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openmw/apps/opencs/view/render/cellarrow.cpp

233 lines
6.1 KiB
C++

#include "cellarrow.hpp"
#include <osg/Array>
#include <osg/GL>
#include <osg/Geometry>
#include <osg/Group>
#include <osg/Math>
#include <osg/PositionAttitudeTransform>
#include <osg/PrimitiveSet>
#include <osg/Quat>
#include <osg/StateAttribute>
#include <osg/StateSet>
#include <osg/Vec3f>
#include <osg/Vec4f>
#include "../../model/prefs/state.hpp"
#include <apps/opencs/model/prefs/shortcutmanager.hpp>
#include <apps/opencs/model/world/cellcoordinates.hpp>
#include <apps/opencs/view/render/tagbase.hpp>
#include <components/misc/constants.hpp>
#include "mask.hpp"
namespace CSVRender
{
struct WorldspaceHitResult;
}
CSVRender::CellArrowTag::CellArrowTag(CellArrow* arrow)
: TagBase(Mask_CellArrow)
, mArrow(arrow)
{
}
CSVRender::CellArrow* CSVRender::CellArrowTag::getCellArrow() const
{
return mArrow;
}
QString CSVRender::CellArrowTag::getToolTip(bool hideBasics, const WorldspaceHitResult& /*hit*/) const
{
QString text("Direction: ");
switch (mArrow->getDirection())
{
case CellArrow::Direction_North:
text += "North";
break;
case CellArrow::Direction_West:
text += "West";
break;
case CellArrow::Direction_South:
text += "South";
break;
case CellArrow::Direction_East:
text += "East";
break;
}
if (!hideBasics)
{
text +=
"<p>"
"Modify which cells are shown"
"<ul><li>{scene-edit-primary}: Add cell in given direction</li>"
"<li>{scene-edit-secondary}: Add cell and remove old cell</li>"
"<li>{scene-select-primary}: Add cells in given direction</li>"
"<li>{scene-select-secondary}: Add cells and remove old cells</li>"
"<li>{scene-load-cam-cell}: Load cell where camera is located</li>"
"<li>{scene-load-cam-eastcell}: Load cell to east</li>"
"<li>{scene-load-cam-northcell}: Load cell to north</li>"
"<li>{scene-load-cam-westcell}: Load cell to west</li>"
"<li>{scene-load-cam-southcell}: Load cell to south</li>"
"</ul>";
}
return CSMPrefs::State::get().getShortcutManager().processToolTip(text);
}
void CSVRender::CellArrow::adjustTransform()
{
// position
const int cellSize = Constants::CellSizeInUnits;
const int offset = cellSize / 2 + 600;
int x = mCoordinates.getX() * cellSize + cellSize / 2;
int y = mCoordinates.getY() * cellSize + cellSize / 2;
float xr = 0;
float yr = 0;
float zr = 0;
float angle = osg::DegreesToRadians(90.0f);
switch (mDirection)
{
case Direction_North:
y += offset;
xr = -angle;
zr = angle;
break;
case Direction_West:
x -= offset;
yr = -angle;
break;
case Direction_South:
y -= offset;
xr = angle;
zr = angle;
break;
case Direction_East:
x += offset;
yr = angle;
break;
};
mBaseNode->setPosition(osg::Vec3f(x, y, 0));
// orientation
osg::Quat xr2(xr, osg::Vec3f(1, 0, 0));
osg::Quat yr2(yr, osg::Vec3f(0, 1, 0));
osg::Quat zr2(zr, osg::Vec3f(0, 0, 1));
mBaseNode->setAttitude(zr2 * yr2 * xr2);
}
void CSVRender::CellArrow::buildShape()
{
osg::ref_ptr<osg::Geometry> geometry(new osg::Geometry);
const int arrowWidth = 2700;
const int arrowLength = 1350;
const int arrowHeight = 300;
osg::Vec3Array* vertices = new osg::Vec3Array;
for (int i2 = 0; i2 < 2; ++i2)
for (int i = 0; i < 2; ++i)
{
float height = i ? -arrowHeight / 2 : arrowHeight / 2;
vertices->push_back(osg::Vec3f(height, -arrowWidth / 2, 0));
vertices->push_back(osg::Vec3f(height, arrowWidth / 2, 0));
vertices->push_back(osg::Vec3f(height, 0, arrowLength));
}
geometry->setVertexArray(vertices);
osg::DrawElementsUShort* primitives = new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES, 0);
// top
primitives->push_back(0);
primitives->push_back(1);
primitives->push_back(2);
// bottom
primitives->push_back(5);
primitives->push_back(4);
primitives->push_back(3);
// back
primitives->push_back(3 + 6);
primitives->push_back(4 + 6);
primitives->push_back(1 + 6);
primitives->push_back(3 + 6);
primitives->push_back(1 + 6);
primitives->push_back(0 + 6);
// sides
primitives->push_back(0 + 6);
primitives->push_back(2 + 6);
primitives->push_back(5 + 6);
primitives->push_back(0 + 6);
primitives->push_back(5 + 6);
primitives->push_back(3 + 6);
primitives->push_back(4 + 6);
primitives->push_back(5 + 6);
primitives->push_back(2 + 6);
primitives->push_back(4 + 6);
primitives->push_back(2 + 6);
primitives->push_back(1 + 6);
geometry->addPrimitiveSet(primitives);
osg::Vec4Array* colours = new osg::Vec4Array;
for (int i = 0; i < 6; ++i)
colours->push_back(osg::Vec4f(0.11f, 0.6f, 0.95f, 1.0f));
for (int i = 0; i < 6; ++i)
colours->push_back(osg::Vec4f(0.08f, 0.44f, 0.7f, 1.0f));
geometry->setColorArray(colours, osg::Array::BIND_PER_VERTEX);
geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
mBaseNode->addChild(geometry);
}
CSVRender::CellArrow::CellArrow(osg::Group* cellNode, Direction direction, const CSMWorld::CellCoordinates& coordinates)
: mDirection(direction)
, mParentNode(cellNode)
, mCoordinates(coordinates)
{
mBaseNode = new osg::PositionAttitudeTransform;
mBaseNode->setUserData(new CellArrowTag(this));
mParentNode->addChild(mBaseNode);
mBaseNode->setNodeMask(Mask_CellArrow);
adjustTransform();
buildShape();
}
CSVRender::CellArrow::~CellArrow()
{
mParentNode->removeChild(mBaseNode);
}
CSMWorld::CellCoordinates CSVRender::CellArrow::getCoordinates() const
{
return mCoordinates;
}
CSVRender::CellArrow::Direction CSVRender::CellArrow::getDirection() const
{
return mDirection;
}