mirror of
https://github.com/Heretek-AI/GDevelop.git
synced 2026-07-24 03:54:34 -04:00
a8559bfbbc
* Update all CMakeLists of extensions to use clang-format * Run clang-format on all Extensions * Update GDCore CMakeLists.txt to add clang-format * Run clang-format on GDCore files * Update GDJS and GDCpp CMakeLists.txt to add clang-format * Run clang-format on GDCpp and GDJS files
502 lines
16 KiB
C++
502 lines
16 KiB
C++
/**
|
|
|
|
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 <wx/bitmap.h> //Must be placed first, otherwise we get errors relative to "cannot convert 'const TCHAR*'..." in wx/msw/winundef.h
|
|
#include <wx/panel.h>
|
|
#endif
|
|
#include <SFML/Graphics.hpp>
|
|
#include <SFML/OpenGL.hpp>
|
|
#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<gd::String, gd::PropertyDescriptor>
|
|
Box3DObject::GetInitialInstanceProperties(const gd::InitialInstance& position,
|
|
gd::Project& game,
|
|
gd::Layout& scene) {
|
|
std::map<gd::String, gd::PropertyDescriptor> 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<float>();
|
|
if (name == _("Pitch")) position.floatInfos["pitch"] = value.To<float>();
|
|
if (name == _("Roll")) position.floatInfos["roll"] = value.To<float>();
|
|
|
|
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<int>();
|
|
} else if (propertyNb == 1) {
|
|
height = newValue.To<int>();
|
|
} else if (propertyNb == 2) {
|
|
depth = newValue.To<int>();
|
|
} else if (propertyNb == 3) {
|
|
zPosition = newValue.To<int>();
|
|
} else if (propertyNb == 4) {
|
|
yaw = newValue.To<int>();
|
|
} else if (propertyNb == 5) {
|
|
pitch = newValue.To<int>();
|
|
} else if (propertyNb == 6) {
|
|
roll = newValue.To<int>();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
std::size_t RuntimeBox3DObject::GetNumberOfProperties() const { return 7; }
|
|
#endif
|