Files
PlanetFleet/mapEditorAppState.cpp
T
2023-07-02 11:55:09 +03:00

714 lines
23 KiB
C++

#include "mapEditorAppState.h"
#include "gameManager.h"
#include "defConfigs.h"
#include "cameraController.h"
#include "unitFrameController.h"
#include "player.h"
#include "map.h"
#include "mesh.h"
#include "util.h"
#include <ray.h>
#include <box.h>
#include <text.h>
#include <node.h>
#include <quad.h>
#include <model.h>
#include <texture.h>
#include <assetManager.h>
#include <luaManager.h>
#include <listbox.h>
#include <fstream>
#include <filesystem>
#include <tinyxml2.h>
namespace battleship{
using namespace tinyxml2;
using namespace configData;
using namespace gameBase;
using namespace vb01;
using namespace vb01Gui;
using namespace std;
using namespace std::filesystem;
MapEditorAppState::MapEditor::MapEditor(string name, Vector2 size, bool newMap){
this->newMap = newMap;
this->mapSize = size;
map = Map::getSingleton();
map->load(name, newMap);
if(newMap){
map->addPlayer(new Player(0, 0, 0));
map->addSpawnPoint(Vector3::VEC_ZERO);
generatePlane(size);
}
string basePath = GameManager::getSingleton()->getPath();
prepareTextures(basePath + "Textures/Skyboxes/", true, skyTextures);
prepareTextures(basePath + "Textures/Landmass/", false, landmassTextures);
prepareTextures(basePath + "Textures/Water/", false, waterTextures);
AssetManager *assetManager = AssetManager::getSingleton();
assetManager->load(basePath + "Models/Units/", true);
assetManager->load(DEFAULT_TEXTURE);
}
void MapEditorAppState::MapEditor::updateCircleRadius(bool increase){
circleRadius += (increase ? INCREASE_RATE : -INCREASE_RATE);
if(circleRadius > MAX_RADIUS)
circleRadius = MAX_RADIUS;
else if(circleRadius < MIN_RADIUS)
circleRadius = MIN_RADIUS;
}
void MapEditorAppState::MapEditor::toggleSelection(TerrainObject *obj, bool select){
obj->node->getMesh(0)->setWireframe(select);
selectedTerrainObject = (select ? obj : nullptr);
}
void MapEditorAppState::MapEditor::castSelectionRay(){
Camera *cam = Root::getSingleton()->getCamera();
Vector3 startPos = cam->getPosition();
Vector3 endPos = screenToSpace(getCursorPos());
vector<Ray::CollisionResult> results;
Map *map = Map::getSingleton();
Ray::retrieveCollisions(startPos, (endPos - startPos).norm(), map->getNodeParent(), results);
Ray::sortResults(results);
if(selectedTerrainObject)
toggleSelection(selectedTerrainObject, false);
if(!results.empty()){
for(int i = 0; i < map->getNumTerrainObjects(); i++)
if(map->getTerrainObject(i).node == results[i].mesh->getNode()){
toggleSelection(&map->getTerrainObject(i), true);
break;
}
}
}
void MapEditorAppState::MapEditor::createWaterbody(){
Material *mat = new Material(Root::getSingleton()->getLibPath() + "texture");
mat->addBoolUniform("lightingEnabled", false);
mat->addBoolUniform("texturingEnabled", true);
mat->addTexUniform("textures[0]", waterTextures[0], false);
Vector3 size = Vector3(10, 10, 1);
Quad *quad = new Quad(size, true);
quad->setMaterial(mat);
Vector3 pos = 0.1 * Vector3::VEC_J;
Node *node = new Node(pos);
node->attachMesh(quad);
Map *map = Map::getSingleton();
TerrainObject::Type type = TerrainObject::RECT_WATERBODY;
map->addTerrainObject(TerrainObject(pos, size, Vector3(14, 7, 14), type, node, 0, nullptr, nullptr));
int objId = map->getNumTerrainObjects() - 1;
TerrainObject &obj = map->getTerrainObject(objId);
toggleSelection(&obj, true);
prepareTerrainObjects(objId - 1, 1);
prepareCellMarkers(obj);
}
void MapEditorAppState::MapEditor::moveTerrainObject(float strength){
Vector3 pos = selectedTerrainObject->node->getPosition();
switch(movementAxis){
case MovementAxis::X_AXIS:
pos += strength * Vector3::VEC_I;
break;
case MovementAxis::Y_AXIS:
pos += strength * Vector3::VEC_J;
break;
case MovementAxis::Z_AXIS:
pos += strength * Vector3::VEC_K;
break;
}
selectedTerrainObject->node->setPosition(pos);
selectedTerrainObject->pos = pos;
}
void MapEditorAppState::MapEditor::pushLandmassVerts(float strength){
Mesh *mesh = map->getTerrainObject(0).node->getMesh(0);
MeshData meshData = mesh->getMeshBase();
MeshData::Vertex *verts = meshData.vertices;
int numVerts = meshData.numTris * 3;
for(int i = 0; i < numVerts; i++){
Vector3 distVec = verts[i].pos - pushPos;
distVec.y = 0;
float dist = distVec.getLength();
if(dist < circleRadius)
verts[i].pos.y += 10 * strength * dist / circleRadius;
}
mesh->updateVerts(meshData);
}
void MapEditorAppState::MapEditor::generatePlane(Vector2 size){
Root *root = Root::getSingleton();
Material *mat = new Material(root->getLibPath() + "texture");
mat->addBoolUniform("texturingEnabled", false);
mat->addBoolUniform("lightingEnabled", false);
mat->addVec4Uniform("diffuseColor", Vector4(1, 0, 0, 1));
Quad *mesh = new Quad(Vector3(size.x, size.y, 0), true, NUM_SUBDIVS, NUM_SUBDIVS);
mesh->setMaterial(mat);
Node *node = new Node();
node->attachMesh(mesh);
TerrainObject::Type type = TerrainObject::LANDMASS;
Vector3 pos = Vector3::VEC_ZERO, s = Vector3(size.x, 0, size.y);
map->addTerrainObject(TerrainObject(pos, s, Vector3(14, 6, 14), type, node, 0, nullptr, nullptr));
prepareTerrainObjects(0, 1);
prepareCellMarkers(map->getTerrainObject(0));
}
void MapEditorAppState::MapEditor::prepareTextures(string basePath, bool skybox, vector<Texture*> &textures){
AssetManager *assetManager = AssetManager::getSingleton();
assetManager->load(basePath, skybox);
vector<string> texturePaths;
for(int i = 0; i < assetManager->getNumAssets(); i++){
string assetPath = assetManager->getAsset(i)->path;
if(assetPath.length() >= basePath.length() && assetPath.substr(0, basePath.length()) == basePath)
texturePaths.push_back(assetPath);
}
if(skybox){
const int numTex = 6;
for(int i = 0; i < texturePaths.size() / numTex; i++){
string paths[]{
texturePaths[i * numTex],
texturePaths[i * numTex + 1],
texturePaths[i * numTex + 2],
texturePaths[i * numTex + 3],
texturePaths[i * numTex + 4],
texturePaths[i * numTex + 5],
};
textures.push_back(new Texture(paths, numTex, true));
}
}
else{
for(int i = 0; i < texturePaths.size(); i++){
string paths[]{texturePaths[i]};
textures.push_back(new Texture(paths, 1, false));
}
}
}
void MapEditorAppState::MapEditor::parseLandmass(){
XMLDocument *doc = new XMLDocument();
char *nodeTagName = "node";
XMLElement *rootEl = doc->NewElement(nodeTagName);
rootEl->SetAttribute("name", "terrain");
XMLNode *rootTag = doc->InsertEndChild(rootEl);
XMLElement *nodeEl = doc->NewElement(nodeTagName);
nodeEl->SetAttribute("name", "plane");
XMLNode *nodeTag = rootTag->InsertEndChild(nodeEl);
XMLElement *meshEl = doc->NewElement("mesh");
MeshData meshData = map->getTerrainObject(0).node->getMesh(0)->getMeshBase();
meshEl->SetAttribute("name", "mesh");
meshEl->SetAttribute("num_faces", meshData.numTris);
meshEl->SetAttribute("num_vertex_groups", 0);
meshEl->SetAttribute("num_shape_keys", 0);
XMLNode *meshTag = nodeTag->InsertEndChild(meshEl);
//TODO optimize vertex position extraction
/*
const int numSideQuads = NUM_SUBDIVS + 1, numSideVerts = numSideQuads + 1;
Vector2 subQuadSize = Vector2(size.x / numSideQuads, size.y / numSideQuads);
*/
int numVerts = 3 * meshData.numTris;
for(int i = 0; i < numVerts; i++){
XMLElement *vertEl = doc->NewElement("vertdata");
vertEl->SetAttribute("px", meshData.vertices[i].pos.x);
vertEl->SetAttribute("py", meshData.vertices[i].pos.y);
vertEl->SetAttribute("pz", meshData.vertices[i].pos.z);
vertEl->SetAttribute("nx", meshData.vertices[i].norm.x);
vertEl->SetAttribute("ny", meshData.vertices[i].norm.y);
vertEl->SetAttribute("nz", meshData.vertices[i].norm.z);
XMLNode *vertNode = meshTag->InsertEndChild(vertEl);
}
for(int i = 0; i < numVerts; i++){
XMLElement *vertEl = doc->NewElement("vert");
vertEl->SetAttribute("id", i);
vertEl->SetAttribute("uvx", meshData.vertices[i].uv.x);
vertEl->SetAttribute("uvy", meshData.vertices[i].uv.y);
vertEl->SetAttribute("tx", meshData.vertices[i].tan.x);
vertEl->SetAttribute("ty", meshData.vertices[i].tan.y);
vertEl->SetAttribute("tz", meshData.vertices[i].tan.z);
vertEl->SetAttribute("bx", meshData.vertices[i].biTan.x);
vertEl->SetAttribute("by", meshData.vertices[i].biTan.y);
vertEl->SetAttribute("bz", meshData.vertices[i].biTan.z);
XMLNode *vertTag = meshTag->InsertEndChild(vertEl);
}
string name = GameManager::getSingleton()->getPath() + "Models/Maps/" + map->getMapName() + "/" + map->getMapName() + ".xml";
doc->SaveFile(name.c_str());
}
void MapEditorAppState::MapEditor::deleteWeights(){
weightsGenerated = false;
}
void MapEditorAppState::MapEditor::prepareTerrainObject(u32 **weights, Cell *cells, int cellsByDim[3], float height, bool land){
const int numCells = cellsByDim[0] * cellsByDim[1] * cellsByDim[2];
Vector3 initPos = -.5 * Vector3(mapSize.x, -height, mapSize.y);
Node *landmass = map->getTerrainObject(0).node;
for(int i = 0; i < numCells; i++){
int xId = i % cellsByDim[0];
int yId = int(i / (cellsByDim[0] * cellsByDim[2]));
int zId = (int(i / cellsByDim[0])) % cellsByDim[2];
cells[i].pos = initPos + Vector3(xId * cellLength, -yId * cellDepth, zId * cellWidth);
if(land){
vector<Ray::CollisionResult> res;
Ray::retrieveCollisions(Vector3(cells[i].pos.x, 100, cells[i].pos.z), -Vector3::VEC_J, landmass, res);
Ray::sortResults(res);
if(!res.empty())
cells[i].pos.y = res[0].pos.y;
}
}
MeshData meshData = landmass->getMesh(0)->getMeshBase();
for(int i = 0; i < numCells; i++){
int waterbodyId = -1;
bool impassible = false;
TerrainObject waterbody;
for(int j = 0; j < 3 * meshData.numTris; j++){
Vector3 point = Vector3(float(meshData.vertices[j].pos.x), float(meshData.vertices[j].pos.y), float(meshData.vertices[j].pos.z));
for(int k = 1; k < map->getNumTerrainObjects(); k++){
TerrainObject wb = map->getTerrainObject(k);
bool diffX = (abs(point.x - wb.pos.x) < .5 * wb.size.x);
bool diffY = (abs(point.y - wb.pos.z) < .5 * wb.size.z);
bool diffZ = (abs(point.z + wb.pos.y) < .5 * wb.size.y);
if(diffX && diffZ){
waterbodyId = k;
break;
}
}
if(waterbodyId != -1)
waterbody = map->getTerrainObject(waterbodyId);
bool withinX = (abs(point.x - cells[i].pos.x) < 0.5 * cellLength);
bool withinY = (!land ? (abs(point.y - cells[i].pos.y) < 0.5 * cellDepth) : true);
bool withinZ = (abs(point.z - cells[i].pos.z) < 0.5 * cellWidth);
bool pointWithin = (withinX && withinY && withinZ);
if(land && pointWithin && (waterbodyId != -1 && point.y < waterbody.pos.z))
impassible = true;
else if(!land && pointWithin && waterbodyId != -1)
impassible = true;
}
}
for(int i = 0; i < numCells; i++){
int xId = i % cellsByDim[0];
int yId = i / (cellsByDim[0] * cellsByDim[2]);
int zId = (i / cellsByDim[0]) % cellsByDim[2];
for(int j = 0; j < numCells; j++){
bool adjacent = false;
if(xId == 0 && j - i == 1)
adjacent = true;
else if(xId == cellsByDim[0] - 1 && j - i == -1)
adjacent = true;
else if(0 < xId && xId < cellsByDim[0] - 1 && abs(j - i) == 1)
adjacent = true;
if(yId == 0 && j - i == cellsByDim[0] * cellsByDim[2])
adjacent = true;
else if(0 < yId && yId < cellsByDim[1] - 1 && abs(j - i) == cellsByDim[0] * cellsByDim[2])
adjacent = true;
else if(yId == cellsByDim[1] - 1 && j - i == -(cellsByDim[0] * cellsByDim[2]))
adjacent = true;
if(zId == 0 && j - i == cellsByDim[0])
adjacent = true;
else if(zId == cellsByDim[2] - 1 && j - i == -cellsByDim[0])
adjacent = true;
else if(0 < zId && zId < cellsByDim[2] - 1 && abs(j - i) == cellsByDim[0])
adjacent = true;
weights[i][j] = IMPASS_NODE_VAL;
if(i == j)
weights[i][j] = 0;
else if(adjacent)
weights[i][j] = 1;
}
}
}
void MapEditorAppState::MapEditor::prepareTerrainObjects(int startId, int numObjs){
if(numObjs == -1)
numObjs = map->getNumTerrainObjects();
for(int i = startId; i < numObjs; i++){
TerrainObject &obj = map->getTerrainObject(i);
Vector3 size = obj.size;
int cellsByDim[]{
int(size.x / cellLength),
i == 0 ? 1 : int(size.y / cellDepth),
int(size.z / cellWidth)
};
const int numCells = cellsByDim[0] * cellsByDim[1] * cellsByDim[2];
Cell *cells = new Cell[numCells];
u32 **weights = new u32*[numCells];
for(int i = 0; i < numCells; i++)
weights[i] = new u32[numCells];
obj.cells = cells;
obj.numCells = numCells;
obj.weights = weights;
prepareTerrainObject(weights, cells, cellsByDim, (i > 0 ? obj.pos.y : 0), i == 0);
}
}
string MapEditorAppState::MapEditor::parseTerrainObject(TerrainObject &terrObj){
string terrObjStr = "{\n";
if(terrObj.type = TerrainObject::LANDMASS)
terrObjStr += "model = \"" + map->getMapName() + ".xml\",\n";
terrObjStr += "albedoMap = \"" + map->getMapName() + ".jpg\",\n";
terrObjStr += "size = {x = " + to_string(terrObj.pos.x) + ", y = " + to_string(terrObj.pos.y) + ", z = " + to_string(terrObj.pos.z) + "},\n";
terrObjStr += "nodes = {\n";
terrObjStr += "numCells = " + to_string(terrObj.numCells) + ",\n";
terrObjStr += "size = {x = " + to_string(cellLength) + ", y = " + to_string(cellDepth) + ", z = " + to_string(cellWidth) + "},\n";
terrObjStr += "pos = {\n";
for(int i = 0; i < terrObj.numCells; i++)
terrObjStr += "{x = " + to_string(terrObj.cells[i].pos.x) + ", y = " + to_string(terrObj.cells[i].pos.y) + ", z = " + to_string(terrObj.cells[i].pos.z) + "},\n";
terrObjStr += "},\nimpassible = {\n";
for(int i = 0; i < terrObj.numCells; i++){
terrObjStr += (terrObj.cells[i].impassible ? "true" : "false");
terrObjStr += ",\n";
}
terrObjStr += "},\nweights = {\n";
for(int i = 0; i < terrObj.numCells; i++)
for(int j = 0; j < terrObj.numCells; j++)
terrObjStr += to_string(terrObj.weights[i][j]) + ", ";
terrObjStr += "}\n}\n},\n";
return terrObjStr;
}
void MapEditorAppState::MapEditor::parseMapScript(){
int numTerrObjs = map->getNumTerrainObjects();
string mapScript = "map = {\nnumWaterBodies = " + to_string(numTerrObjs) + ",\n";
mapScript += "impassibleNodeValue = " + to_string(IMPASS_NODE_VAL) + ",\n";
mapScript += "numPlayers = " + to_string(map->getNumPlayers()) + ",\n";
int numSpawnPoints = map->getNumSpawnPoints();
mapScript += "numSpawnPoints = " + to_string(numSpawnPoints) + ",\n";
mapScript += "spawnPoints = {\n";
for(int i = 0; i < numSpawnPoints; i++){
Vector3 sp = map->getSpawnPoint(i);
mapScript += "{x = " + to_string(sp.x) + ", y = " + to_string(sp.y) + ", z = " + to_string(sp.z) + "},\n";
}
mapScript += "},\nplayers = {\n";
for(int i = 0; i < map->getNumPlayers(); i++){
mapScript += "spawnPoint = 0,\n";
int numUnits = map->getPlayer(i)->getNumberOfUnits();
mapScript += "numUnits = " + to_string(numUnits) + ",\n";
if(numUnits > 0){
mapScript += "units = {\n";
for(int j = 0; j < numUnits; j++){
Unit *unit = map->getPlayer(i)->getUnit(j);
string idStr = "id = " + to_string(unit->getId());
Vector3 unitPos = unit->getPos();
string posStr = "pos = {x = " + to_string(unitPos.x) + ", y = " + to_string(unitPos.y) + ", z = " + to_string(unitPos.z) + "}";
Quaternion unitRot = unit->getRot();
string rotStr = "rot = {w = " + to_string(unitRot.w) + ", x = " + to_string(unitRot.x) + ", y = " + to_string(unitRot.y) + ", z = " + to_string(unitRot.z) + "}";
mapScript += "{" + idStr + ", " + posStr + ", " + rotStr + "},\n";
}
mapScript += "}\n,";
mapScript += "}";
}
}
mapScript += "},\n";
Root *root = Root::getSingleton();
string skyboxPath = "";
if(root->getSkybox()){
Texture *tex = ((Material::TextureUniform*)root->getSkybox()->getMaterial()->getUniform("tex"))->value;
string path = tex->getPath()[0];
int slashId = path.find_last_of('/');
skyboxPath = path.substr(0, slashId);
slashId = skyboxPath.find_last_of('/');
skyboxPath = skyboxPath.substr(slashId + 1);
}
mapScript += "skybox = \"" + skyboxPath + "\",\n";
mapScript += "terrain = " + parseTerrainObject(map->getTerrainObject(0));
mapScript += "waterbodies = {";
for(int i = 1; i < numTerrObjs; i++)
mapScript += parseTerrainObject(map->getTerrainObject(i));
mapScript += "}\n}";
string file = GameManager::getSingleton()->getPath() + "Models/Maps/" + map->getMapName() + "/" + map->getMapName() + ".lua";
std::ofstream outFile(file);
outFile << mapScript;
outFile.close();
}
void MapEditorAppState::MapEditor::toggleCellMarkers(){
cellMarkersVisible = !cellMarkersVisible;
for(TerrainObject &obj : map->getTerrainObjects())
for(Node *cellMarker : obj.cellMarkers)
cellMarker->setVisible(cellMarkersVisible);
}
void MapEditorAppState::MapEditor::prepareCellMarkers(TerrainObject &obj){
Root *root = Root::getSingleton();
Node *rootNode = root->getRootNode();
for(int i = 0; i < obj.numCells; i++){
Material *mat = new Material(root->getLibPath() + "texture");
mat->addBoolUniform("lightingEnabled", false);
mat->addBoolUniform("texturingEnabled", false);
mat->addVec4Uniform("diffuseColor", Vector4(0, 0, 1, 1));
Box *box = new Box(Vector3(1, 3, 1));
box->setMaterial(mat);
Node *cellMarker = new Node(obj.cells[i].pos);
cellMarker->attachMesh(box);
cellMarker->setVisible(cellMarkersVisible);
rootNode->attachChild(cellMarker);
obj.cellMarkers.push_back(cellMarker);
}
}
void MapEditorAppState::MapEditor::exportMap(){
string assetsPath = GameManager::getSingleton()->getPath();
string mapFolder = assetsPath + "Models/Maps/" + map->getMapName() + "/";
create_directory(mapFolder);
copy_file(DEFAULT_TEXTURE, mapFolder + map->getMapName() + ".jpg");
prepareTerrainObjects();
parseLandmass();
parseMapScript();
}
MapEditorAppState::MapEditorAppState(string name, Vector2 size, bool newMap) : AbstractAppState(
AppStateType::MAP_EDITOR,
configData::calcSumBinds(AppStateType::MAP_EDITOR, true),
configData::calcSumBinds(AppStateType::MAP_EDITOR, false),
GameManager::getSingleton()->getPath() + "Scripts/options.lua"){
mapName = name;
mapSize = size;
this->newMap = newMap;
}
void MapEditorAppState::update(){
radiusText->setText(L"Radius: " + to_wstring(mapEditor->getCircleRadius()));
weightsText->setText(L"Weights generated: " + to_wstring(mapEditor->isWeightsGenerated()));
CameraController *camCtr = CameraController::getSingleton();
if(!(camCtr->isLookingAround() || mapEditor->isPushing()))
camCtr->updateCameraPosition();
UnitFrameController *ufCtr = UnitFrameController::getSingleton();
if(ufCtr->isPlacingFrames())
ufCtr->update();
}
void MapEditorAppState::onAttached(){
AbstractAppState::onAttached();
mapEditor = new MapEditor(mapName, mapSize, newMap);
Root *root = Root::getSingleton();
Material *mat = new Material(root->getLibPath() + "text");
mat->addBoolUniform("texturingEnabled", false);
mat->addVec4Uniform("diffuseColor", Vector4::VEC_IJKL);
string fontPath = GameManager::getSingleton()->getPath() + "Fonts/batang.ttf";
radiusText = new Text(fontPath, L"");
radiusText->setMaterial(mat);
weightsText = new Text(fontPath, L"");
weightsText->setMaterial(mat);
Node *radiusNode = new Node(Vector3(0, 100, 0));
radiusNode->addText(radiusText);
root->getGuiNode()->attachChild(radiusNode);
Node *weightsNode = new Node(Vector3(0, 200, 0));
weightsNode->addText(weightsText);
root->getGuiNode()->attachChild(weightsNode);
}
void MapEditorAppState::onDettached(){}
void MapEditorAppState::onAction(int bind, bool isPressed){
UnitFrameController *ufCtr = UnitFrameController::getSingleton();
switch((Bind)bind){
case Bind::LOOK_AROUND:
if(ufCtr->isPlacingFrames()){
Player *player = Map::getSingleton()->getPlayer(0);
UnitFrameController::UnitFrame &frame = ufCtr->getUnitFrame(0);
player->addUnit(new Unit(player, frame.id, frame.model->getPosition(), frame.model->getOrientation()));
}
else
CameraController::getSingleton()->setLookingAround(isPressed);
break;
case Bind::DESELECT_STRUCTURE:
ufCtr->removeUnitFrames();
ufCtr->setPlacingFrames(false);
break;
case Bind::INCREASE_RADIUS:
if(isPressed) mapEditor->updateCircleRadius(true);
break;
case Bind::DECREASE_RADIUS:
if(isPressed) mapEditor->updateCircleRadius(false);
break;
case Bind::LEFT_CLICK:
if(isPressed){
Camera *cam = Root::getSingleton()->getCamera();
Vector3 startPos = cam->getPosition();
Vector2 cursorPos = getCursorPos();
Vector3 endPos = screenToSpace(cursorPos);
vector<Ray::CollisionResult> results;
Ray::retrieveCollisions(startPos, (endPos - startPos).norm(), Map::getSingleton()->getTerrainObject(0).node, results);
Ray::sortResults(results);
if(cursorPos.y < GameManager::getSingleton()->getHeight() - mapEditor->getGuiThreshold()){
bool push = !results.empty();
mapEditor->setPushing(push);
if(push)
mapEditor->setPushPos(results[0].pos);
mapEditor->castSelectionRay();
}
else
mapEditor->setPushing(false);
}
else
mapEditor->setPushing(false);
break;
case Bind::CREATE_WATERBODY:
if(isPressed) mapEditor->createWaterbody();
break;
case Bind::MOVE_TERR_OBJ:
if(isPressed) mapEditor->setMovingTerrainObject(true);
break;
case Bind::STOP_TERR_OBJ:
if(isPressed) mapEditor->setMovingTerrainObject(false);
break;
case Bind::MOVE_X_AXIS:
case Bind::MOVE_Y_AXIS:
case Bind::MOVE_Z_AXIS:
if(isPressed && mapEditor->isMovingTerrainObject()){
MapEditor::MovementAxis axis = MapEditor::MovementAxis((int)bind - (int)Bind::MOVE_X_AXIS);
mapEditor->setMovementAxis(axis);
}
break;
case Bind::GENERATE_WEIGHTS:
mapEditor->prepareTerrainObjects();
break;
case Bind::TOGGLE_CELL_MARKERS:
if(isPressed) mapEditor->toggleCellMarkers();
break;
}
}
void MapEditorAppState::onAnalog(int bind, float strength){
CameraController *camCtr = CameraController::getSingleton();
switch((Bind)bind){
case Bind::LOOK_UP:
case Bind::LOOK_DOWN:
if(camCtr->isLookingAround()){
Vector3 dirProj = Root::getSingleton()->getCamera()->getDirection();
dirProj = Vector3(dirProj.x, 0, dirProj.z).norm();
camCtr->orientCamera(Vector3(0, 1, 0).cross(dirProj), strength);
}
break;
case Bind::LOOK_LEFT:
case Bind::LOOK_RIGHT:
if(camCtr->isLookingAround())
camCtr->orientCamera(Vector3(0, 1, 0), strength);
break;
case Bind::PUSH_VERTS_UP:
case Bind::PUSH_VERTS_DOWN:
if(mapEditor->isPushing()) mapEditor->pushLandmassVerts(strength);
else if(mapEditor->isMovingTerrainObject() && mapEditor->getSelectedTerrainObject() != &Map::getSingleton()->getTerrainObject(0))
mapEditor->moveTerrainObject(strength);
break;
}
}
}