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2111 lines
53 KiB
2111 lines
53 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements the 3D view message handling. This class is responsible
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// for 3D camera control, activating tools in the 3D view, calling
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// into the renderer when necessary, and synchronizing the 2D camera
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// information with the 3D camera.
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//
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//=============================================================================//
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#include "stdafx.h"
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#include <oleauto.h>
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#include <oaidl.h>
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#if _MSC_VER < 1300
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#include <afxpriv.h>
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#endif
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#include <mmsystem.h>
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#include "Camera.h"
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#include "GlobalFunctions.h"
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#include "Gizmo.h"
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#include "History.h"
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#include "Keyboard.h"
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#include "MainFrm.h"
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#include "MapDoc.h"
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#include "MapDecal.h"
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#include "MapEntity.h"
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#include "MapSolid.h"
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#include "MapStudioModel.h"
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#include "MapWorld.h"
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#include "MapView3D.h"
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#include "MapView2D.h"
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#include "ObjectBar.h"
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#include "Options.h"
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#include "StatusBarIDs.h"
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#include "TitleWnd.h"
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#include "ToolManager.h"
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#include "hammer.h"
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#include "mathlib/vector.h"
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#include "MapOverlay.h"
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#include "engine_launcher_api.h"
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#include "vgui/Cursor.h"
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#include "ToolCamera.h"
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#include "HammerVGui.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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#pragma warning(disable:4244 4305)
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typedef struct
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{
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CMapObjectList *pList;
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POINT pt;
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CMapWorld *pWorld;
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} SELECT3DINFO;
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int g_nClipPoints = 0;
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Vector g_ClipPoints[4];
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//
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// Defines the logical keys.
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//
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#define LOGICAL_KEY_FORWARD 0
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#define LOGICAL_KEY_BACK 1
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#define LOGICAL_KEY_LEFT 2
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#define LOGICAL_KEY_RIGHT 3
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#define LOGICAL_KEY_UP 4
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#define LOGICAL_KEY_DOWN 5
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#define LOGICAL_KEY_PITCH_UP 6
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#define LOGICAL_KEY_PITCH_DOWN 7
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#define LOGICAL_KEY_YAW_LEFT 8
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#define LOGICAL_KEY_YAW_RIGHT 9
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//
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// Rotation speeds, in degrees per second.
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//
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#define YAW_SPEED 180
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#define PITCH_SPEED 180
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#define ROLL_SPEED 180
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IMPLEMENT_DYNCREATE(CMapView3D, CView)
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BEGIN_MESSAGE_MAP(CMapView3D, CView)
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//{{AFX_MSG_MAP(CMapView3D)
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ON_WM_KILLFOCUS()
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ON_WM_TIMER()
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ON_WM_KEYDOWN()
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ON_WM_KEYUP()
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ON_WM_SIZE()
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ON_WM_CONTEXTMENU()
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ON_WM_LBUTTONDOWN()
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ON_WM_LBUTTONUP()
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ON_WM_LBUTTONDBLCLK()
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ON_WM_RBUTTONDOWN()
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ON_WM_MOUSEMOVE()
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ON_WM_MOUSEWHEEL()
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ON_WM_RBUTTONUP()
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ON_WM_CHAR()
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ON_WM_SETFOCUS()
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ON_WM_NCPAINT()
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ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint)
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ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint)
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ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview)
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ON_COMMAND(ID_VIEW_3DWIREFRAME, OnView3dWireframe)
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ON_COMMAND(ID_VIEW_3DPOLYGON, OnView3dPolygon)
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ON_COMMAND(ID_VIEW_3DTEXTURED, OnView3dTextured)
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ON_COMMAND(ID_VIEW_3DLIGHTMAP_GRID, OnView3dLightmapGrid)
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ON_COMMAND(ID_VIEW_LIGHTINGPREVIEW, OnView3dLightingPreview)
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ON_COMMAND(ID_VIEW_LIGHTINGPREVIEW_RAYTRACED, OnView3dLightingPreviewRayTraced)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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//-----------------------------------------------------------------------------
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// Purpose: Constructor. Initializes data members to default values.
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//-----------------------------------------------------------------------------
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CMapView3D::CMapView3D(void)
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{
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m_eDrawType = VIEW3D_WIREFRAME;
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m_pRender = NULL;
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m_pCamera = NULL;
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m_dwTimeLastInputSample = 0;
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m_fForwardSpeed = 0;
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m_fStrafeSpeed = 0;
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m_fVerticalSpeed = 0;
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m_pwndTitle = NULL;
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m_bLightingPreview = false;
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m_bMouseLook = false;
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m_bStrafing = false;
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m_bRotating = false;
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m_ptLastMouseMovement.x = 0;
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m_ptLastMouseMovement.y = 0;
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m_nLastRaytracedBitmapRenderTimeStamp = -1;
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m_bCameraPosChanged = false;
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m_bClippingChanged = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor. Releases dynamically allocated resources.
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//-----------------------------------------------------------------------------
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CMapView3D::~CMapView3D(void)
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{
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if (m_pCamera != NULL)
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{
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delete m_pCamera;
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}
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if (m_pRender != NULL)
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{
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m_pRender->ShutDown();
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delete m_pRender;
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}
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if (m_pwndTitle != NULL)
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{
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delete m_pwndTitle;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : cs -
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// Output : Returns TRUE on success, FALSE on failure.
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//-----------------------------------------------------------------------------
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BOOL CMapView3D::PreCreateWindow(CREATESTRUCT& cs)
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{
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static CString className;
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if(className.IsEmpty())
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{
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//
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// We need the CS_OWNDC bit so that we don't need to call GetDC every time we render. That fixes the flicker under Win98.
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//
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className = AfxRegisterWndClass(CS_BYTEALIGNCLIENT | CS_DBLCLKS | CS_HREDRAW | CS_VREDRAW | CS_OWNDC, NULL, HBRUSH(GetStockObject(BLACK_BRUSH)));
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}
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cs.lpszClass = className;
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return CView::PreCreateWindow(cs);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Disables mouselook when the view loses focus. This ensures that the
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// cursor is shown and not locked in the center of the 3D view.
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// Input : pNewWnd - The window getting focus.
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//-----------------------------------------------------------------------------
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void CMapView3D::OnKillFocus(CWnd *pNewWnd)
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{
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EnableMouseLook(false);
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EnableRotating(false);
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EnableStrafing(false);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : nDrawType -
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//-----------------------------------------------------------------------------
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void CMapView3D::SetDrawType(DrawType_t eDrawType)
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{
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EditorRenderMode_t eRenderMode;
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// Turn off the dialog.
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if ( m_eDrawType == VIEW3D_SMOOTHING_GROUP )
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{
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CMainFrame *pMainFrame = GetMainWnd();
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if ( pMainFrame )
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{
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CFaceSmoothingVisualDlg *pSmoothDlg = pMainFrame->GetSmoothingGroupDialog();
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pSmoothDlg->ShowWindow( SW_HIDE );
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}
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}
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if (m_pwndTitle != NULL)
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{
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m_pwndTitle->SetTitle("camera");
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}
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m_bLightingPreview = false;
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switch (eDrawType)
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{
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case VIEW3D_WIREFRAME:
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{
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eRenderMode = RENDER_MODE_WIREFRAME;
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break;
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}
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case VIEW3D_POLYGON:
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{
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eRenderMode = RENDER_MODE_FLAT;
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break;
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}
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case VIEW3D_TEXTURED:
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{
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eRenderMode = RENDER_MODE_TEXTURED;
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break;
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}
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case VIEW3D_TEXTURED_SHADED:
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{
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eRenderMode = RENDER_MODE_TEXTURED_SHADED;
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break;
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}
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case VIEW3D_LIGHTMAP_GRID:
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{
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eRenderMode = RENDER_MODE_LIGHTMAP_GRID;
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break;
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}
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case VIEW3D_LIGHTING_PREVIEW2:
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{
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eRenderMode = RENDER_MODE_LIGHT_PREVIEW2;
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break;
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}
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case VIEW3D_LIGHTING_PREVIEW_RAYTRACED:
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{
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eRenderMode = RENDER_MODE_LIGHT_PREVIEW_RAYTRACED;
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break;
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}
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case VIEW3D_SMOOTHING_GROUP:
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{
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CMainFrame *pMainFrame = GetMainWnd();
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if ( pMainFrame )
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{
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CFaceSmoothingVisualDlg *pSmoothDlg = pMainFrame->GetSmoothingGroupDialog();
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pSmoothDlg->ShowWindow( SW_SHOW );
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}
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// Always set the initial group to visualize (zero).
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CMapDoc *pDoc = GetMapDoc();
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pDoc->SetSmoothingGroupVisual( 0 );
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eRenderMode = RENDER_MODE_SMOOTHING_GROUP;
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break;
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}
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//case VIEW3D_ENGINE:
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//{
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// eRenderMode = RENDER_MODE_TEXTURED;
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// if ( IsRunningInEngine() )
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// {
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// CMapDoc *pMapDoc = CMapDoc::GetActiveMapDoc();
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// if ( pMapDoc )
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// {
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// const char *pFullPathName = pMapDoc->GetPathName();
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// if ( pFullPathName && pFullPathName[0] )
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// {
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// char buf[MAX_PATH];
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// Q_FileBase( pFullPathName, buf, MAX_PATH );
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//
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// // Don't do it if we're untitled
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// //if ( !Q_stristr( buf, "untitled" ) )
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// {
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// g_pEngineAPI->SetEngineWindow( m_hWnd );
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// //g_pEngineAPI->SetMap( buf );
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// g_pEngineAPI->ActivateSimulation( true );
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// }
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// }
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// }
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// }
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// if (m_pwndTitle != NULL)
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// {
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// m_pwndTitle->SetTitle("engine");
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// }
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// break;
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//}
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default:
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{
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Assert(FALSE);
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eDrawType = VIEW3D_WIREFRAME;
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eRenderMode = RENDER_MODE_WIREFRAME;
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break;
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}
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}
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m_eDrawType = eDrawType;
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//
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// Set renderer to use the new rendering mode.
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//
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if (m_pRender != NULL)
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{
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m_pRender->SetDefaultRenderMode(eRenderMode);
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m_pRender->SetInLightingPreview( m_bLightingPreview );
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// Somehow, this drop down box screws up MFC's notion
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// of what we're supposed to be updating. This is a workaround.
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m_pRender->ResetFocus();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the position and direction of the camera for this view.
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//-----------------------------------------------------------------------------
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void CMapView3D::SetCamera(const Vector &vecPos, const Vector &vecLookAt)
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{
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m_pCamera->SetViewPoint(vecPos);
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m_pCamera->SetViewTarget(vecLookAt);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Prepares to print.
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// Input : Per CView::OnPreparePrinting.
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// Output : Returns nonzero to begin printing, zero to cancel printing.
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//-----------------------------------------------------------------------------
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BOOL CMapView3D::OnPreparePrinting(CPrintInfo* pInfo)
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{
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return(DoPreparePrinting(pInfo));
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}
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//-----------------------------------------------------------------------------
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// Purpose: Debugging functions.
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//-----------------------------------------------------------------------------
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#ifdef _DEBUG
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void CMapView3D::AssertValid() const
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{
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CView::AssertValid();
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}
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void CMapView3D::Dump(CDumpContext& dc) const
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{
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CView::Dump(dc);
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}
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#endif //_DEBUG
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : nIDEvent -
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//-----------------------------------------------------------------------------
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void CMapView3D::OnTimer(UINT nIDEvent)
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{
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static bool s_bPicking = false; // picking mutex
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switch (nIDEvent)
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{
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case MVTIMER_PICKNEXT:
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{
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if ( !s_bPicking )
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{
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s_bPicking = true;
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// set current document hit
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GetMapDoc()->GetSelection()->SetCurrentHit(hitNext);
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s_bPicking = false;
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}
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break;
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}
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}
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CView::OnTimer(nIDEvent);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called just before we are destroyed.
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//-----------------------------------------------------------------------------
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BOOL CMapView3D::DestroyWindow()
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{
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KillTimer(MVTIMER_PICKNEXT);
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return CView::DestroyWindow();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMapView3D::UpdateStatusBar(void)
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{
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if (!IsWindow(m_hWnd))
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{
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return;
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}
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SetStatusText(SBI_GRIDZOOM, "");
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SetStatusText(SBI_COORDS, "");
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets up key bindings for the 3D view.
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//-----------------------------------------------------------------------------
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void CMapView3D::InitializeKeyMap(void)
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{
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m_Keyboard.RemoveAllKeyMaps();
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if (!Options.view2d.bNudge)
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{
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m_Keyboard.AddKeyMap(VK_LEFT, 0, LOGICAL_KEY_YAW_LEFT);
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m_Keyboard.AddKeyMap(VK_RIGHT, 0, LOGICAL_KEY_YAW_RIGHT);
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m_Keyboard.AddKeyMap(VK_DOWN, 0, LOGICAL_KEY_PITCH_DOWN);
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m_Keyboard.AddKeyMap(VK_UP, 0, LOGICAL_KEY_PITCH_UP);
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m_Keyboard.AddKeyMap(VK_LEFT, KEY_MOD_SHIFT, LOGICAL_KEY_LEFT);
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m_Keyboard.AddKeyMap(VK_RIGHT, KEY_MOD_SHIFT, LOGICAL_KEY_RIGHT);
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m_Keyboard.AddKeyMap(VK_DOWN, KEY_MOD_SHIFT, LOGICAL_KEY_DOWN);
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m_Keyboard.AddKeyMap(VK_UP, KEY_MOD_SHIFT, LOGICAL_KEY_UP);
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}
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if (Options.view3d.bUseMouseLook)
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{
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m_Keyboard.AddKeyMap('W', 0, LOGICAL_KEY_FORWARD);
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m_Keyboard.AddKeyMap('A', 0, LOGICAL_KEY_LEFT);
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m_Keyboard.AddKeyMap('D', 0, LOGICAL_KEY_RIGHT);
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m_Keyboard.AddKeyMap('S', 0, LOGICAL_KEY_BACK);
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}
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else
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{
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m_Keyboard.AddKeyMap('D', 0, LOGICAL_KEY_FORWARD);
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m_Keyboard.AddKeyMap('C', 0, LOGICAL_KEY_BACK);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pWnd -
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// point -
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//-----------------------------------------------------------------------------
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void CMapView3D::OnContextMenu(CWnd *pWnd, CPoint point)
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{
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// Pass the message to the active tool.
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if ( !m_pToolManager )
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return;
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CBaseTool *pTool = m_pToolManager->GetActiveTool();
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if (pTool)
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{
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if ( pTool->OnContextMenu3D(this, 0, Vector2D(point.x, point.y) ) )
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{
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return;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handles the key down event.
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// Input : Per CWnd::OnKeyDown.
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//-----------------------------------------------------------------------------
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void CMapView3D::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
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{
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CMapDoc *pDoc = GetMapDoc();
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if (pDoc == NULL)
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{
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return;
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}
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//
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// 'z' toggles mouselook.
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//
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if (((char)tolower(nChar) == 'z') && !(nFlags & 0x4000) && (Options.view3d.bUseMouseLook))
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{
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CMapDoc *pDoc = GetMapDoc();
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if (pDoc != NULL)
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{
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EnableMouseLook(!m_bMouseLook);
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//
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// If we just stopped mouse looking, update the camera variables.
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//
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if (!m_bMouseLook)
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{
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UpdateCameraVariables();
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}
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}
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return;
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}
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|
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// Got to check for m_pToolManager here because otherwise it can crash on startup if they have keys pressed.
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if ( m_pToolManager )
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{
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//
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// Pass the message to the active tool.
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//
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CBaseTool *pTool = m_pToolManager->GetActiveTool();
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if (pTool)
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{
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if (pTool->OnKeyDown3D(this, nChar, nRepCnt, nFlags))
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{
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return;
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}
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}
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}
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m_Keyboard.OnKeyDown(nChar, nRepCnt, nFlags);
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switch (nChar)
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{
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case VK_DELETE:
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{
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pDoc->OnCmdMsg(ID_EDIT_DELETE, CN_COMMAND, NULL, NULL);
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break;
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}
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case VK_NEXT:
|
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{
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pDoc->OnCmdMsg(ID_EDIT_SELNEXT, CN_COMMAND, NULL, NULL);
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break;
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}
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case VK_PRIOR:
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{
|
|
pDoc->OnCmdMsg(ID_EDIT_SELPREV, CN_COMMAND, NULL, NULL);
|
|
break;
|
|
}
|
|
|
|
//
|
|
// Move the back clipping plane closer in.
|
|
//
|
|
case '1':
|
|
{
|
|
float fBack = m_pCamera->GetFarClip();
|
|
if (fBack >= 2000)
|
|
{
|
|
m_pCamera->SetFarClip(fBack - 1000);
|
|
Options.view3d.iBackPlane = fBack;
|
|
}
|
|
else if (fBack > 500)
|
|
{
|
|
m_pCamera->SetFarClip(fBack - 250);
|
|
Options.view3d.iBackPlane = fBack;
|
|
}
|
|
m_bUpdateView = true;
|
|
m_bClippingChanged = true;
|
|
break;
|
|
}
|
|
|
|
//
|
|
// Move the back clipping plane farther away.
|
|
//
|
|
case '2':
|
|
{
|
|
float fBack = m_pCamera->GetFarClip();
|
|
if ((fBack <= 9000) && (fBack > 1000))
|
|
{
|
|
m_pCamera->SetFarClip(fBack + 1000);
|
|
Options.view3d.iBackPlane = fBack;
|
|
}
|
|
else if (fBack < 10000)
|
|
{
|
|
m_pCamera->SetFarClip(fBack + 250);
|
|
Options.view3d.iBackPlane = fBack;
|
|
}
|
|
m_bUpdateView = true;
|
|
m_bClippingChanged = true;
|
|
break;
|
|
}
|
|
|
|
case 'O':
|
|
case 'o':
|
|
{
|
|
m_pRender->DebugHook1();
|
|
break;
|
|
}
|
|
|
|
case 'I':
|
|
case 'i':
|
|
{
|
|
m_pRender->DebugHook2();
|
|
break;
|
|
}
|
|
|
|
case 'P':
|
|
case 'p':
|
|
{
|
|
pDoc->OnToggle3DGrid();
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
CView::OnKeyDown(nChar, nRepCnt, nFlags);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles key release events.
|
|
// Input : Per CWnd::OnKeyup
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags)
|
|
{
|
|
// Got to check for m_pToolManager here because otherwise it can crash on startup if they have keys pressed.
|
|
if ( m_pToolManager )
|
|
{
|
|
// Pass the message to the active tool.
|
|
CBaseTool *pTool = m_pToolManager->GetActiveTool();
|
|
if (pTool)
|
|
{
|
|
if (pTool->OnKeyUp3D(this, nChar, nRepCnt, nFlags))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
m_Keyboard.OnKeyUp(nChar, nRepCnt, nFlags);
|
|
|
|
UpdateCameraVariables();
|
|
}
|
|
|
|
CView::OnKeyUp(nChar, nRepCnt, nFlags);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when the view is resized.
|
|
// Input : nType -
|
|
// cx -
|
|
// cy -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnSize(UINT nType, int cx, int cy)
|
|
{
|
|
if ( m_pCamera )
|
|
{
|
|
m_pCamera->SetViewPort( cx, cy );
|
|
}
|
|
|
|
CView::OnSize(nType, cx, cy);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Finds the axis that is most closely aligned with the given vector.
|
|
// Input : Vector - Vector to find closest axis to.
|
|
// Output : Returns an axis index as follows:
|
|
// 0 - Positive X axis.
|
|
// 1 - Positive Y axis.
|
|
// 2 - Positive Z axis.
|
|
// 3 - Negative X axis.
|
|
// 4 - Negative Y axis.
|
|
// 5 - Negative Z axis.
|
|
//-----------------------------------------------------------------------------
|
|
const Vector&ClosestAxis(const Vector& v)
|
|
{
|
|
static Vector vBestAxis;
|
|
float fBestDot = -1;
|
|
Vector vNormal = v;
|
|
|
|
VectorNormalize( vNormal );
|
|
vBestAxis.Init();
|
|
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
Vector vTestAxis(0,0,0);
|
|
|
|
vTestAxis[i%3] = (i>=3)?-1:1;
|
|
|
|
float fTestDot = DotProduct(v, vTestAxis);
|
|
if (fTestDot > fBestDot)
|
|
{
|
|
fBestDot = fTestDot;
|
|
vBestAxis = vTestAxis;
|
|
}
|
|
}
|
|
|
|
return vBestAxis;
|
|
}
|
|
|
|
void CMapView3D::GetBestTransformPlane( Vector &horzAxis, Vector &vertAxis, Vector &thirdAxis)
|
|
{
|
|
Vector vAxis;
|
|
|
|
m_pCamera->GetViewRight( vAxis );
|
|
horzAxis = ClosestAxis( vAxis );
|
|
|
|
m_pCamera->GetViewUp( vAxis );
|
|
vertAxis = ClosestAxis( vAxis );
|
|
|
|
m_pCamera->GetViewForward( vAxis );
|
|
thirdAxis = ClosestAxis( vAxis );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Synchronizes the 2D camera information with the 3D view.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::UpdateCameraVariables(void)
|
|
{
|
|
Camera3D *pCamTool = dynamic_cast<Camera3D*>(m_pToolManager->GetToolForID( TOOL_CAMERA ));
|
|
|
|
if (!m_pCamera || !pCamTool )
|
|
return;
|
|
|
|
Vector viewPoint,viewForward;
|
|
|
|
m_pCamera->GetViewPoint(viewPoint);
|
|
m_pCamera->GetViewForward(viewForward);
|
|
|
|
// tell camera tool to update active camera
|
|
pCamTool->UpdateActiveCamera( viewPoint, viewForward );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles the left mouse button double click event.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnLButtonDblClk(UINT nFlags, CPoint point)
|
|
{
|
|
//
|
|
// Don't forward message if we are controlling the camera.
|
|
//
|
|
if ((GetAsyncKeyState(VK_SPACE) & 0x8000) != 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
//
|
|
// Pass the message to the active tool.
|
|
//
|
|
if ( !m_pToolManager )
|
|
return;
|
|
CBaseTool *pTool = m_pToolManager->GetActiveTool();
|
|
if (pTool != NULL)
|
|
{
|
|
Vector2D vPoint( point.x,point.y);
|
|
if (pTool->OnLMouseDblClk3D( this, nFlags, vPoint ))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles the left mouse button down event.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnLButtonDown(UINT nFlags, CPoint point)
|
|
{
|
|
if ((GetAsyncKeyState(VK_SPACE) & 0x8000) != 0)
|
|
{
|
|
EnableRotating(true);
|
|
return;
|
|
}
|
|
|
|
//
|
|
// Pass the message to the active tool.
|
|
//
|
|
if ( m_pToolManager != NULL )
|
|
{
|
|
CBaseTool *pTool = m_pToolManager->GetActiveTool();
|
|
if (pTool != NULL)
|
|
{
|
|
Vector2D vPoint( point.x,point.y);
|
|
if (pTool->OnLMouseDown3D(this, nFlags, vPoint))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
CView::OnLButtonDown(nFlags, point);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called by the selection tool to begin timed selection by depth.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::BeginPick(void)
|
|
{
|
|
SetTimer(MVTIMER_PICKNEXT, 500, NULL);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called by the selection tool to end timed selection by depth.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::EndPick(void)
|
|
{
|
|
//
|
|
// Kill pick timer.
|
|
//
|
|
KillTimer(MVTIMER_PICKNEXT);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : nFlags -
|
|
// point -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnLButtonUp(UINT nFlags, CPoint point)
|
|
{
|
|
if (m_bRotating)
|
|
{
|
|
EnableRotating(false);
|
|
UpdateCameraVariables();
|
|
return;
|
|
}
|
|
|
|
//
|
|
// Pass the message to the active tool.
|
|
//
|
|
if ( m_pToolManager != NULL )
|
|
{
|
|
CBaseTool *pTool = m_pToolManager->GetActiveTool();
|
|
if (pTool != NULL)
|
|
{
|
|
Vector2D vPoint( point.x,point.y);
|
|
if (pTool->OnLMouseUp3D(this, nFlags, vPoint))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
CView::OnLButtonUp(nFlags, point);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Creates the renderer and the camera and initializes them.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnInitialUpdate(void)
|
|
{
|
|
InitializeKeyMap();
|
|
|
|
//
|
|
// Create a title window.
|
|
//
|
|
m_pwndTitle = CTitleWnd::CreateTitleWnd(this, ID_2DTITLEWND);
|
|
Assert(m_pwndTitle != NULL);
|
|
if (m_pwndTitle != NULL)
|
|
{
|
|
m_pwndTitle->SetTitle("camera");
|
|
}
|
|
|
|
//
|
|
// CMainFrame::LoadWindowStates calls InitialUpdateFrame which causes us to get two
|
|
// OnInitialUpdate messages! Check for a NULL renderer to avoid processing twice.
|
|
//
|
|
if (m_pRender != NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
//
|
|
// Create and initialize the renderer.
|
|
//
|
|
m_pRender = new CRender3D();
|
|
|
|
CMapDoc *pDoc = GetMapDoc();
|
|
if (pDoc == NULL)
|
|
{
|
|
Assert(pDoc != NULL);
|
|
return;
|
|
}
|
|
|
|
m_pRender->SetView( this );
|
|
|
|
m_pToolManager = pDoc->GetTools();
|
|
|
|
SetDrawType(m_eDrawType);
|
|
|
|
|
|
//
|
|
// Create and initialize the camera.
|
|
//
|
|
m_pCamera = new CCamera();
|
|
Assert(m_pCamera != NULL);
|
|
if (m_pCamera == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
CRect rect;
|
|
GetClientRect( rect );
|
|
m_pCamera->SetViewPort( rect.Width(), rect.Height() );
|
|
|
|
m_fForwardSpeedMax = Options.view3d.nForwardSpeedMax;
|
|
m_fStrafeSpeedMax = Options.view3d.nForwardSpeedMax * 0.75f;
|
|
m_fVerticalSpeedMax = Options.view3d.nForwardSpeedMax * 0.5f;
|
|
|
|
//
|
|
// Calculate the acceleration based on max speed and the time to max speed.
|
|
//
|
|
if (Options.view3d.nTimeToMaxSpeed != 0)
|
|
{
|
|
m_fForwardAcceleration = m_fForwardSpeedMax / (Options.view3d.nTimeToMaxSpeed / 1000.0f);
|
|
m_fStrafeAcceleration = m_fStrafeSpeedMax / (Options.view3d.nTimeToMaxSpeed / 1000.0f);
|
|
m_fVerticalAcceleration = m_fVerticalSpeedMax / (Options.view3d.nTimeToMaxSpeed / 1000.0f);
|
|
}
|
|
else
|
|
{
|
|
m_fForwardAcceleration = 0;
|
|
m_fStrafeAcceleration = 0;
|
|
m_fVerticalAcceleration = 0;
|
|
}
|
|
|
|
//
|
|
// Set up the frustum. We set the vertical FOV to zero because the renderer
|
|
// only uses the horizontal FOV.
|
|
//
|
|
m_pCamera->SetPerspective( CMapEntity::GetShowDotACamera() ? 65.0f : Options.view3d.fFOV, CAMERA_FRONT_PLANE_DISTANCE, Options.view3d.iBackPlane);
|
|
|
|
//
|
|
// Set the distance at which studio models become bounding boxes.
|
|
//
|
|
CMapStudioModel::SetRenderDistance(Options.view3d.nModelDistance);
|
|
CMapStudioModel::EnableAnimation(Options.view3d.bAnimateModels);
|
|
|
|
//
|
|
// Enable or disable reverse selection.
|
|
//
|
|
m_pRender->RenderEnable(RENDER_REVERSE_SELECTION, (Options.view3d.bReverseSelection == TRUE));
|
|
|
|
//
|
|
// Enable or disable the 3D grid.
|
|
//
|
|
m_pRender->RenderEnable(RENDER_GRID, pDoc->Is3DGridEnabled());
|
|
|
|
//
|
|
// Enable or disable texture filtering.
|
|
//
|
|
m_pRender->RenderEnable(RENDER_FILTER_TEXTURES, (Options.view3d.bFilterTextures == TRUE));
|
|
|
|
// Get the initial viewpoint and view direction from the default camera in the document.
|
|
|
|
Camera3D *pCamTool = dynamic_cast<Camera3D*>(m_pToolManager->GetToolForID( TOOL_CAMERA ));
|
|
if ( pCamTool )
|
|
{
|
|
Vector vecPos,vecLookAt;
|
|
pCamTool->GetCameraPos( vecPos,vecLookAt );
|
|
SetCamera(vecPos, vecLookAt);
|
|
}
|
|
|
|
CView::OnInitialUpdate();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Turns on wireframe mode from the floating "Camera" menu.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnView3dWireframe(void)
|
|
{
|
|
SetDrawType(VIEW3D_WIREFRAME);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Turns on flat shaded mode from the floating "Camera" menu.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnView3dPolygon(void)
|
|
{
|
|
SetDrawType(VIEW3D_POLYGON);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Turns on textured mode from the floating "Camera" menu.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnView3dTextured(void)
|
|
{
|
|
SetDrawType(VIEW3D_TEXTURED);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Turns on lightmap grid mode from the floating "Camera" menu.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnView3dLightmapGrid(void)
|
|
{
|
|
SetDrawType(VIEW3D_LIGHTMAP_GRID);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Turns on lighting preview mode from the floating "Camera" menu.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnView3dLightingPreview(void)
|
|
{
|
|
SetDrawType(VIEW3D_LIGHTING_PREVIEW2);
|
|
}
|
|
|
|
void CMapView3D::OnView3dLightingPreviewRayTraced(void)
|
|
{
|
|
SetDrawType(VIEW3D_LIGHTING_PREVIEW_RAYTRACED);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Turns on engine mode from the floating "Camera" menu.
|
|
//-----------------------------------------------------------------------------
|
|
//void CMapView3D::OnView3dEngine(void)
|
|
//{
|
|
// SetDrawType(VIEW3D_ENGINE);
|
|
//}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : bActivate -
|
|
// pActivateView -
|
|
// pDeactiveView -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::ActivateView(bool bActivate)
|
|
{
|
|
CMapView::ActivateView(bActivate);
|
|
|
|
if (bActivate)
|
|
{
|
|
CMapDoc *pDoc = GetMapDoc();
|
|
CMapDoc::SetActiveMapDoc(pDoc);
|
|
|
|
UpdateStatusBar();
|
|
|
|
// tell doc to update title
|
|
pDoc->UpdateTitle(this);
|
|
|
|
m_Keyboard.ClearKeyStates();
|
|
|
|
//
|
|
// Reset the last input sample time.
|
|
//
|
|
m_dwTimeLastInputSample = 0;
|
|
}
|
|
}
|
|
|
|
void CMapView3D::OnDraw(CDC *pDC)
|
|
{
|
|
CWnd *focusWnd = GetForegroundWindow();
|
|
|
|
if ( focusWnd && focusWnd->ContinueModal() )
|
|
{
|
|
// render the view now since were not running the main loop
|
|
RenderView();
|
|
}
|
|
else
|
|
{
|
|
// just flag view to be update with next main loop
|
|
m_bUpdateView = true;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::RenderView()
|
|
{
|
|
RenderView2( false );
|
|
}
|
|
|
|
|
|
void CMapView3D::RenderView2( bool bRenderingOverEngine )
|
|
{
|
|
Render( bRenderingOverEngine );
|
|
m_bUpdateView = false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapView3D::ShouldRender()
|
|
{
|
|
if ( m_eDrawType == VIEW3D_LIGHTING_PREVIEW_RAYTRACED )
|
|
{
|
|
// check if we have new results from lpreview thread
|
|
// if ( m_nLastRaytracedBitmapRenderTimeStamp !=
|
|
// GetUpdateCounter( EVTYPE_BITMAP_RECEIVED_FROM_LPREVIEW ) )
|
|
// return true;
|
|
}
|
|
else
|
|
{
|
|
// don't animate ray traced displays
|
|
if ( Options.view3d.bAnimateModels )
|
|
{
|
|
DWORD dwTimeElapsed = timeGetTime() - m_dwTimeLastRender;
|
|
|
|
if ( (dwTimeElapsed/1000.0f) > 1.0f/20.0f)
|
|
{
|
|
m_bUpdateView = true;
|
|
}
|
|
}
|
|
}
|
|
return CMapView::ShouldRender();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pDC -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnSetFocus(CWnd *pOldWnd)
|
|
{
|
|
// Make sure the whole window region is marked as invalid
|
|
m_bUpdateView = true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called to paint the non client area of the window.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnNcPaint(void)
|
|
{
|
|
// Make sure the whole window region is marked as invalid
|
|
m_bUpdateView = true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pSender -
|
|
// lHint -
|
|
// pHint -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::UpdateView(int nFlags)
|
|
{
|
|
if ( !m_pRender )
|
|
return;
|
|
|
|
if (nFlags & ( MAPVIEW_UPDATE_ONLY_2D | MAPVIEW_UPDATE_ONLY_LOGICAL ) )
|
|
return;
|
|
|
|
//
|
|
// One of the options in the 3D options page is changing.
|
|
//
|
|
if (nFlags & MAPVIEW_OPTIONS_CHANGED)
|
|
{
|
|
InitializeKeyMap();
|
|
|
|
CMapStudioModel::SetRenderDistance(Options.view3d.nModelDistance);
|
|
CMapStudioModel::EnableAnimation(Options.view3d.bAnimateModels);
|
|
|
|
m_pRender->RenderEnable(RENDER_REVERSE_SELECTION, (Options.view3d.bReverseSelection == TRUE));
|
|
|
|
m_fForwardSpeedMax = Options.view3d.nForwardSpeedMax;
|
|
m_fStrafeSpeedMax = Options.view3d.nForwardSpeedMax * 0.75f;
|
|
m_fVerticalSpeedMax = Options.view3d.nForwardSpeedMax * 0.5f;
|
|
|
|
//
|
|
// Calculate the acceleration based on max speed and the time to max speed.
|
|
//
|
|
if (Options.view3d.nTimeToMaxSpeed != 0)
|
|
{
|
|
m_fForwardAcceleration = m_fForwardSpeedMax / (Options.view3d.nTimeToMaxSpeed / 1000.0f);
|
|
m_fStrafeAcceleration = m_fStrafeSpeedMax / (Options.view3d.nTimeToMaxSpeed / 1000.0f);
|
|
m_fVerticalAcceleration = m_fVerticalSpeedMax / (Options.view3d.nTimeToMaxSpeed / 1000.0f);
|
|
}
|
|
else
|
|
{
|
|
m_fForwardAcceleration = 0;
|
|
m_fStrafeAcceleration = 0;
|
|
m_fVerticalAcceleration = 0;
|
|
}
|
|
|
|
m_pCamera->SetPerspective( CMapEntity::GetShowDotACamera() ? 65.0f : Options.view3d.fFOV, CAMERA_FRONT_PLANE_DISTANCE, Options.view3d.iBackPlane);
|
|
|
|
CMapDoc *pDoc = GetMapDoc();
|
|
if ((pDoc != NULL) && (m_pRender != NULL))
|
|
{
|
|
m_pRender->RenderEnable(RENDER_GRID, pDoc->Is3DGridEnabled());
|
|
m_pRender->RenderEnable(RENDER_FILTER_TEXTURES, (Options.view3d.bFilterTextures == TRUE));
|
|
}
|
|
}
|
|
|
|
if (nFlags & MAPVIEW_UPDATE_OBJECTS)
|
|
{
|
|
// dvs: could use this hint to update the octree
|
|
}
|
|
|
|
CMapView::UpdateView( nFlags );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determines the object at the point (point.x, point.y) in the 3D view.
|
|
// Input : point - Point to use for hit test.
|
|
// ulFace - Index of face in object that was hit.
|
|
// Output : Returns a pointer to the CMapClass object at the coordinates, NULL if none.
|
|
//-----------------------------------------------------------------------------
|
|
CMapClass *CMapView3D::NearestObjectAt( const Vector2D &vPoint, ULONG &ulFace, unsigned int nFlags, VMatrix *pLocalMatrix )
|
|
{
|
|
ulFace = 0;
|
|
if (m_pRender == NULL)
|
|
{
|
|
return(NULL);
|
|
}
|
|
|
|
HitInfo_t Hits;
|
|
|
|
if (m_pRender->ObjectsAt( vPoint.x, vPoint.y, 1, 1, &Hits, 1, nFlags ) != 0)
|
|
{
|
|
//
|
|
// If they clicked on a solid, the index of the face they clicked on is stored
|
|
// in array index [1].
|
|
//
|
|
CMapAtom *pObject = (CMapAtom *)Hits.pObject;
|
|
CMapSolid *pSolid = dynamic_cast<CMapSolid *>(pObject);
|
|
if ( pLocalMatrix != NULL )
|
|
{
|
|
*pLocalMatrix = Hits.m_LocalMatrix;
|
|
}
|
|
if (pSolid != NULL)
|
|
{
|
|
ulFace = Hits.uData;
|
|
return(pSolid);
|
|
}
|
|
|
|
return((CMapClass *)pObject);
|
|
}
|
|
|
|
return(NULL);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Casts a ray from the viewpoint through the given plane and determines
|
|
// the point of intersection of the ray on the plane.
|
|
// Input : point - Point in client screen coordinates.
|
|
// plane - Plane being 'clicked' on.
|
|
// pos - Returns the point on the plane that projects to the given point.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::GetHitPos(const Vector2D &point, PLANE &plane, Vector &pos)
|
|
{
|
|
//
|
|
// Find the point they clicked on in world coordinates. It lies on the near
|
|
// clipping plane.
|
|
//
|
|
Vector ClickPoint;
|
|
|
|
ClientToWorld( ClickPoint, point );
|
|
|
|
//
|
|
// Build a ray from the viewpoint through the point on the near clipping plane.
|
|
//
|
|
Vector ViewPoint;
|
|
Vector Ray;
|
|
m_pCamera->GetViewPoint(ViewPoint);
|
|
VectorSubtract(ClickPoint, ViewPoint, Ray);
|
|
|
|
//
|
|
// Find the point of intersection of the ray with the given plane.
|
|
//
|
|
float t = DotProduct(plane.normal, ViewPoint) - plane.dist;
|
|
t = t / -DotProduct(plane.normal, Ray);
|
|
|
|
pos = ViewPoint + t * Ray;
|
|
}
|
|
|
|
bool CMapView3D::HitTest( const Vector2D &vPoint, const Vector& mins, const Vector& maxs)
|
|
{
|
|
Vector vStart, vEnd;
|
|
int nFace;
|
|
BuildRay( vPoint, vStart, vEnd );
|
|
return IntersectionLineAABBox( mins, maxs, vStart, vEnd, nFace ) >= 0.0f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Finds all objects under the given rectangular region in the view.
|
|
// Input : x - Client x coordinate.
|
|
// y - Client y coordinate.
|
|
// fWidth - Width of region in client pixels.
|
|
// fHeight - Height of region in client pixels.
|
|
// pObjects - Receives objects in the given region.
|
|
// nMaxObjects - Size of the array pointed to by pObjects.
|
|
// Output : Returns the number of objects in the given region.
|
|
//-----------------------------------------------------------------------------
|
|
int CMapView3D::ObjectsAt( const Vector2D &vPoint, HitInfo_t *pObjects, int nMaxObjects, unsigned int nFlags )
|
|
{
|
|
if (m_pRender != NULL)
|
|
{
|
|
return m_pRender->ObjectsAt( vPoint.x, vPoint.y, 1, 1, pObjects, nMaxObjects, nFlags );
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Makes sure that this view has focus if the mouse moves over it.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnMouseMove(UINT nFlags, CPoint point)
|
|
{
|
|
//
|
|
// Make sure we are the active view.
|
|
//
|
|
if (!IsActive())
|
|
{
|
|
CMapDoc *pDoc = GetMapDoc();
|
|
pDoc->SetActiveView(this);
|
|
}
|
|
|
|
//
|
|
// If we are the active application, make sure this view has the input focus.
|
|
//
|
|
if (APP()->IsActiveApp())
|
|
{
|
|
if (GetFocus() != this)
|
|
{
|
|
SetFocus();
|
|
}
|
|
}
|
|
|
|
|
|
CView::OnMouseMove(nFlags, point);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::ProcessInput(void)
|
|
{
|
|
if (m_dwTimeLastInputSample == 0)
|
|
{
|
|
m_dwTimeLastInputSample = timeGetTime();
|
|
}
|
|
|
|
DWORD dwTimeNow = timeGetTime();
|
|
|
|
float fElapsedTime = (float)(dwTimeNow - m_dwTimeLastInputSample) / 1000.0f;
|
|
|
|
m_dwTimeLastInputSample = dwTimeNow;
|
|
|
|
// Clamp (can get really big when we cache textures in )
|
|
if (fElapsedTime > 0.3f)
|
|
{
|
|
fElapsedTime = 0.3f;
|
|
}
|
|
else if ( fElapsedTime <=0 )
|
|
{
|
|
return; // dont process input
|
|
}
|
|
|
|
ProcessKeys( fElapsedTime );
|
|
|
|
ProcessMouse();
|
|
|
|
if ( Options.general.bRadiusCulling )
|
|
{
|
|
ProcessCulling();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Applies an acceleration to a velocity, allowing instantaneous direction
|
|
// change and zeroing the velocity in the absence of acceleration.
|
|
// Input : fVelocity - Current velocity.
|
|
// fAccel - Amount of acceleration to apply.
|
|
// fTimeScale - The time for which the acceleration should be applied.
|
|
// fMaxVelocity - The maximum velocity to allow.
|
|
// Output : Returns the new velocity.
|
|
//-----------------------------------------------------------------------------
|
|
static float Accelerate(float fVelocity, float fAccel, float fAccelScale, float fTimeScale, float fVelocityMax)
|
|
{
|
|
//
|
|
// If we have a finite acceleration in this direction, apply it to the velocity.
|
|
//
|
|
if ((fAccel != 0) && (fAccelScale != 0))
|
|
{
|
|
//
|
|
// Check for direction reversal - zero velocity when reversing.
|
|
//
|
|
if (fAccelScale > 0)
|
|
{
|
|
if (fVelocity < 0)
|
|
{
|
|
fVelocity = 0;
|
|
}
|
|
}
|
|
else if (fAccelScale < 0)
|
|
{
|
|
if (fVelocity > 0)
|
|
{
|
|
fVelocity = 0;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Apply the acceleration.
|
|
//
|
|
fVelocity += fAccel * fAccelScale * fTimeScale;
|
|
if (fVelocity > fVelocityMax)
|
|
{
|
|
fVelocity = fVelocityMax;
|
|
}
|
|
else if (fVelocity < -fVelocityMax)
|
|
{
|
|
fVelocity = -fVelocityMax;
|
|
}
|
|
|
|
}
|
|
//
|
|
// If we have infinite acceleration, go straight to maximum velocity.
|
|
//
|
|
else if (fAccelScale != 0)
|
|
{
|
|
fVelocity = fVelocityMax * fAccelScale;
|
|
}
|
|
//
|
|
// Else no velocity in this direction at all.
|
|
//
|
|
else
|
|
{
|
|
fVelocity = 0;
|
|
}
|
|
|
|
return(fVelocity);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Moves the camera based on the keyboard state.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::ProcessMovementKeys(float fElapsedTime)
|
|
{
|
|
//
|
|
// Read the state of the camera movement keys.
|
|
//
|
|
float fBack = m_Keyboard.GetKeyScale(LOGICAL_KEY_BACK);
|
|
float fMoveForward = m_Keyboard.GetKeyScale(LOGICAL_KEY_FORWARD) - fBack;
|
|
|
|
float fLeft = m_Keyboard.GetKeyScale(LOGICAL_KEY_LEFT);
|
|
float fMoveRight = m_Keyboard.GetKeyScale(LOGICAL_KEY_RIGHT) - fLeft;
|
|
|
|
float fDown = m_Keyboard.GetKeyScale(LOGICAL_KEY_DOWN);
|
|
float fMoveUp = m_Keyboard.GetKeyScale(LOGICAL_KEY_UP) - fDown;
|
|
|
|
float fPitchUp = m_Keyboard.GetKeyScale(LOGICAL_KEY_PITCH_UP);
|
|
float fPitchDown = m_Keyboard.GetKeyScale(LOGICAL_KEY_PITCH_DOWN);
|
|
|
|
float fYawLeft = m_Keyboard.GetKeyScale(LOGICAL_KEY_YAW_LEFT);
|
|
float fYawRight = m_Keyboard.GetKeyScale(LOGICAL_KEY_YAW_RIGHT);
|
|
|
|
//
|
|
// Apply pitch and yaw if they are nonzero.
|
|
//
|
|
if ((fPitchDown - fPitchUp) != 0)
|
|
{
|
|
m_pCamera->Pitch((fPitchDown - fPitchUp) * fElapsedTime * PITCH_SPEED);
|
|
m_bUpdateView = true;
|
|
}
|
|
|
|
if ((fYawRight - fYawLeft) != 0)
|
|
{
|
|
m_pCamera->Yaw((fYawRight - fYawLeft) * fElapsedTime * YAW_SPEED);
|
|
m_bUpdateView = true;
|
|
}
|
|
|
|
//
|
|
// Apply the accelerations to the forward, strafe, and vertical speeds. They are actually
|
|
// velocities because they are signed values.
|
|
//
|
|
m_fForwardSpeed = Accelerate(m_fForwardSpeed, m_fForwardAcceleration, fMoveForward, fElapsedTime, m_fForwardSpeedMax);
|
|
m_fStrafeSpeed = Accelerate(m_fStrafeSpeed, m_fStrafeAcceleration, fMoveRight, fElapsedTime, m_fStrafeSpeedMax);
|
|
m_fVerticalSpeed = Accelerate(m_fVerticalSpeed, m_fVerticalAcceleration, fMoveUp, fElapsedTime, m_fVerticalSpeedMax);
|
|
|
|
if ( CMapEntity::GetShowDotACamera() )
|
|
{
|
|
CMapDoc *pDoc = (CMapDoc *)GetDocument();
|
|
|
|
Vector vForward;
|
|
m_pCamera->GetViewForward( vForward );
|
|
|
|
Vector vViewpoint;
|
|
m_pCamera->GetViewPoint( vViewpoint );
|
|
|
|
Vector vHitLoc;
|
|
bool bHit = pDoc->PickTrace( vViewpoint, vForward, &vHitLoc );
|
|
|
|
if ( !bHit )
|
|
{
|
|
vHitLoc = vViewpoint + ( vForward * 1500.0f );
|
|
}
|
|
|
|
Vector vDirection = vHitLoc - vViewpoint;
|
|
VectorNormalize( vDirection );
|
|
|
|
Vector vNewViewpoint = vHitLoc - vDirection * 1500.0f;
|
|
|
|
m_fForwardSpeed *= 2.0f;
|
|
m_fStrafeSpeed *= 2.0f;
|
|
|
|
m_pCamera->SetPitch( 65.0f );
|
|
m_pCamera->SetRoll( 0.0f );
|
|
m_pCamera->SetYaw( 0.0f );
|
|
m_pCamera->Move( Vector( m_fStrafeSpeed * fElapsedTime + ( vNewViewpoint.x - vViewpoint.x ), m_fForwardSpeed * fElapsedTime + ( vNewViewpoint.y - vViewpoint.y ), vNewViewpoint.z - vViewpoint.z ) );
|
|
m_bUpdateView = true;
|
|
m_bCameraPosChanged = true;
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// Move the camera if any of the speeds are nonzero.
|
|
//
|
|
if (m_fForwardSpeed != 0)
|
|
{
|
|
m_pCamera->MoveForward(m_fForwardSpeed * fElapsedTime);
|
|
m_bUpdateView = true;
|
|
m_bCameraPosChanged = true;
|
|
}
|
|
|
|
if (m_fStrafeSpeed != 0)
|
|
{
|
|
m_pCamera->MoveRight(m_fStrafeSpeed * fElapsedTime);
|
|
m_bUpdateView = true;
|
|
m_bCameraPosChanged = true;
|
|
}
|
|
|
|
if (m_fVerticalSpeed != 0)
|
|
{
|
|
m_pCamera->MoveUp(m_fVerticalSpeed * fElapsedTime);
|
|
m_bUpdateView = true;
|
|
m_bCameraPosChanged = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::ProcessKeys(float fElapsedTime)
|
|
{
|
|
ProcessMovementKeys(fElapsedTime);
|
|
|
|
m_Keyboard.ClearImpulseFlags();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::ProcessCulling( void )
|
|
{
|
|
if ( m_bCameraPosChanged || m_bClippingChanged )
|
|
{
|
|
CMapDoc *pDoc = GetMapDoc();
|
|
pDoc->UpdateVisibilityAll();
|
|
|
|
m_bClippingChanged = false;
|
|
m_bCameraPosChanged = false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CMapView3D::ControlCamera(const CPoint &point)
|
|
{
|
|
if (!m_bStrafing && !m_bRotating && !m_bMouseLook)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool bShift = ((GetAsyncKeyState(VK_SHIFT) & 0x8000) != 0);
|
|
|
|
CRect rect;
|
|
GetClientRect(&rect);
|
|
// get mouse distance to client window center
|
|
CPoint WindowCenter = rect.CenterPoint();
|
|
CSize MouseLookDelta = point - WindowCenter;
|
|
|
|
// camera look is on, but no mouse changes
|
|
if ( MouseLookDelta.cx == 0 && MouseLookDelta.cy == 0 )
|
|
true;
|
|
|
|
//
|
|
// If strafing, left-right movement moves the camera from side to side.
|
|
// Up-down movement either moves the camera forward and back if the SHIFT
|
|
// key is held down, or up and down if the SHIFT key is not held down.
|
|
// If rotating and strafing simultaneously, the behavior is as if SHIFT is
|
|
// held down.
|
|
//
|
|
if (m_bStrafing)
|
|
{
|
|
if (bShift || m_bRotating)
|
|
{
|
|
MoveForward(-MouseLookDelta.cy * 2);
|
|
}
|
|
else
|
|
{
|
|
MoveUp(-MouseLookDelta.cy * 2);
|
|
}
|
|
|
|
MoveRight(MouseLookDelta.cx * 2);
|
|
|
|
m_bCameraPosChanged = true;
|
|
}
|
|
//
|
|
// If mouse looking, left-right movement controls yaw, and up-down
|
|
// movement controls pitch.
|
|
//
|
|
else
|
|
{
|
|
//
|
|
// Up-down mouse movement changes the camera pitch.
|
|
//
|
|
if (MouseLookDelta.cy)
|
|
{
|
|
float fTheta = MouseLookDelta.cy * 0.4;
|
|
if (Options.view3d.bReverseY)
|
|
{
|
|
fTheta = -fTheta;
|
|
}
|
|
|
|
Pitch(fTheta);
|
|
}
|
|
|
|
//
|
|
// Left-right mouse movement changes the camera yaw.
|
|
//
|
|
if (MouseLookDelta.cx)
|
|
{
|
|
float fTheta = MouseLookDelta.cx * 0.4;
|
|
Yaw(fTheta);
|
|
}
|
|
}
|
|
|
|
// move mouse back to center
|
|
CWnd::ClientToScreen(&WindowCenter);
|
|
SetCursorPos(WindowCenter.x, WindowCenter.y);
|
|
m_bUpdateView = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called by RunFrame to tell this view to process mouse input. This
|
|
// function samples the cursor position and takes the appropriate
|
|
// action based on the current mode (camera, morphing).
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::ProcessMouse(void)
|
|
{
|
|
//
|
|
// Get the cursor position in client coordinates.
|
|
//
|
|
|
|
CPoint point;
|
|
GetCursorPos(&point);
|
|
ScreenToClient(&point);
|
|
|
|
if ( point == m_ptLastMouseMovement )
|
|
return;
|
|
|
|
m_ptLastMouseMovement = point;
|
|
|
|
if ( ControlCamera( point ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If not in mouselook mode, only process mouse messages if there
|
|
// is an active tool.
|
|
//
|
|
CBaseTool *pTool = m_pToolManager->GetActiveTool();
|
|
if (pTool != NULL)
|
|
{
|
|
//
|
|
// Pass the message to the tool.
|
|
//
|
|
|
|
int nFlags = 0;
|
|
|
|
if ((GetAsyncKeyState(VK_CONTROL) & 0x8000) != 0)
|
|
{
|
|
nFlags |= MK_CONTROL;
|
|
}
|
|
|
|
if ((GetAsyncKeyState(VK_SHIFT) & 0x8000) != 0)
|
|
{
|
|
nFlags |= MK_SHIFT;
|
|
}
|
|
|
|
Vector2D vPoint( point.x,point.y);
|
|
pTool->OnMouseMove3D(this, nFlags, vPoint);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles mouse wheel events. The mouse wheel is used in camera mode
|
|
// to dolly the camera forward and back.
|
|
// Input : Per CWnd::OnMouseWheel.
|
|
//-----------------------------------------------------------------------------
|
|
BOOL CMapView3D::OnMouseWheel(UINT nFlags, short zDelta, CPoint point)
|
|
{
|
|
//
|
|
// Pass the message to the active tool.
|
|
//
|
|
if ( m_pToolManager != NULL )
|
|
{
|
|
CBaseTool *pTool = m_pToolManager->GetActiveTool();
|
|
if (pTool != NULL)
|
|
{
|
|
Vector2D vPoint( point.x,point.y);
|
|
if (pTool->OnMouseWheel3D(this, nFlags, zDelta, vPoint))
|
|
{
|
|
return(TRUE);
|
|
}
|
|
}
|
|
}
|
|
|
|
m_pCamera->MoveForward(zDelta / 2);
|
|
|
|
//
|
|
// Render now to avoid an ugly lag between the 2D views and the 3D view
|
|
// when "center 2D views on camera" is enabled.
|
|
//
|
|
m_bUpdateView = true;
|
|
m_bCameraPosChanged = true;
|
|
|
|
UpdateCameraVariables();
|
|
|
|
return CView::OnMouseWheel(nFlags, zDelta, point);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles right mouse button down events.
|
|
// Input : Per CWnd::OnRButtonDown.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnRButtonDown(UINT nFlags, CPoint point)
|
|
{
|
|
if ((GetAsyncKeyState(VK_SPACE) & 0x8000) != 0)
|
|
{
|
|
EnableStrafing(true);
|
|
return;
|
|
}
|
|
|
|
//
|
|
// Pass the message to the active tool.
|
|
//
|
|
if ( m_pToolManager != NULL )
|
|
{
|
|
CBaseTool *pTool = m_pToolManager->GetActiveTool();
|
|
if (pTool != NULL)
|
|
{
|
|
Vector2D vPoint( point.x,point.y);
|
|
if (pTool->OnRMouseDown3D( this, nFlags, vPoint ))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
CView::OnRButtonDown(nFlags, point);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles right mouse button up events.
|
|
// Input : Per CWnd::OnRButtonUp.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnRButtonUp(UINT nFlags, CPoint point)
|
|
{
|
|
if (m_bStrafing)
|
|
{
|
|
//
|
|
// Turn off strafing and update the 2D views.
|
|
//
|
|
EnableStrafing(false);
|
|
UpdateCameraVariables();
|
|
return;
|
|
}
|
|
|
|
//
|
|
// Pass the message to the active tool.
|
|
//
|
|
if ( m_pToolManager != NULL )
|
|
{
|
|
CBaseTool *pTool = m_pToolManager->GetActiveTool();
|
|
if (pTool != NULL)
|
|
{
|
|
Vector2D vPoint( point.x,point.y);
|
|
if (pTool->OnRMouseUp3D( this, nFlags, vPoint ))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
CView::OnRButtonUp(nFlags, point);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles character events.
|
|
// Input : Per CWnd::OnChar.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::OnChar(UINT nChar, UINT nRepCnt, UINT nFlags)
|
|
{
|
|
// Got to check for m_pToolManager here because otherwise it can crash on startup if they have keys pressed.
|
|
if ( m_pToolManager )
|
|
{
|
|
//
|
|
// Pass the message to the active tool.
|
|
//
|
|
CBaseTool *pTool = m_pToolManager->GetActiveTool();
|
|
if (pTool != NULL)
|
|
{
|
|
if (pTool->OnChar3D(this, nChar, nRepCnt, nFlags))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
CView::OnChar(nChar, nRepCnt, nFlags);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when mouselook is enabled. The cursor is moved to the center
|
|
// of the screen and hidden.
|
|
// Input : bEnable - true to lock and hide the cursor, false to unlock and show it.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::EnableCrosshair(bool bEnable)
|
|
{
|
|
CRect Rect;
|
|
CPoint Point;
|
|
|
|
GetClientRect(&Rect);
|
|
CWnd::ClientToScreen(&Rect);
|
|
Point = Rect.CenterPoint();
|
|
SetCursorPos(Point.x, Point.y);
|
|
|
|
if (bEnable)
|
|
{
|
|
ClipCursor(&Rect);
|
|
}
|
|
else
|
|
{
|
|
ClipCursor(NULL);
|
|
}
|
|
|
|
ShowCursor(bEnable ? FALSE : TRUE);
|
|
m_pRender->RenderEnable(RENDER_CENTER_CROSSHAIR, bEnable);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Enables or disables mouselook. When mouselooking, the cursor is hidden
|
|
// and a crosshair is rendered in the center of the view.
|
|
// Input : bEnable - TRUE to enable, FALSE to disable mouselook.
|
|
//-----------------------------------------------------------------------------
|
|
//void CMapView3D::EnableMouseLook(bool bEnable)
|
|
//{
|
|
// if (m_bMouseLook != bEnable)
|
|
// {
|
|
// CMapDoc *pDoc = GetDocument();
|
|
// if (pDoc != NULL)
|
|
// {
|
|
// EnableCrosshair(bEnable);
|
|
// m_bMouseLook = bEnable;
|
|
// }
|
|
// }
|
|
//}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Enables or disables mouselook. When mouselooking, the cursor is hidden
|
|
// and a crosshair is rendered in the center of the view.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::EnableMouseLook(bool bEnable)
|
|
{
|
|
if (m_bMouseLook != bEnable)
|
|
{
|
|
if (!(m_bStrafing || m_bRotating))
|
|
{
|
|
EnableCrosshair(bEnable);
|
|
}
|
|
|
|
m_bMouseLook = bEnable;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Enables or disables camera rotating. When rotating, the cursor is hidden
|
|
// and a crosshair is rendered in the center of the view.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::EnableRotating(bool bEnable)
|
|
{
|
|
if (m_bRotating != bEnable)
|
|
{
|
|
if (!(m_bStrafing || m_bMouseLook))
|
|
{
|
|
EnableCrosshair(bEnable);
|
|
}
|
|
|
|
m_bRotating = bEnable;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Enables or disables camera strafing. When strafing, the cursor is hidden
|
|
// and a crosshair is rendered in the center of the view.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::EnableStrafing(bool bEnable)
|
|
{
|
|
if (m_bStrafing != bEnable)
|
|
{
|
|
if (!(m_bMouseLook || m_bRotating))
|
|
{
|
|
EnableCrosshair(bEnable);
|
|
}
|
|
|
|
m_bStrafing = bEnable;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Actually renders the 3D view. Called from the frame loop and from
|
|
// some mouse messages when timely updating is important.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::Render( bool bRenderingOverEngine )
|
|
{
|
|
if ( m_pRender != NULL )
|
|
{
|
|
m_pRender->Render( bRenderingOverEngine );
|
|
}
|
|
|
|
if (m_pwndTitle != NULL)
|
|
{
|
|
m_pwndTitle->BringWindowToTop();
|
|
m_pwndTitle->Invalidate();
|
|
m_pwndTitle->UpdateWindow();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pObject -
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::RenderPreloadObject(CMapAtom *pObject)
|
|
{
|
|
if ((pObject != NULL) && (m_pRender != NULL))
|
|
{
|
|
pObject->RenderPreload(m_pRender, false);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Release all video memory.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::ReleaseVideoMemory(void)
|
|
{
|
|
m_pRender->UncacheAllTextures();
|
|
}
|
|
|
|
|
|
void CMapView3D::Foundry_OnLButtonDown( int x, int y )
|
|
{
|
|
OnLButtonDown( 0, CPoint( x, y ) );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Moves the camera forward by flDistance units. Negative units move back.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::MoveForward(float flDistance)
|
|
{
|
|
if (m_pCamera != NULL)
|
|
{
|
|
m_pCamera->MoveForward(flDistance);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Moves the camera up by flDistance units. Negative units move down.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::MoveUp(float flDistance)
|
|
{
|
|
if (m_pCamera != NULL)
|
|
{
|
|
m_pCamera->MoveUp(flDistance);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Moves the camera right by flDistance units. Negative units move left.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::MoveRight(float flDistance)
|
|
{
|
|
if (m_pCamera != NULL)
|
|
{
|
|
m_pCamera->MoveRight(flDistance);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Pitches the camera forward by flDegrees degrees. Negative units pitch back.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::Pitch(float flDegrees)
|
|
{
|
|
if (m_pCamera != NULL)
|
|
{
|
|
m_pCamera->Pitch(flDegrees);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Yaws the camera left by flDegrees degrees. Negative units yaw right.
|
|
//-----------------------------------------------------------------------------
|
|
void CMapView3D::Yaw(float flDegrees)
|
|
{
|
|
if (m_pCamera != NULL)
|
|
{
|
|
m_pCamera->Yaw(flDegrees);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CMapView3D::WorldToClient(Vector2D &vClient, const Vector &vWorld)
|
|
{
|
|
m_pCamera->WorldToView( vWorld, vClient );
|
|
}
|
|
|
|
void CMapView3D::ClientToWorld(Vector &vWorld, const Vector2D &vClient)
|
|
{
|
|
m_pCamera->ViewToWorld( vClient, vWorld );
|
|
}
|
|
|
|
void CMapView3D::SetCursor( vgui::HCursor hCursor )
|
|
{
|
|
// translate VGUI -> GDI cursors
|
|
switch( hCursor )
|
|
{
|
|
case vgui::dc_arrow : ::SetCursor(AfxGetApp()->LoadStandardCursor(IDC_ARROW)); break;
|
|
case vgui::dc_sizenwse : ::SetCursor(AfxGetApp()->LoadStandardCursor(IDC_SIZENWSE)); break;
|
|
case vgui::dc_sizenesw : ::SetCursor(AfxGetApp()->LoadStandardCursor(IDC_SIZENESW)); break;
|
|
case vgui::dc_sizewe : ::SetCursor(AfxGetApp()->LoadStandardCursor(IDC_SIZEWE)); break;
|
|
case vgui::dc_sizens : ::SetCursor(AfxGetApp()->LoadStandardCursor(IDC_SIZENS)); break;
|
|
case vgui::dc_sizeall : ::SetCursor(AfxGetApp()->LoadStandardCursor(IDC_SIZEALL)); break;
|
|
case vgui::dc_crosshair : ::SetCursor(AfxGetApp()->LoadStandardCursor(IDC_CROSS)); break;
|
|
default : ::SetCursor(AfxGetApp()->LoadStandardCursor(IDC_ARROW)); break;
|
|
}
|
|
}
|
|
|
|
|
|
LRESULT CMapView3D::WindowProc( UINT message, WPARAM wParam, LPARAM lParam )
|
|
{
|
|
switch ( message )
|
|
{
|
|
case WM_KILLFOCUS:
|
|
m_Keyboard.ClearKeyStates();
|
|
// Msg( mwStatus, "debug: lost focus, clearing key states\n");
|
|
break;
|
|
}
|
|
|
|
return CView::WindowProc( message, wParam, lParam ) ;
|
|
}
|