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464 lines
18 KiB
C++
464 lines
18 KiB
C++
#include "mousestate.hpp"
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#include <OgreSceneNode.h>
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#include <OgreSceneManager.h>
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#include <OgreEntity.h>
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#include <OgreMeshManager.h>
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#include <QMouseEvent>
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#include <QElapsedTimer>
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#include <QObject>
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#include "../../model/settings/usersettings.hpp"
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#include "../../model/world/commands.hpp"
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#include "../../model/world/idtable.hpp"
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#include "../../model/world/universalid.hpp"
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#include "../world/physicssystem.hpp"
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#include "elements.hpp"
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#include "worldspacewidget.hpp"
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namespace CSVRender
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{
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// mouse picking
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// FIXME: need to virtualise mouse buttons
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//
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// State machine:
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//
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// [default] mousePressEvent->check if the mouse is pointing at an object
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// if yes, create collision planes then go to [grab]
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// else check for terrain
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//
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// [grab] mouseReleaseEvent->if same button and new obj, go to [edit]
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// mouseMoveEvent->if same button, go to [drag]
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// other mouse events or buttons, go back to [default] (i.e. like 'cancel')
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//
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// [drag] mouseReleaseEvent->if same button, place the object at the new
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// location, update the document then go to [edit]
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// mouseMoveEvent->update position to the user based on ray to the collision
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// planes and render the object at the new location, but do not update
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// the document yet
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//
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// [edit] TODO, probably fine positional adjustments or rotations; clone/delete?
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//
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//
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// press press (obj)
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// [default] --------> [grab] <-------------------- [edit]
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// ^ (obj) | | ------> [drag] -----> ^
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// | | | move ^ | release |
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// | | | | | |
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// | | | +-+ |
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// | | | move |
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// +----------------+ +--------------------------+
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// release release
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// (same obj) (new obj)
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//
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//
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MouseState::MouseState(WorldspaceWidget *parent)
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: mParent(parent), mPhysics(parent->mDocument.getPhysics()), mSceneManager(parent->getSceneManager())
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, mCurrentObj(""), mMouseState(Mouse_Default), mOldPos(0,0), mMouseEventTimer(0), mPlane(0)
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, mGrabbedSceneNode(""), mOrigObjPos(Ogre::Vector3()), mOrigMousePos(Ogre::Vector3())
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, mCurrentMousePos(Ogre::Vector3()), mOffset(0.0f)
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, mColIndexPosX(0), mColIndexPosY(0), mColIndexPosZ(0), mIdTableModel(0)
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{
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const CSMWorld::RefCollection& references = mParent->mDocument.getData().getReferences();
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mColIndexPosX = references.findColumnIndex(CSMWorld::Columns::ColumnId_PositionXPos);
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mColIndexPosY = references.findColumnIndex(CSMWorld::Columns::ColumnId_PositionYPos);
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mColIndexPosZ = references.findColumnIndex(CSMWorld::Columns::ColumnId_PositionZPos);
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mIdTableModel = static_cast<CSMWorld::IdTable *>(
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mParent->mDocument.getData().getTableModel(CSMWorld::UniversalId::Type_Reference));
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mMouseEventTimer = new QElapsedTimer();
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mMouseEventTimer->invalidate();
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std::pair<Ogre::Vector3, Ogre::Vector3> planeRes = planeAxis();
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mPlane = new Ogre::Plane(planeRes.first, 0);
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Ogre::MeshPtr mesh = Ogre::MeshManager::getSingleton().createPlane("mouse",
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Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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*mPlane,
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300000,300000, // FIXME: use far clip dist?
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1,1, // segments
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true, // normals
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1, // numTexCoordSets
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1,1, // uTile, vTile
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planeRes.second // upVector
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);
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}
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MouseState::~MouseState ()
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{
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delete mMouseEventTimer;
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delete mPlane;
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}
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void MouseState::mouseMoveEvent (QMouseEvent *event)
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{
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switch(mMouseState)
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{
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case Mouse_Grab:
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{
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// check if min elapsed time to stop false detection of drag
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if(!mMouseEventTimer->isValid() || !mMouseEventTimer->hasExpired(100)) // ms
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break;
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mMouseEventTimer->invalidate();
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mMouseState = Mouse_Drag;
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/* FALL_THROUGH */
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}
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case Mouse_Drag:
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{
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if(event->pos() != mOldPos) // TODO: maybe don't update less than a quantum?
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{
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mOldPos = event->pos();
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// ray test against the plane to provide feedback to the user the
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// relative movement of the object on the x-y plane
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std::pair<bool, Ogre::Vector3> planeResult = mousePositionOnPlane(event->pos(), *mPlane);
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if(planeResult.first)
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{
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if(mGrabbedSceneNode != "")
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{
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std::pair<Ogre::Vector3, Ogre::Vector3> planeRes = planeAxis();
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Ogre::Vector3 pos = mOrigObjPos + planeRes.first*mOffset;
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mSceneManager->getSceneNode(mGrabbedSceneNode)->setPosition(pos+planeResult.second-mOrigMousePos);
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mCurrentMousePos = planeResult.second;
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mPhysics->moveSceneNodes(mGrabbedSceneNode, pos+planeResult.second-mOrigMousePos);
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updateSceneWidgets();
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}
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}
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}
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break;
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}
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case Mouse_Edit:
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case Mouse_Default:
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{
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break; // error event, ignore
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}
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/* NO_DEFAULT_CASE */
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}
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}
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void MouseState::mousePressEvent (QMouseEvent *event)
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{
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switch(mMouseState)
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{
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case Mouse_Grab:
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case Mouse_Drag:
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{
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break;
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}
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case Mouse_Edit:
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case Mouse_Default:
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{
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if(event->buttons() & Qt::RightButton)
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{
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std::pair<std::string, Ogre::Vector3> result = objectUnderCursor(event->x(), event->y());
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if(result.first == "")
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break;
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mGrabbedSceneNode = result.first;
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// ray test agaist the plane to get a starting position of the
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// mouse in relation to the object position
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std::pair<Ogre::Vector3, Ogre::Vector3> planeRes = planeAxis();
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mPlane->redefine(planeRes.first, result.second);
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std::pair<bool, Ogre::Vector3> planeResult = mousePositionOnPlane(event->pos(), *mPlane);
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if(planeResult.first)
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{
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mOrigMousePos = planeResult.second;
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mCurrentMousePos = planeResult.second;
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mOffset = 0.0f;
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}
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mOrigObjPos = mSceneManager->getSceneNode(mGrabbedSceneNode)->getPosition();
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mMouseEventTimer->start();
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mMouseState = Mouse_Grab;
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}
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break;
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}
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/* NO_DEFAULT_CASE */
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}
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}
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void MouseState::mouseReleaseEvent (QMouseEvent *event)
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{
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switch(mMouseState)
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{
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case Mouse_Grab:
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{
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std::pair<std::string, Ogre::Vector3> result = objectUnderCursor(event->x(), event->y());
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if(result.first != "")
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{
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if(result.first == mCurrentObj)
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{
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// unselect object
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mMouseState = Mouse_Default;
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mCurrentObj = "";
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}
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else
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{
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// select object
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mMouseState = Mouse_Edit;
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mCurrentObj = result.first;
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}
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}
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break;
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}
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case Mouse_Drag:
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{
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// final placement
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std::pair<bool, Ogre::Vector3> planeResult = mousePositionOnPlane(event->pos(), *mPlane);
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if(planeResult.first)
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{
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if(mGrabbedSceneNode != "")
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{
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std::pair<Ogre::Vector3, Ogre::Vector3> planeRes = planeAxis();
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Ogre::Vector3 pos = mOrigObjPos+planeRes.first*mOffset+planeResult.second-mOrigMousePos;
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// use the saved scene node name since the physics model has not moved yet
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std::string referenceId = mPhysics->sceneNodeToRefId(mGrabbedSceneNode);
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mParent->mDocument.getUndoStack().beginMacro (QObject::tr("Move Object"));
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mParent->mDocument.getUndoStack().push(new CSMWorld::ModifyCommand(*mIdTableModel,
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mIdTableModel->getModelIndex(referenceId, mColIndexPosX), pos.x));
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mParent->mDocument.getUndoStack().push(new CSMWorld::ModifyCommand(*mIdTableModel,
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mIdTableModel->getModelIndex(referenceId, mColIndexPosY), pos.y));
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mParent->mDocument.getUndoStack().push(new CSMWorld::ModifyCommand(*mIdTableModel,
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mIdTableModel->getModelIndex(referenceId, mColIndexPosZ), pos.z));
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mParent->mDocument.getUndoStack().endMacro();
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// FIXME: highlight current object?
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//mCurrentObj = mGrabbedSceneNode; // FIXME: doesn't work?
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mCurrentObj = ""; // whether the object is selected
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mMouseState = Mouse_Edit;
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// reset states
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mCurrentMousePos = Ogre::Vector3(); // mouse pos to use in wheel event
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mOrigMousePos = Ogre::Vector3(); // starting pos of mouse in world space
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mOrigObjPos = Ogre::Vector3(); // starting pos of object in world space
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mGrabbedSceneNode = ""; // id of the object
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mOffset = 0.0f; // used for z-axis movement
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mOldPos = QPoint(0, 0); // to calculate relative movement of mouse
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}
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}
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break;
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}
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case Mouse_Edit:
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case Mouse_Default:
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{
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// probably terrain, check
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std::pair<std::string, Ogre::Vector3> result = terrainUnderCursor(event->x(), event->y());
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if(result.first != "")
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{
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// FIXME: terrain editing goes here
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}
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break;
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}
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/* NO_DEFAULT_CASE */
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}
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mMouseEventTimer->invalidate();
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}
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void MouseState::mouseDoubleClickEvent (QMouseEvent *event)
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{
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event->ignore();
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//mPhysics->toggleDebugRendering(mSceneManager);
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//mParent->flagAsModified();
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}
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bool MouseState::wheelEvent (QWheelEvent *event)
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{
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switch(mMouseState)
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{
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case Mouse_Grab:
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mMouseState = Mouse_Drag;
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/* FALL_THROUGH */
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case Mouse_Drag:
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{
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// move the object along the z axis during Mouse_Drag or Mouse_Grab
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if (event->delta())
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{
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// seems positive is up and negative is down
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mOffset += (event->delta()/1); // FIXME: arbitrary number, make config option?
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std::pair<Ogre::Vector3, Ogre::Vector3> planeRes = planeAxis();
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Ogre::Vector3 pos = mOrigObjPos + planeRes.first*mOffset;
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mSceneManager->getSceneNode(mGrabbedSceneNode)->setPosition(pos+mCurrentMousePos-mOrigMousePos);
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mPhysics->moveSceneNodes(mGrabbedSceneNode, pos+mCurrentMousePos-mOrigMousePos);
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updateSceneWidgets();
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}
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break;
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}
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case Mouse_Edit:
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case Mouse_Default:
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{
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return false;
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}
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/* NO_DEFAULT_CASE */
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}
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return true;
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}
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void MouseState::cancelDrag()
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{
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switch(mMouseState)
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{
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case Mouse_Grab:
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case Mouse_Drag:
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{
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// cancel operation & return the object to the original position
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mSceneManager->getSceneNode(mGrabbedSceneNode)->setPosition(mOrigObjPos);
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// update all SceneWidgets and their SceneManagers
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mPhysics->moveSceneNodes(mGrabbedSceneNode, mOrigObjPos);
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updateSceneWidgets();
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// reset states
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mMouseState = Mouse_Default;
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mCurrentMousePos = Ogre::Vector3();
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mOrigMousePos = Ogre::Vector3();
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mOrigObjPos = Ogre::Vector3();
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mGrabbedSceneNode = "";
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mCurrentObj = "";
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mOldPos = QPoint(0, 0);
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mMouseEventTimer->invalidate();
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mOffset = 0.0f;
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break;
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}
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case Mouse_Edit:
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case Mouse_Default:
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{
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break;
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}
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/* NO_DEFAULT_CASE */
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}
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}
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//plane Z, upvector Y, mOffset z : x-y plane, wheel up/down
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//plane Y, upvector X, mOffset y : y-z plane, wheel left/right
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//plane X, upvector Y, mOffset x : x-z plane, wheel closer/further
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std::pair<Ogre::Vector3, Ogre::Vector3> MouseState::planeAxis()
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{
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const bool screenCoord = true;
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Ogre::Vector3 dir = getCamera()->getDerivedDirection();
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QString wheelDir = "Closer/Further";
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if(wheelDir == "Left/Right")
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{
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if(screenCoord)
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return std::make_pair(getCamera()->getDerivedRight(), getCamera()->getDerivedUp());
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else
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return std::make_pair(Ogre::Vector3::UNIT_Y, Ogre::Vector3::UNIT_Z);
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}
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else if(wheelDir == "Up/Down")
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{
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if(screenCoord)
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return std::make_pair(getCamera()->getDerivedUp(), Ogre::Vector3(-dir.x, -dir.y, -dir.z));
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else
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return std::make_pair(Ogre::Vector3::UNIT_Z, Ogre::Vector3::UNIT_X);
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}
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else
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{
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if(screenCoord)
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return std::make_pair(Ogre::Vector3(-dir.x, -dir.y, -dir.z), getCamera()->getDerivedRight());
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else
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return std::make_pair(Ogre::Vector3::UNIT_X, Ogre::Vector3::UNIT_Y);
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}
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}
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std::pair<bool, Ogre::Vector3> MouseState::mousePositionOnPlane(const QPoint &pos, const Ogre::Plane &plane)
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{
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// using a really small value seems to mess up with the projections
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float nearClipDistance = getCamera()->getNearClipDistance(); // save existing
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getCamera()->setNearClipDistance(10.0f); // arbitrary number
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Ogre::Ray mouseRay = getCamera()->getCameraToViewportRay(
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(float) pos.x() / getViewport()->getActualWidth(),
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(float) pos.y() / getViewport()->getActualHeight());
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getCamera()->setNearClipDistance(nearClipDistance); // restore
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std::pair<bool, float> planeResult = mouseRay.intersects(plane);
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if(planeResult.first)
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return std::make_pair(true, mouseRay.getPoint(planeResult.second));
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else
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return std::make_pair(false, Ogre::Vector3()); // should only happen if the plane is too small
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}
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std::pair<std::string, Ogre::Vector3> MouseState::terrainUnderCursor(const int mouseX, const int mouseY)
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{
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if(!getViewport())
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return std::make_pair("", Ogre::Vector3());
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float x = (float) mouseX / getViewport()->getActualWidth();
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float y = (float) mouseY / getViewport()->getActualHeight();
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std::pair<std::string, Ogre::Vector3> result = mPhysics->castRay(x, y, mSceneManager, getCamera());
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if(result.first != "")
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{
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// FIXME: is there a better way to distinguish terrain from objects?
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QString name = QString(result.first.c_str());
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if(name.contains(QRegExp("^HeightField")))
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{
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return result;
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}
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}
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return std::make_pair("", Ogre::Vector3());
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}
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std::pair<std::string, Ogre::Vector3> MouseState::objectUnderCursor(const int mouseX, const int mouseY)
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{
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if(!getViewport())
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return std::make_pair("", Ogre::Vector3());
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float x = (float) mouseX / getViewport()->getActualWidth();
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float y = (float) mouseY / getViewport()->getActualHeight();
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std::pair<std::string, Ogre::Vector3> result = mPhysics->castRay(x, y, mSceneManager, getCamera());
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if(result.first != "")
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{
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// NOTE: anything not terrain is assumed to be an object
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QString name = QString(result.first.c_str());
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if(!name.contains(QRegExp("^HeightField")))
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{
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uint32_t visibilityMask = getViewport()->getVisibilityMask();
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bool ignoreObjects = !(visibilityMask & (uint32_t)CSVRender::Element_Reference);
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if(!ignoreObjects && mSceneManager->hasSceneNode(result.first))
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{
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return result;
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}
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}
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}
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return std::make_pair("", Ogre::Vector3());
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}
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void MouseState::updateSceneWidgets()
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{
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std::map<Ogre::SceneManager*, CSVRender::SceneWidget *> sceneWidgets = mPhysics->sceneWidgets();
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std::map<Ogre::SceneManager*, CSVRender::SceneWidget *>::iterator iter = sceneWidgets.begin();
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for(; iter != sceneWidgets.end(); ++iter)
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{
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(*iter).second->updateScene();
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}
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}
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Ogre::Camera *MouseState::getCamera()
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{
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return mParent->getCamera();
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}
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Ogre::Viewport *MouseState::getViewport()
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{
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return mParent->getCamera()->getViewport();
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}
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}
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