEEDITBOX));
if (this->m_UserInterface->playbackMenu->getItemText(UIE_PLAYBACKENDFRAMEEDITBOX) != nullptr)
prevEndStr = std::wstring(this->m_UserInterface->playbackMenu->getItemText(UIE_PLAYBACKENDFRAMEEDITBOX));
f32 prevStart = -1;
f32 prevEnd = -1;
if (prevStartStr.length() > 0)
prevStart = Utility::toF32(prevStartStr);
// std::cerr << prevStart << "..." << std::flush;
if (prevEndStr.length() > 0)
prevEnd = Utility::toF32(prevEndStr);
// std::cerr << prevEnd << "..." << std::flush;
f32 endFrameF32 = static_cast<f32>(m_LoadedMesh->getEndFrame());
std::cerr << endFrameF32 << "..." << std::flush;
if (prevEnd < 0 || prevEnd > endFrameF32) {
std::cerr << "showing End Frame..." << std::flush;
this->m_UserInterface->setPlaybackText(
UIE_PLAYBACKENDFRAMEEDITBOX,
Utility::toWstring(endFrameF32).c_str()
);
}
if (prevStart < 0 || prevStart > endFrameF32) {
std::cerr << "showing Start Frame..." << std::flush;
this->m_UserInterface->setPlaybackText(
UIE_PLAYBACKSTARTFRAMEEDITBOX,
L"0.0"
);
}
//this->m_UserInterface->playbackMenu->setItemText(UIE_PLAYBACKSTARTFRAMEEDITBOX, );
//;
std::cerr << "OK" << std::endl;
}
// Don't do anything outside of the mesh != nullptr case that will try to
// use mesh!
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return ret;
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}
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bool Engine::reloadMesh()
{
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bool ret = false;
if (this->m_LoadedMeshPath.length() > 0) {
ret = loadMesh(this->m_LoadedMeshPath);
}
if (this->m_UserInterface != nullptr)
this->m_UserInterface->OnSelectMesh();
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return ret;
}
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std::wstring Engine::saveMesh(const io::path path, const std::string& nameOrBlank, const std::string& extension)
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{
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wstring ret = L"";
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// see also https://bitbucket.org/mzeilfelder/irr-playground-micha/src/default/obj_readwrite.cpp (saves scene::EMWT_OBJ)
scene::ISceneManager* smgr = m_Device->getSceneManager();
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scene::IMeshWriter* meshWriter = nullptr;
// this->m_FileName = "";
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io::path fileName = io::path();
io::path mtlName = io::path();
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std::string beginning = "export-";
std::string mtlTryName = "export.mtl";
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if (nameOrBlank.length() > 0) {
beginning = nameOrBlank + "#" + Utility::toString(static_cast<int>(round(m_LoadedMesh->getFrameNr()))) + "-";
mtlTryName = nameOrBlank + ".mtl";
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}
mtlName = mtlTryName.c_str();
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std::string partial = beginning + Utility::dateTimeNowPathString();
if (extension == "dae") {
fileName = (partial + ".dae").c_str();
meshWriter = smgr->createMeshWriter(scene::EMWT_COLLADA);
}
else if (extension == "obj") {
fileName = (partial + ".obj").c_str();
meshWriter = smgr->createMeshWriter(scene::EMWT_OBJ);
}
else if (extension == "irrmesh") {
fileName = (partial + ".irrmesh").c_str();
meshWriter = smgr->createMeshWriter(scene::EMWT_IRR_MESH);
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}
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else if (extension == "stl") {
fileName = (partial + ".stl").c_str();
meshWriter = smgr->createMeshWriter(scene::EMWT_STL);
}
if (meshWriter != nullptr) {
// io::path filePath = path + fileName;
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io::path filePath = path + "/" + fileName;
io::path mtlDestPath = path + "/" + mtlName;
// TODO: chdir is deprecated due to not following POSIX naming rules--see
// <https://docs.microsoft.com/en-us/cpp/c-runtime-library/reference/chdir?redirectedfrom=MSDN&view=vs-2019>.
// Therefore, normally use _chdir or _wchdir instead.
// However, it is undeclared while using gcc even after including unistd.h.
chdir(path.c_str());
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io::IWriteFile* meshFile = m_Device->getFileSystem()->createAndWriteFile(filePath);
if (!meshWriter->writeMesh(meshFile, m_LoadedMesh->getMesh())) {
debug() << "saving failed" << endl;
}
else {
debug() << "saving ok" << endl;
ret = Utility::toWstring(filePath.c_str());
debug() << "checking for " << mtlTryName << "..." << std::flush;
if (Utility::isFile(mtlDestPath.c_str())){
debug() << "chdir succeeded, so file is in " << mtlDestPath.c_str() << "." << endl;
ret += L";\n" + Utility::toWstring(mtlDestPath.c_str());
}
else if (Utility::isFile(mtlTryName)) {
// NOTE: std::filesystem::rename
// requires: C++17 (on gcc 8.0.1, link against -lstdc++fs and #include <filesystem>)
// (See https://stackoverflow.com/questions/22201663/find-and-move-files-in-c),
// so use std::rename and <cerrno> instead:
if (std::rename(mtlTryName.c_str(), mtlDestPath.c_str()) < 0) {
ret += L";\n<unmovable mtl file in current directory:>" + Utility::toWstring(mtlTryName.c_str());
std::cerr << strerror(errno) << std::endl;
}
else {
ret += L";\n" + Utility::toWstring(mtlDestPath.c_str());
debug() << "moved to " << mtlDestPath.c_str() << "." << endl;
}
// try {
// std::filesystem::rename(mtlTryName.c_str(), mtlDestPath.c_str())
// ret += L";" + Utility::toWstring(mtlDestPath.c_str());
// } catch (std::filesystem::filesystem_error& e) {
// std::cerr << e.what() << '\n';
// ret += L";<unmovable mtl file in current directory:>" + Utility::toWstring(mtlTryName.c_str());
// }
}
else {
debug() << "not found." << endl;
ret += L";\n<unknown mtl file in current directory>";
}
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}
meshFile->drop();
meshWriter->drop();
}
else if (extension == "irr") {
fileName = (partial + ".irr").c_str();
io::path filePath = path + "/" + fileName;
if (!smgr->saveScene(filePath)) {
debug() << "saving failed" << endl;
}
else {
debug() << "saving ok" << endl;
ret = Utility::toWstring(filePath.c_str());
}
}
return ret;
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}
void Engine::reloadTexture()
{
if (this->m_LoadedTexturePath.length() > 0) {
if (wcslen(this->m_UserInterface->texturePathEditBox->getText()) == 0)
loadTexture(this->m_UserInterface->texturePathEditBox->getText());
else
loadTexture(this->m_LoadedTexturePath);
}
}
bool Engine::loadTexture(const wstring& fileName)
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{
bool ret = false;
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if (m_LoadedMesh != nullptr) {
ITexture* texture = this->m_Driver->getTexture(fileName.c_str());
if (texture != nullptr) {
m_LoadedMesh->setMaterialTexture(0, texture);
ret = true;
}
this->m_LoadedTexturePath = fileName;
std::cerr << "Setting texture path box to " << Utility::toString(this->m_LoadedTexturePath) << std::endl;
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this->m_UserInterface->texturePathEditBox->setText(
this->m_LoadedTexturePath.c_str()
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);
}
else {
std::cerr << "NOT Setting texture path box to " << Utility::toString(this->m_LoadedTexturePath) << std::endl;
}
return ret;
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}
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void Engine::setMeshDisplayMode(bool wireframe, bool lighting,
bool textureInterpolation)
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{
this->m_EnableWireframe = wireframe;
this->m_EnableLighting = lighting;
this->m_EnableTextureInterpolation = textureInterpolation;
if (m_LoadedMesh != nullptr) {
for (u32 materialIndex = 0; materialIndex < m_LoadedMesh->getMaterialCount(); materialIndex++) {
// Set Wireframe display
m_LoadedMesh->getMaterial(materialIndex).Wireframe = wireframe;
// Set Lighting
if (!lighting) {
m_LoadedMesh->getMaterial(materialIndex).Lighting = false;
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m_LoadedMesh->getMaterial(materialIndex).EmissiveColor = SColor(
255,
255,
255,
255
);
} else {
m_LoadedMesh->getMaterial(materialIndex).Lighting = true;
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m_LoadedMesh->getMaterial(materialIndex).EmissiveColor = SColor(
255,
0,
0,
0
);
}
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// m_LoadedMesh->setMaterialType(
// video::EMT_TRANSPARENT_ALPHA_CHANNEL
// ); // already done on load
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// // requires EMT_ONETEXTURE:
// m_LoadedMesh->setMaterialFlag(video::E_ALPHA_SOURCE, true);
if (textureInterpolation) {
m_LoadedMesh->setMaterialFlag(video::EMF_BILINEAR_FILTER, true);
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m_LoadedMesh->setMaterialFlag(video::EMF_TRILINEAR_FILTER,
true);
} else {
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m_LoadedMesh->setMaterialFlag(video::EMF_BILINEAR_FILTER,
false);
m_LoadedMesh->setMaterialFlag(video::EMF_TRILINEAR_FILTER,
false);
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// m_LoadedMesh->setMaterialFlag(video::E_ALPHA_SOURCE, true);
// below doesn't work for some reason:
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// video::SMaterial mat = m_LoadedMesh->getMaterial(
// materialIndex
// );
// mat.UseMipMaps = false;
// mat.setFlag(video::EMF_BILINEAR_FILTER, false);
// mat.setFlag(video::EMF_TRILINEAR_FILTER, false);
// below would require patching Irrlicht:
// GLint filteringMipMaps = GL_NEAREST_MIPMAP_NEAREST
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// // above is used by glTexParameteri(GL_TEXTURE_2D,
// // GL_TEXTURE_MIN_FILTER,
// // filteringMipMaps);
}
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}
} else
debug() << "WARNING in setMeshDisplayMode: No mesh is loaded " << endl;
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}
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bool Engine::isAnimating()
{
return this->m_IsPlaying;
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}
void Engine::playAnimation()
{
if (this->animationFPS() < 1) {
this->setAnimationFPS(5);
}
if (!this->isAnimating()) {
if (this->m_LoadedMesh != nullptr) {
if (this->m_PrevFPS < 1)
this->m_PrevFPS = 5;
this->m_LoadedMesh->setAnimationSpeed(this->m_PrevFPS);
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}
}
this->m_IsPlaying = true;
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}
void Engine::pauseAnimation()
{
if (this->isAnimating()) {
this->m_PrevFPS = animationFPS();
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if (this->m_LoadedMesh != nullptr) {
this->m_PrevFPS = this->m_LoadedMesh->getAnimationSpeed();
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this->m_LoadedMesh->setAnimationSpeed(0);
}
}
this->m_IsPlaying = false;
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}
void Engine::toggleAnimation()
{
if (this->isAnimating()) {
this->pauseAnimation();
debug() << "paused " << this->animationFPS() << "fps" << endl;
} else {
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this->playAnimation();
debug() << "unpaused " << this->animationFPS() << "fps" << endl;
}
}
void Engine::setAnimationFPS(u32 animationFPS)
{
if (this->m_LoadedMesh != nullptr) {
if (animationFPS > 0) this->m_IsPlaying = true;
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// Do NOT call playAnimation, otherwise infinite recursion occurs
// (it calls setAnimationFPS).
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this->m_LoadedMesh->setAnimationSpeed(animationFPS);
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this->m_UserInterface->playbackFPSEditBox->setText(
Utility::toWstring(this->m_LoadedMesh->getAnimationSpeed()).c_str()
);
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}
}
void Engine::incrementAnimationFPS(irr::f32 by)
{
if (this->m_LoadedMesh != nullptr) {
if (by < 0) {
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if (this->m_LoadedMesh->getAnimationSpeed() + by >= 0.999999f)
// don't use this->animationFPS() above--its unsigned!
this->setAnimationFPS(this->m_LoadedMesh->getAnimationSpeed()
+ by);
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else
this->setAnimationFPS(1);
}
else {
this->setAnimationFPS(this->animationFPS() + by);
}
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}
}
void Engine::setZUp(bool zUp)
{
if (this->m_View != nullptr) {
this->m_View->setZUp(zUp);
}
}
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u32 Engine::animationFPS()
{
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f32 ret = 0;
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if (this->m_LoadedMesh != nullptr) {
ret = this->m_LoadedMesh->getAnimationSpeed();
}
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return static_cast<u32>(ret);
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}
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void Engine::run()
{
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u32 timePerFrame = 1000.0f;
if (this->m_WorldFPS > 0) {
timePerFrame = static_cast<u32>(1000.0f / this->m_WorldFPS);
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}
ITimer* timer = m_Device->getTimer();
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// Run the Device with fps frames/sec
while (m_Device->run() && m_RunEngine) {
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u32 startTime = timer->getRealTime();
checkResize();
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if (this->m_LoadedMesh != nullptr) {
if (m_IsPlaying) {
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this->m_LoadedMesh->setLoopMode(true);
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this->m_UserInterface->playbackSetFrameEditBox->setText(
Utility::toWstring(this->m_LoadedMesh->getFrameNr()).c_str()
);
} else {
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this->m_LoadedMesh->setLoopMode(false);
}
}
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m_Driver->beginScene();
drawBackground(); // Draw Background
drawAxisLines(); // Draw XYZ Axis
m_Scene->drawAll(); // Draw Scenegraph
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m_UserInterface->getGUIEnvironment()->drawAll();
m_UserInterface->drawStatusLine();
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m_Driver->endScene();
u32 sleepTime = timePerFrame - (timer->getRealTime() - startTime);
if (sleepTime > 0 && sleepTime < timePerFrame)
m_Device->sleep(sleepTime, false);
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}
}
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bool Engine::loadScene(const std::wstring &fileName)
{
scene::ISceneManager* smgr = this->m_Device->getSceneManager();
bool result = smgr->loadScene(fileName.c_str());
return result;
}