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			197 lines
		
	
	
	
		
			5.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			197 lines
		
	
	
	
		
			5.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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#include "cellarrow.hpp"
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#include <osg/Group>
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#include <osg/PositionAttitudeTransform>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/PrimitiveSet>
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#include "../../model/prefs/state.hpp"
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#include "../../model/prefs/shortcutmanager.hpp"
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#include <components/misc/constants.hpp>
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#include "mask.hpp"
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CSVRender::CellArrowTag::CellArrowTag (CellArrow *arrow)
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: TagBase (Mask_CellArrow), mArrow (arrow)
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{}
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CSVRender::CellArrow *CSVRender::CellArrowTag::getCellArrow() const
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{
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    return mArrow;
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}
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QString CSVRender::CellArrowTag::getToolTip (bool hideBasics) const
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{
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    QString text ("Direction: ");
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    switch (mArrow->getDirection())
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    {
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        case CellArrow::Direction_North: text += "North"; break;
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        case CellArrow::Direction_West: text += "West"; break;
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        case CellArrow::Direction_South: text += "South"; break;
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        case CellArrow::Direction_East: text += "East"; break;
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    }
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    if (!hideBasics)
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    {
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        text +=
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            "<p>"
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            "Modify which cells are shown"
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            "<ul><li>{scene-edit-primary}: Add cell in given direction</li>"
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            "<li>{scene-edit-secondary}: Add cell and remove old cell</li>"
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            "<li>{scene-select-primary}: Add cells in given direction</li>"
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            "<li>{scene-select-secondary}: Add cells and remove old cells</li>"
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            "<li>{scene-load-cam-cell}: Load cell where camera is located</li>"
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            "<li>{scene-load-cam-eastcell}: Load cell to east</li>"
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            "<li>{scene-load-cam-northcell}: Load cell to north</li>"
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            "<li>{scene-load-cam-westcell}: Load cell to west</li>"
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            "<li>{scene-load-cam-southcell}: Load cell to south</li>"
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            "</ul>";
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    }
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    return CSMPrefs::State::get().getShortcutManager().processToolTip(text);
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}
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void CSVRender::CellArrow::adjustTransform()
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{
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    // position
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    const int cellSize = Constants::CellSizeInUnits;
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    const int offset = cellSize / 2 + 800;
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    int x = mCoordinates.getX()*cellSize + cellSize/2;
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    int y = mCoordinates.getY()*cellSize + cellSize/2;
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    float xr = 0;
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    float yr = 0;
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    float zr = 0;
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    float angle = osg::DegreesToRadians (90.0f);
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    switch (mDirection)
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    {
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        case Direction_North: y += offset; xr = -angle; zr = angle; break;
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        case Direction_West: x -= offset; yr = -angle; break;
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        case Direction_South: y -= offset; xr = angle; zr = angle; break;
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        case Direction_East: x += offset; yr = angle; break;
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    };
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    mBaseNode->setPosition (osg::Vec3f (x, y, 0));
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    // orientation
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    osg::Quat xr2 (xr, osg::Vec3f (1,0,0));
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    osg::Quat yr2 (yr, osg::Vec3f (0,1,0));
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    osg::Quat zr2 (zr, osg::Vec3f (0,0,1));
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    mBaseNode->setAttitude (zr2*yr2*xr2);
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}
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void CSVRender::CellArrow::buildShape()
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{
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    osg::ref_ptr<osg::Geometry> geometry (new osg::Geometry);
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    const int arrowWidth = 4000;
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    const int arrowLength = 1500;
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    const int arrowHeight = 500;
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    osg::Vec3Array *vertices = new osg::Vec3Array;
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    for (int i2=0; i2<2; ++i2)
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        for (int i=0; i<2; ++i)
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        {
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            float height = i ? -arrowHeight/2 : arrowHeight/2;
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            vertices->push_back (osg::Vec3f (height, -arrowWidth/2, 0));
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            vertices->push_back (osg::Vec3f (height, arrowWidth/2, 0));
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            vertices->push_back (osg::Vec3f (height, 0, arrowLength));
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        }
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    geometry->setVertexArray (vertices);
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    osg::DrawElementsUShort *primitives = new osg::DrawElementsUShort (osg::PrimitiveSet::TRIANGLES, 0);
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    // top
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    primitives->push_back (0);
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    primitives->push_back (1);
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    primitives->push_back (2);
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    // bottom
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    primitives->push_back (5);
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    primitives->push_back (4);
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    primitives->push_back (3);
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    // back
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    primitives->push_back (3+6);
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    primitives->push_back (4+6);
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    primitives->push_back (1+6);
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    primitives->push_back (3+6);
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    primitives->push_back (1+6);
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    primitives->push_back (0+6);
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    // sides
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    primitives->push_back (0+6);
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    primitives->push_back (2+6);
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    primitives->push_back (5+6);
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    primitives->push_back (0+6);
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    primitives->push_back (5+6);
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    primitives->push_back (3+6);
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    primitives->push_back (4+6);
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    primitives->push_back (5+6);
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    primitives->push_back (2+6);
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    primitives->push_back (4+6);
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    primitives->push_back (2+6);
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    primitives->push_back (1+6);
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    geometry->addPrimitiveSet (primitives);
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    osg::Vec4Array *colours = new osg::Vec4Array;
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    for (int i=0; i<6; ++i)
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        colours->push_back (osg::Vec4f (1.0f, 0.0f, 0.0f, 1.0f));
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    for (int i=0; i<6; ++i)
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        colours->push_back (osg::Vec4f (0.8f, (i==2 || i==5) ? 0.6f : 0.4f, 0.0f, 1.0f));
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    geometry->setColorArray (colours, osg::Array::BIND_PER_VERTEX);
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    geometry->getOrCreateStateSet()->setMode (GL_LIGHTING, osg::StateAttribute::OFF);
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    osg::ref_ptr<osg::Geode> geode (new osg::Geode);
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    geode->addDrawable (geometry);
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    mBaseNode->addChild (geode);
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}
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CSVRender::CellArrow::CellArrow (osg::Group *cellNode, Direction direction,
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    const CSMWorld::CellCoordinates& coordinates)
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: mDirection (direction), mParentNode (cellNode), mCoordinates (coordinates)
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{
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    mBaseNode = new osg::PositionAttitudeTransform;
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    mBaseNode->setUserData (new CellArrowTag (this));
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    mParentNode->addChild (mBaseNode);
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    mBaseNode->setNodeMask (Mask_CellArrow);
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    adjustTransform();
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    buildShape();
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}
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CSVRender::CellArrow::~CellArrow()
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{
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    mParentNode->removeChild (mBaseNode);
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}
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CSMWorld::CellCoordinates CSVRender::CellArrow::getCoordinates() const
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{
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    return mCoordinates;
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}
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CSVRender::CellArrow::Direction CSVRender::CellArrow::getDirection() const
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{
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    return mDirection;
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}
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