b3view/Engine.cpp

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#include <string>
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#include "Engine.h"
#include "UserInterface.h"
#include "Utility.h"
#include "View.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
/////////////////////////////////////////////////////////////////////// */
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
// (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);
ICameraSceneNode* camera = m_Scene->addCameraSceneNode(nullptr, m_CamPos, m_CamTarget); // this will be overridden by View m_Yaw and m_Pitch--see "calculate m_Yaw" further down
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) {
if (this->m_UserInterface->viewMenu->isItemChecked(this->m_UserInterface->viewTargetIdx)) {
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);
m_Driver->draw3DLine(vector3df(), descend3df, descenderMaterialVert.EmissiveColor);
m_Driver->setMaterial(descenderMaterialHorz);
m_Driver->draw3DLine(descend3df, descendSideways3df, descenderMaterialHorz.EmissiveColor);
m_Driver->draw3DLine(descendSideways3df, descendSidewaysForward3df, descenderMaterialHorz.EmissiveColor);
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;
}
m_Driver->draw3DLine(descendSidewaysForward3df, arrowLeft3df, descenderMaterialHorz.EmissiveColor);
m_Driver->draw3DLine(descendSidewaysForward3df, arrowRight3df, descenderMaterialHorz.EmissiveColor);
// position2d<s32> targetPos2d = m_Scene->getSceneCollisionManager()->getScreenCoordinatesFrom3DPosition(this->m_CamTarget);
// dimension2d<u32> textSize;
// if (m_AxisFont != nullptr) {
// textSize = m_AxisFont->getDimension(L"target");
// m_AxisFont->draw(L"target", rect<s32>(targetPos2d, textSize), descenderMaterial.EmissiveColor, true, true);
// }
}
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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(axisLength, 0, 0), SColor(255, 255, 0, 0));
position2d<s32> textPos = m_Scene->getSceneCollisionManager()->getScreenCoordinatesFrom3DPosition(vector3df(axisLength + axisLength*.1f, 0, 0));
dimension2d<u32> textSize;
if (m_AxisFont != nullptr) {
textSize = m_AxisFont->getDimension(L"X+");
m_AxisFont->draw(L"X+", rect<s32>(textPos, textSize), SColor(255, 255, 0, 0), true, true);
}
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m_Driver->setMaterial(yMaterial);
m_Driver->draw3DLine(vector3df(), vector3df(0, axisLength, 0), SColor(255, 0, 255, 0));
textPos = m_Scene->getSceneCollisionManager()->getScreenCoordinatesFrom3DPosition(vector3df(0, axisLength + axisLength*.1f, 0));
if (m_AxisFont != nullptr) {
textSize = m_AxisFont->getDimension(L"Y+");
m_AxisFont->draw(L"Y+", rect<s32>(textPos, textSize), SColor(255, 0, 255, 0), true, true);
}
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m_Driver->setMaterial(zMaterial);
m_Driver->draw3DLine(vector3df(), vector3df(0, 0, axisLength), SColor(255, 0, 0, 255));
textPos = m_Scene->getSceneCollisionManager()->getScreenCoordinatesFrom3DPosition(vector3df(0, 0, axisLength + axisLength*.1f));
if (m_AxisFont != nullptr) {
textSize = m_AxisFont->getDimension(L"Z+");
m_AxisFont->draw(L"Z+", rect<s32>(textPos, textSize), SColor(255, 0, 0, 255), true, true);
}
//delete xMaterial;
//delete yMaterial;
//delete zMaterial;
}
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}
void Engine::drawBackground()
{
dimension2d<u32> screenSize = m_Driver->getScreenSize();
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),
SColor(255, 224, 224, 255));
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}
void Engine::checkResize()
{
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()
{
// 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;
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this->axisLength = 10;
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this->worldFPS = 60;
this->prevFPS = 30;
this->textureExtensions.push_back(L"png");
this->textureExtensions.push_back(L"jpg");
this->textureExtensions.push_back(L"bmp");
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#if WIN32
m_Device = createDevice(EDT_DIRECT3D9, dimension2d<u32>(1024, 768), 32, false, false, false, nullptr);
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#else
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;
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
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;
}
void Engine::loadMesh(const wstring& fileName)
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{
this->m_PreviousPath = fileName; // even if bad, set this
// to allow F5 to reload
if (m_LoadedMesh != nullptr)
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m_LoadedMesh->remove();
irr::scene::IAnimatedMesh* mesh = m_Scene->getMesh(fileName.c_str());
if (mesh != nullptr) {
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m_Device->setWindowCaption(( wstring(L"b3view - ") + fileName).c_str());
m_LoadedMesh = m_Scene->addAnimatedMeshSceneNode(mesh);
Utility::dumpMeshInfoToConsole(m_LoadedMesh);
if (Utility::toLower(Utility::extensionOf(fileName)) == L"3ds") {
m_View->setZUp(true);
} else {
m_View->setZUp(false);
}
if (m_LoadedMesh != nullptr) {
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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;
m_View->setCameraDistance(m_CamPos.getDistanceFrom(m_CamTarget));
camera->setPosition(m_CamPos);
}
}
}
m_LoadedMesh->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
// EMT_TRANSPARENT_ALPHA_CHANNEL: constant transparency
}
}
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}
void Engine::reloadMesh()
{
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if (this->m_PreviousPath.length() > 0) {
loadMesh(this->m_PreviousPath);
}
}
void Engine::reloadTexture()
{
if (this->m_PrevTexturePath.length() > 0) {
if (wcslen(this->m_UserInterface->texturePathEditBox->getText()) == 0)
loadTexture(this->m_UserInterface->texturePathEditBox->getText());
else
loadTexture(this->m_PrevTexturePath);
}
}
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_PrevTexturePath = fileName;
this->m_UserInterface->texturePathEditBox->setText(this->m_PrevTexturePath.c_str());
}
return ret;
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}
void Engine::setMeshDisplayMode(bool wireframe, bool lighting, bool textureInterpolation)
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{
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;
m_LoadedMesh->getMaterial(materialIndex).EmissiveColor = SColor(255, 255, 255, 255);
} else {
m_LoadedMesh->getMaterial(materialIndex).Lighting = true;
m_LoadedMesh->getMaterial(materialIndex).EmissiveColor = SColor(255, 0, 0, 0);
}
// m_LoadedMesh->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL); //already done on load
// m_LoadedMesh->setMaterialFlag(video::E_ALPHA_SOURCE, true); // requires EMT_ONETEXTURE
if (textureInterpolation) {
m_LoadedMesh->setMaterialFlag(video::EMF_BILINEAR_FILTER, true);
m_LoadedMesh->setMaterialFlag(video::EMF_TRILINEAR_FILTER, true);
} else {
m_LoadedMesh->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_LoadedMesh->setMaterialFlag(video::EMF_TRILINEAR_FILTER, false);
//m_LoadedMesh->setMaterialFlag(video::E_ALPHA_SOURCE, true);
// below doesn't work for some reason:
// 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
// // 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->isPlaying;
}
void Engine::playAnimation()
{
if (this->animationFPS() < 1) {
this->setAnimationFPS(5);
}
if (!this->isAnimating()) {
if (this->m_LoadedMesh != nullptr) {
if (this->prevFPS < 1)
this->prevFPS = 5;
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this->m_LoadedMesh->setAnimationSpeed(this->prevFPS);
}
}
this->isPlaying = true;
}
void Engine::pauseAnimation()
{
if (this->isAnimating()) {
this->prevFPS = animationFPS();
if (this->m_LoadedMesh != nullptr) {
this->prevFPS = this->m_LoadedMesh->getAnimationSpeed();
this->m_LoadedMesh->setAnimationSpeed(0);
}
}
this->isPlaying = false;
}
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) {
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if (animationFPS > 0) this->isPlaying = true;
// 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());
}
}
void Engine::incrementAnimationFPS(irr::f32 by)
{
if (this->m_LoadedMesh != nullptr) {
if (by < 0) {
if (this->m_LoadedMesh->getAnimationSpeed() + by >= 0.999999f) // don't use this->animationFPS(), because its unsigned!
this->setAnimationFPS(this->m_LoadedMesh->getAnimationSpeed() + by);
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->worldFPS > 0) {
timePerFrame = static_cast<u32>(1000.0f / this->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 (isPlaying) {
this->m_LoadedMesh->setLoopMode(true);
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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}
}