/** GDevelop - Box 3D Extension Copyright (c) 2008-2016 Florian Rival (Florian.Rival@gmail.com) This project is released under the MIT License. */ #if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI) #include //Must be placed first, otherwise we get errors relative to "cannot convert 'const TCHAR*'..." in wx/msw/winundef.h #include #endif #include #include #include "Box3DObject.h" #include "GDCore/Serialization/SerializerElement.h" #include "GDCore/Tools/Localization.h" #include "GDCpp/Runtime/FontManager.h" #include "GDCpp/Runtime/ImageManager.h" #include "GDCpp/Runtime/Polygon2d.h" #include "GDCpp/Runtime/Project/InitialInstance.h" #include "GDCpp/Runtime/Project/Object.h" #include "GDCpp/Runtime/Project/Project.h" #include "GDCpp/Runtime/RuntimeGame.h" #include "GDCpp/Runtime/RuntimeScene.h" #if defined(GD_IDE_ONLY) #include "Box3DObjectEditor.h" #include "GDCore/IDE/Dialogs/MainFrameWrapper.h" #include "GDCore/IDE/Dialogs/PropertyDescriptor.h" #include "GDCore/IDE/Project/ArbitraryResourceWorker.h" #include "GDCpp/Runtime/CommonTools.h" #endif using namespace std; Box3DObject::Box3DObject(gd::String name_) : Object(name_), frontTextureName(""), topTextureName(""), bottomTextureName(""), leftTextureName(""), rightTextureName(""), backTextureName(""), width(32), height(32), depth(32) {} Box3DObject::~Box3DObject() {} void Box3DObject::DoUnserializeFrom(gd::Project& project, const gd::SerializerElement& element) { frontTextureName = element.GetChild("frontTexture").GetValue().GetString(); topTextureName = element.GetChild("topTexture").GetValue().GetString(); bottomTextureName = element.GetChild("bottomTexture").GetValue().GetString(); leftTextureName = element.GetChild("leftTexture").GetValue().GetString(); rightTextureName = element.GetChild("rightTexture").GetValue().GetString(); backTextureName = element.GetChild("backTexture").GetValue().GetString(); width = element.GetChild("width").GetValue().GetInt(); height = element.GetChild("height").GetValue().GetInt(); depth = element.GetChild("depth").GetValue().GetInt(); } #if defined(GD_IDE_ONLY) void Box3DObject::DoSerializeTo(gd::SerializerElement& element) const { element.AddChild("frontTexture").SetValue(frontTextureName); element.AddChild("topTexture").SetValue(topTextureName); element.AddChild("bottomTexture").SetValue(bottomTextureName); element.AddChild("leftTexture").SetValue(leftTextureName); element.AddChild("rightTexture").SetValue(rightTextureName); element.AddChild("backTexture").SetValue(backTextureName); element.AddChild("width").SetValue(width); element.AddChild("height").SetValue(height); element.AddChild("depth").SetValue(depth); } void Box3DObject::LoadResources(gd::Project& project, gd::Layout& layout) { frontTexture = project.GetImageManager()->GetSFMLTexture(frontTextureName); topTexture = project.GetImageManager()->GetSFMLTexture(topTextureName); bottomTexture = project.GetImageManager()->GetSFMLTexture(bottomTextureName); leftTexture = project.GetImageManager()->GetSFMLTexture(leftTextureName); rightTexture = project.GetImageManager()->GetSFMLTexture(rightTextureName); backTexture = project.GetImageManager()->GetSFMLTexture(backTextureName); } #endif /** * Update from the inital position */ bool RuntimeBox3DObject::ExtraInitializationFromInitialInstance( const gd::InitialInstance& position) { if (position.floatInfos.find("z") != position.floatInfos.end()) zPosition = position.floatInfos.find("z")->second; if (position.floatInfos.find("pitch") != position.floatInfos.end()) pitch = position.floatInfos.find("pitch")->second; if (position.floatInfos.find("roll") != position.floatInfos.end()) roll = position.floatInfos.find("roll")->second; return true; } /** * Render object at runtime */ bool RuntimeBox3DObject::Draw(sf::RenderTarget& window) { // Don't draw anything if hidden if (hidden) return true; window.popGLStates(); float xView = window.getView().getCenter().x * 0.25f; float yView = -window.getView().getCenter().y * 0.25f; glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Position glRotatef(window.getView().getRotation(), 0, 0, 1); glTranslatef( GetX() * 0.25f - xView, -GetY() * 0.25f - yView, zPosition * 0.25f - 75.0f * (window.getView().getSize().y / 600.0f)); float sizeWidth = width * 0.25f; float sizeHeight = -height * 0.25f; float sizeDepth = depth * 0.25f; // Rotation glTranslatef(sizeWidth / 2, sizeHeight / 2, sizeDepth / 2); glRotatef(-yaw, 0, 0, 1); glRotatef(pitch, 0, 1, 0); glRotatef(roll, 1, 0, 0); glTranslatef(-sizeWidth / 2, -sizeHeight / 2, -sizeDepth / 2); // Render the box glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); sf::Texture::bind(&backTexture->texture); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(0, 0, 0); glTexCoord2f(0, 1); glVertex3f(0, sizeHeight, 0); glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, 0); glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, 0); glEnd(); sf::Texture::bind(&frontTexture->texture); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(0, 0, sizeDepth); glTexCoord2f(0, 1); glVertex3f(0, sizeHeight, sizeDepth); glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, sizeDepth); glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, sizeDepth); glEnd(); sf::Texture::bind(&leftTexture->texture); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(0, 0, 0); glTexCoord2f(0, 1); glVertex3f(0, sizeHeight, 0); glTexCoord2f(1, 1); glVertex3f(0, sizeHeight, sizeDepth); glTexCoord2f(1, 0); glVertex3f(0, 0, sizeDepth); glEnd(); sf::Texture::bind(&rightTexture->texture); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(sizeWidth, 0, 0); glTexCoord2f(0, 1); glVertex3f(sizeWidth, sizeHeight, 0); glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, sizeDepth); glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, sizeDepth); glEnd(); sf::Texture::bind(&bottomTexture->texture); glBegin(GL_QUADS); glTexCoord2f(0, 1); glVertex3f(0, 0, sizeDepth); glTexCoord2f(0, 0); glVertex3f(0, 0, 0); glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, 0); glTexCoord2f(1, 1); glVertex3f(sizeWidth, 0, sizeDepth); glEnd(); sf::Texture::bind(&topTexture->texture); glBegin(GL_QUADS); glTexCoord2f(0, 1); glVertex3f(0, sizeHeight, sizeDepth); glTexCoord2f(0, 0); glVertex3f(0, sizeHeight, 0); glTexCoord2f(1, 0); glVertex3f(sizeWidth, sizeHeight, 0); glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, sizeDepth); glEnd(); window.pushGLStates(); return true; } RuntimeBox3DObject::RuntimeBox3DObject(RuntimeScene& scene, const Box3DObject& box3DObject) : RuntimeObject(scene, box3DObject), zPosition(0), yaw(0), pitch(0), roll(0) { SetWidth(box3DObject.GetWidth()); SetHeight(box3DObject.GetHeight()); SetDepth(box3DObject.GetDepth()); // Load resources frontTextureName = box3DObject.frontTextureName; topTextureName = box3DObject.topTextureName; bottomTextureName = box3DObject.bottomTextureName; leftTextureName = box3DObject.leftTextureName; rightTextureName = box3DObject.rightTextureName; backTextureName = box3DObject.backTextureName; frontTexture = scene.GetImageManager()->GetSFMLTexture(frontTextureName); topTexture = scene.GetImageManager()->GetSFMLTexture(topTextureName); bottomTexture = scene.GetImageManager()->GetSFMLTexture(bottomTextureName); leftTexture = scene.GetImageManager()->GetSFMLTexture(leftTextureName); rightTexture = scene.GetImageManager()->GetSFMLTexture(rightTextureName); backTexture = scene.GetImageManager()->GetSFMLTexture(backTextureName); } #if defined(GD_IDE_ONLY) /** * Render object at edittime */ void Box3DObject::DrawInitialInstance(gd::InitialInstance& instance, sf::RenderTarget& renderTarget, gd::Project& project, gd::Layout& layout) { if (!topTexture || !bottomTexture || !rightTexture || !leftTexture || !frontTexture || !backTexture) return; renderTarget.popGLStates(); float width = instance.HasCustomSize() ? instance.GetCustomWidth() : GetInitialInstanceDefaultSize(instance, project, layout).x; float height = instance.HasCustomSize() ? instance.GetCustomHeight() : GetInitialInstanceDefaultSize(instance, project, layout).y; float xView = renderTarget.getView().getCenter().x * 0.25f; float yView = -renderTarget.getView().getCenter().y * 0.25f; float zPosition = instance.floatInfos.find("z") != instance.floatInfos.end() ? instance.floatInfos.find("z")->second : 0; float pitch = instance.floatInfos.find("pitch") != instance.floatInfos.end() ? instance.floatInfos.find("pitch")->second : 0; float roll = instance.floatInfos.find("roll") != instance.floatInfos.end() ? instance.floatInfos.find("roll")->second : 0; float yaw = instance.GetAngle(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Position glRotatef(renderTarget.getView().getRotation(), 0, 0, 1); glTranslatef(instance.GetX() * 0.25f - xView, -instance.GetY() * 0.25f - yView, zPosition * 0.25f - 75.0f * (renderTarget.getView().getSize().y / 600.0f)); float sizeWidth = width * 0.25f; float sizeHeight = -height * 0.25f; float sizeDepth = depth * 0.25f; // Rotation glTranslatef(sizeWidth / 2, sizeHeight / 2, sizeDepth / 2); glRotatef(-yaw, 0, 0, 1); glRotatef(pitch, 0, 1, 0); glRotatef(roll, 1, 0, 0); glTranslatef(-sizeWidth / 2, -sizeHeight / 2, -sizeDepth / 2); // Render the box glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); sf::Texture::bind(&backTexture->texture); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(0, 0, 0); glTexCoord2f(0, 1); glVertex3f(0, sizeHeight, 0); glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, 0); glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, 0); glEnd(); sf::Texture::bind(&frontTexture->texture); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(0, 0, sizeDepth); glTexCoord2f(0, 1); glVertex3f(0, sizeHeight, sizeDepth); glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, sizeDepth); glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, sizeDepth); glEnd(); sf::Texture::bind(&leftTexture->texture); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(0, 0, 0); glTexCoord2f(0, 1); glVertex3f(0, sizeHeight, 0); glTexCoord2f(1, 1); glVertex3f(0, sizeHeight, sizeDepth); glTexCoord2f(1, 0); glVertex3f(0, 0, sizeDepth); glEnd(); sf::Texture::bind(&rightTexture->texture); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(sizeWidth, 0, 0); glTexCoord2f(0, 1); glVertex3f(sizeWidth, sizeHeight, 0); glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, sizeDepth); glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, sizeDepth); glEnd(); sf::Texture::bind(&bottomTexture->texture); glBegin(GL_QUADS); glTexCoord2f(0, 1); glVertex3f(0, 0, sizeDepth); glTexCoord2f(0, 0); glVertex3f(0, 0, 0); glTexCoord2f(1, 0); glVertex3f(sizeWidth, 0, 0); glTexCoord2f(1, 1); glVertex3f(sizeWidth, 0, sizeDepth); glEnd(); sf::Texture::bind(&topTexture->texture); glBegin(GL_QUADS); glTexCoord2f(0, 1); glVertex3f(0, sizeHeight, sizeDepth); glTexCoord2f(0, 0); glVertex3f(0, sizeHeight, 0); glTexCoord2f(1, 0); glVertex3f(sizeWidth, sizeHeight, 0); glTexCoord2f(1, 1); glVertex3f(sizeWidth, sizeHeight, sizeDepth); glEnd(); renderTarget.pushGLStates(); } sf::Vector2f Box3DObject::GetInitialInstanceDefaultSize( gd::InitialInstance& instance, gd::Project& project, gd::Layout& layout) const { return sf::Vector2f(width, height); } void Box3DObject::ExposeResources(gd::ArbitraryResourceWorker& worker) { worker.ExposeImage(frontTextureName); worker.ExposeImage(topTextureName); worker.ExposeImage(bottomTextureName); worker.ExposeImage(leftTextureName); worker.ExposeImage(rightTextureName); worker.ExposeImage(backTextureName); } bool Box3DObject::GenerateThumbnail(const gd::Project& project, wxBitmap& thumbnail) const { #if !defined(GD_NO_WX_GUI) thumbnail = wxBitmap("CppPlatform/Extensions/Box3Dicon24.png", wxBITMAP_TYPE_ANY); #endif return true; } void Box3DObject::EditObject(wxWindow* parent, gd::Project& game, gd::MainFrameWrapper& mainFrameWrapper) { #if !defined(GD_NO_WX_GUI) Box3DObjectEditor dialog(parent, game, *this, mainFrameWrapper); dialog.ShowModal(); #endif } std::map Box3DObject::GetInitialInstanceProperties(const gd::InitialInstance& position, gd::Project& game, gd::Layout& scene) { std::map properties; properties[_("Z")] = position.floatInfos.find("z") != position.floatInfos.end() ? gd::String::From(position.floatInfos.find("z")->second) : "0"; properties[_("Pitch")] = position.floatInfos.find("pitch") != position.floatInfos.end() ? gd::String::From(position.floatInfos.find("pitch")->second) : "0"; properties[_("Roll")] = position.floatInfos.find("roll") != position.floatInfos.end() ? gd::String::From(position.floatInfos.find("roll")->second) : "0"; return properties; } bool Box3DObject::UpdateInitialInstanceProperty(gd::InitialInstance& position, const gd::String& name, const gd::String& value, gd::Project& game, gd::Layout& scene) { if (name == _("Z")) position.floatInfos["z"] = value.To(); if (name == _("Pitch")) position.floatInfos["pitch"] = value.To(); if (name == _("Roll")) position.floatInfos["roll"] = value.To(); return true; } void RuntimeBox3DObject::GetPropertyForDebugger(std::size_t propertyNb, gd::String& name, gd::String& value) const { if (propertyNb == 0) { name = _("Width"); value = gd::String::From(width); } else if (propertyNb == 1) { name = _("Height"); value = gd::String::From(height); } else if (propertyNb == 2) { name = _("Depth"); value = gd::String::From(depth); } else if (propertyNb == 3) { name = _("Z Coordinate"); value = gd::String::From(zPosition); } else if (propertyNb == 4) { name = _("Yaw"); value = gd::String::From(yaw); } else if (propertyNb == 5) { name = _("Pitch"); value = gd::String::From(pitch); } else if (propertyNb == 6) { name = _("Roll"); value = gd::String::From(roll); } } bool RuntimeBox3DObject::ChangeProperty(std::size_t propertyNb, gd::String newValue) { if (propertyNb == 0) { width = newValue.To(); } else if (propertyNb == 1) { height = newValue.To(); } else if (propertyNb == 2) { depth = newValue.To(); } else if (propertyNb == 3) { zPosition = newValue.To(); } else if (propertyNb == 4) { yaw = newValue.To(); } else if (propertyNb == 5) { pitch = newValue.To(); } else if (propertyNb == 6) { roll = newValue.To(); } return true; } std::size_t RuntimeBox3DObject::GetNumberOfProperties() const { return 7; } #endif