/** Game Develop - Box 3D Extension Copyright (c) 2008-2010 Florian Rival (Florian.Rival@gmail.com) This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #include "Box3DObject.h" #include #include #include "GDL/Object.h" #include "GDL/Access.h" #include "GDL/ImageManager.h" #include "GDL/FontManager.h" #include "GDL/Position.h" #include "GDL/tinyxml.h" #ifdef GDE #include #include "GDL/StdAlgo.h" #include "GDL/MainEditorCommand.h" #include "Box3DObjectEditor.h" #include "Box3DInitialPositionPanel.h" #endif Box3DObject::Box3DObject(std::string name_) : Object(name_), frontTextureName(""), topTextureName(""), bottomTextureName(""), leftTextureName(""), rightTextureName(""), backTextureName(""), width(32), height(32), depth(32), zPosition(0), yaw(0), pitch(0), roll(0) { } Box3DObject::~Box3DObject() { } void Box3DObject::LoadFromXml(const TiXmlElement * object) { if ( object->FirstChildElement( "frontTexture" ) == NULL || object->FirstChildElement( "frontTexture" )->Attribute("value") == NULL ) { cout << "Box3DObject : frontTexture is missing."; } else frontTextureName = object->FirstChildElement("frontTexture")->Attribute("value"); if ( object->FirstChildElement( "topTexture" ) == NULL || object->FirstChildElement( "topTexture" )->Attribute("value") == NULL ) { cout << "Box3DObject : topTexture is missing."; } else topTextureName = object->FirstChildElement("topTexture")->Attribute("value"); if ( object->FirstChildElement( "bottomTexture" ) == NULL || object->FirstChildElement( "bottomTexture" )->Attribute("value") == NULL ) { cout << "Box3DObject : bottomTexture is missing."; } else bottomTextureName = object->FirstChildElement("bottomTexture")->Attribute("value"); if ( object->FirstChildElement( "leftTexture" ) == NULL || object->FirstChildElement( "leftTexture" )->Attribute("value") == NULL ) { cout << "Box3DObject : leftTexture is missing."; } else leftTextureName = object->FirstChildElement("leftTexture")->Attribute("value"); if ( object->FirstChildElement( "rightTexture" ) == NULL || object->FirstChildElement( "rightTexture" )->Attribute("value") == NULL ) { cout << "Box3DObject : rightTexture is missing."; } else rightTextureName = object->FirstChildElement("rightTexture")->Attribute("value"); if ( object->FirstChildElement( "backTexture" ) == NULL || object->FirstChildElement( "backTexture" )->Attribute("value") == NULL ) { cout << "Box3DObject : backTexture is missing."; } else backTextureName = object->FirstChildElement("backTexture")->Attribute("value"); if ( object->FirstChildElement( "width" ) == NULL || object->FirstChildElement( "width" )->Attribute("value") == NULL ) { cout << "Box3DObject : width is missing."; } else object->FirstChildElement("width")->QueryFloatAttribute("value", &width); if ( object->FirstChildElement( "height" ) == NULL || object->FirstChildElement( "height" )->Attribute("value") == NULL ) { cout << "Box3DObject : height is missing."; } else object->FirstChildElement("height")->QueryFloatAttribute("value", &height); if ( object->FirstChildElement( "depth" ) == NULL || object->FirstChildElement( "depth" )->Attribute("value") == NULL ) { cout << "Box3DObject : depth is missing."; } else object->FirstChildElement("depth")->QueryFloatAttribute("value", &depth); } void Box3DObject::SaveToXml(TiXmlElement * object) { { TiXmlElement * elem = new TiXmlElement( "frontTexture" ); object->LinkEndChild( elem ); elem->SetAttribute("value", frontTextureName.c_str()); } { TiXmlElement * elem = new TiXmlElement( "topTexture" ); object->LinkEndChild( elem ); elem->SetAttribute("value", topTextureName.c_str()); } { TiXmlElement * elem = new TiXmlElement( "bottomTexture" ); object->LinkEndChild( elem ); elem->SetAttribute("value", bottomTextureName.c_str()); } { TiXmlElement * elem = new TiXmlElement( "leftTexture" ); object->LinkEndChild( elem ); elem->SetAttribute("value", leftTextureName.c_str()); } { TiXmlElement * elem = new TiXmlElement( "rightTexture" ); object->LinkEndChild( elem ); elem->SetAttribute("value", rightTextureName.c_str()); } { TiXmlElement * elem = new TiXmlElement( "backTexture" ); object->LinkEndChild( elem ); elem->SetAttribute("value", backTextureName.c_str()); } { TiXmlElement * elem = new TiXmlElement( "width" ); object->LinkEndChild( elem ); elem->SetAttribute("value", width); } { TiXmlElement * elem = new TiXmlElement( "height" ); object->LinkEndChild( elem ); elem->SetAttribute("value", height); } { TiXmlElement * elem = new TiXmlElement( "depth" ); object->LinkEndChild( elem ); elem->SetAttribute("value", depth); } } bool Box3DObject::LoadResources(const ImageManager & imageMgr ) { //Load all images from image manager frontTexture = imageMgr.images.find(frontTextureName) != imageMgr.images.end() ? imageMgr.images.find(frontTextureName)->second : imageMgr.imageVide; topTexture = imageMgr.images.find(topTextureName) != imageMgr.images.end() ? imageMgr.images.find(topTextureName)->second : imageMgr.imageVide; bottomTexture = imageMgr.images.find(bottomTextureName) != imageMgr.images.end() ? imageMgr.images.find(bottomTextureName)->second : imageMgr.imageVide; leftTexture = imageMgr.images.find(leftTextureName) != imageMgr.images.end() ? imageMgr.images.find(leftTextureName)->second : imageMgr.imageVide; rightTexture = imageMgr.images.find(rightTextureName) != imageMgr.images.end() ? imageMgr.images.find(rightTextureName)->second : imageMgr.imageVide; backTexture = imageMgr.images.find(backTextureName) != imageMgr.images.end() ? imageMgr.images.find(backTextureName)->second : imageMgr.imageVide; return true; } /** * Update from the inital position */ bool Box3DObject::InitializeFromInitialPosition(const InitialPosition & 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 Box3DObject::Draw( sf::RenderWindow& window ) { //Don't draw anything if hidden if ( hidden ) return true; window.RestoreGLStates(); float windowRatio = static_cast(window.GetView().GetSize().x)/static_cast(window.GetView().GetSize().y); float sizeRatio = 0.3330 //To make base have the same size as a rectangle drawn by SFML *1/window.GetView().GetSize().y*600.f; //To make size window's size independant //Get the position of the box float x = ( (GetX()-window.GetView().GetCenter().x+window.GetView().GetSize().x/2) * 200.f / window.GetView().GetSize().x - 100.f)*windowRatio; float y = -(GetY()-window.GetView().GetCenter().y+window.GetView().GetSize().y/2) * 200.f / window.GetView().GetSize().y + 100.f; //Prepare for rendering glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(window.GetView().GetRotation(), 0, 0, 1); glTranslatef(x, y, -100+zPosition*0.3125); //Prepare size of the renderered box float sizeWidth = width * sizeRatio; float sizeHeight = -height * sizeRatio; float sizeDepth = depth * sizeRatio; 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); glEnable(GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //Render the box backTexture.Bind(); 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(); frontTexture.Bind(); 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(); leftTexture.Bind(); 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(); rightTexture.Bind(); 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(); bottomTexture.Bind(); 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(); topTexture.Bind(); 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.SaveGLStates(); return true; } #ifdef GDE /** * Render object at edittime */ bool Box3DObject::DrawEdittime(sf::RenderWindow& window) { window.RestoreGLStates(); float windowRatio = static_cast(window.GetView().GetSize().x)/static_cast(window.GetView().GetSize().y); float sizeRatio = 0.3330 //To make base have the same size as a rectangle drawn by SFML *1/window.GetView().GetSize().y*600.f; //To make size window's size independant //Get the position of the box float x = ( (GetX()-window.GetView().GetCenter().x+window.GetView().GetSize().x/2) * 200.f / window.GetView().GetSize().x - 100.f)*windowRatio; float y = -(GetY()-window.GetView().GetCenter().y+window.GetView().GetSize().y/2) * 200.f / window.GetView().GetSize().y + 100.f; //Prepare for rendering glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(window.GetView().GetRotation(), 0, 0, 1); glTranslatef(x, y, -100+zPosition*0.3125); //Prepare size of the renderered box float sizeWidth = width * sizeRatio; float sizeHeight = -height * sizeRatio; float sizeDepth = depth * sizeRatio; 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 backTexture.Bind(); 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(); frontTexture.Bind(); 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(); leftTexture.Bind(); 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(); rightTexture.Bind(); 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(); bottomTexture.Bind(); 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(); topTexture.Bind(); 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.SaveGLStates(); return true; } bool Box3DObject::GenerateThumbnail(const Game & game, wxBitmap & thumbnail) { thumbnail = wxBitmap("Extensions/Box3Dicon.png", wxBITMAP_TYPE_ANY); return true; } void Box3DObject::EditObject( wxWindow* parent, Game & game, MainEditorCommand & mainEditorCommand ) { Box3DObjectEditor dialog(parent, game, *this, mainEditorCommand); dialog.ShowModal(); } wxPanel * Box3DObject::CreateInitialPositionPanel( wxWindow* parent, const Game & game_, const Scene & scene_, const InitialPosition & position ) { Box3DInitialPositionPanel * panel = new Box3DInitialPositionPanel(parent); if ( position.floatInfos.find("z") != position.floatInfos.end()) panel->zEdit->SetValue(toString( position.floatInfos.find("z")->second)); panel->yawEdit->SetValue(toString(position.angle)); if ( position.floatInfos.find("pitch") != position.floatInfos.end()) panel->pitchEdit->SetValue(toString(position.floatInfos.find("pitch")->second)); if ( position.floatInfos.find("roll") != position.floatInfos.end()) panel->rollEdit->SetValue(toString(position.floatInfos.find("roll")->second)); return panel; } void Box3DObject::UpdateInitialPositionFromPanel(wxPanel * panel, InitialPosition & position) { Box3DInitialPositionPanel * box3DPanel = dynamic_cast(panel); if (box3DPanel == NULL) return; position.floatInfos["z"] = toInt(string(box3DPanel->zEdit->GetValue().mb_str())); position.angle = toInt(string(box3DPanel->yawEdit->GetValue().mb_str())); position.floatInfos["pitch"] = toInt(string(box3DPanel->pitchEdit->GetValue().mb_str())); position.floatInfos["roll"] = toInt(string(box3DPanel->rollEdit->GetValue().mb_str())); } void Box3DObject::GetPropertyForDebugger(unsigned int propertyNb, string & name, string & value) const { if ( propertyNb == 0 ) {name = _("Largeur"); value = toString(width);} else if ( propertyNb == 1 ) {name = _("Hauteur"); value = toString(height);} else if ( propertyNb == 2 ) {name = _("Profondeur"); value = toString(depth);} else if ( propertyNb == 3 ) {name = _("Coordonnée Z"); value = toString(zPosition);} else if ( propertyNb == 4 ) {name = _("Yaw"); value = toString(yaw);} else if ( propertyNb == 5 ) {name = _("Pitch"); value = toString(pitch);} else if ( propertyNb == 6 ) {name = _("Roll"); value = toString(roll);} } bool Box3DObject::ChangeProperty(unsigned int propertyNb, string newValue) { if ( propertyNb == 0 ) {width = toInt(newValue);} else if ( propertyNb == 1 ) {height = toInt(newValue);} else if ( propertyNb == 2 ) {depth = toInt(newValue);} else if ( propertyNb == 3 ) {zPosition = toInt(newValue);} else if ( propertyNb == 4 ) {yaw = toInt(newValue);} else if ( propertyNb == 5 ) {pitch = toInt(newValue);} else if ( propertyNb == 6 ) {roll = toInt(newValue);} return true; } unsigned int Box3DObject::GetNumberOfProperties() const { return 7; } #endif void Box3DObject::UpdateTime(float) { } /** * Get the real X position of the box */ float Box3DObject::GetDrawableX() const { return GetX(); } /** * Get the real Y position of the box */ float Box3DObject::GetDrawableY() const { return GetY(); } /** * Width is the width of the current sprite. */ float Box3DObject::GetWidth() const { return width; } /** * Height is the height of the current sprite. */ float Box3DObject::GetHeight() const { return height; } /** * X center */ float Box3DObject::GetCenterX() const { return width/2; } /** * Y center */ float Box3DObject::GetCenterY() const { return height/2; } /** * Function destroying an extension Object. * Game Develop does not delete directly extension object * to avoid overloaded new/delete conflicts. */ void DestroyBox3DObject(Object * object) { delete object; } /** * Function creating an extension Object. * Game Develop can not directly create an extension object */ Object * CreateBox3DObject(std::string name) { return new Box3DObject(name); } /** * Function creating an extension Object from another. * Game Develop can not directly create an extension object. * * Note that it is safe to do the static cast, as this function * is called owing to the typeId of the object to copy. */ Object * CreateBox3DObjectByCopy(Object * object) { return new Box3DObject(*static_cast(object)); }