mirror of
https://github.com/AquariaOSE/Aquaria.git
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d33e8f9116
# Conflicts: # Aquaria/ScriptInterface.cpp # BBGE/AfterEffect.cpp # BBGE/RenderGrid.cpp # BBGE/SkeletalSprite.cpp
231 lines
5.5 KiB
C++
231 lines
5.5 KiB
C++
#include "SplineGrid.h"
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#include "RenderBase.h"
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#include "Core.h"
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#include "RenderGrid.h"
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SplineGridCtrlPoint *SplineGridCtrlPoint::movingPoint;
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SplineGridCtrlPoint::SplineGridCtrlPoint()
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{
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setTexture("gui/open-menu");
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setWidthHeight(8, 8);
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}
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SplineGridCtrlPoint::~SplineGridCtrlPoint()
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{
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}
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Vector SplineGridCtrlPoint::getSplinePosition() const
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{
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SplineGridCtrlPoint *p = (SplineGridCtrlPoint*)getParent();
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// always return alpha == 1
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// points within the quad result in in -0.5 .. +0.5 on both axes
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return Vector(position.x / p->width, position.y / p->height, 1.0f);
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}
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void SplineGridCtrlPoint::setSplinePosition(Vector pos)
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{
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SplineGridCtrlPoint *p = (SplineGridCtrlPoint*)getParent();
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position.x = pos.x * p->width;
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position.y = pos.y * p->height;
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}
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void SplineGridCtrlPoint::onUpdate(float dt)
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{
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const bool lmb = core->mouse.buttons.left;
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// FIXME: selected point tracking should be done by the parent
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Vector cur = core->mouse.position;
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// bool wouldpick = isCoordinateInside(cur); // doesn't work
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Vector wp = getWorldPosition();
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const bool wouldpick = (cur - wp).isLength2DIn(10);
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if(wouldpick)
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color = Vector(1,0,0);
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else
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color = Vector(1,1,1);
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if(lmb)
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{
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if(!movingPoint && wouldpick)
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{
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movingPoint = this;
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}
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}
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else if(movingPoint)
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{
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movingPoint->color = Vector(1,1,1);
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movingPoint = NULL;
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}
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if(movingPoint == this)
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{
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SplineGrid *p = (SplineGrid*)getParent();
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const Vector parentPos = p->getWorldPosition();
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const Vector invscale = Vector(1.0f / p->scale.x, 1.0f / p->scale.y);
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Vector newpos = (cur - parentPos) * invscale;
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if(position != newpos)
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{
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position = newpos;
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p->recalc();
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}
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}
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}
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SplineGrid::SplineGrid()
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: wasModified(false), deg(0), pointscale(1)
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{
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setWidthHeight(128, 128);
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renderQuad = true;
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renderBorder = true;
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}
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SplineGrid::~SplineGrid()
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{
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}
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DynamicRenderGrid *SplineGrid::resize(size_t w, size_t h, size_t xres, size_t yres, unsigned degx, unsigned degy)
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{
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size_t oldcpx = bsp.ctrlX();
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size_t oldcpy = bsp.ctrlY();
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DynamicRenderGrid *ret = this->createGrid(xres, yres);
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std::vector<SplineGridCtrlPoint*> oldp;
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ctrlp.swap(oldp);
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ctrlp.resize(w * h);
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// move any old points over that fit within the new size
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{
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const size_t cw = std::min(oldcpx, w);
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const size_t ch = std::min(oldcpy, h);
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for(size_t y = 0; y < ch; ++y)
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for(size_t x = 0; x < cw; ++x)
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{
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SplineGridCtrlPoint *& ref = oldp[y * oldcpx + x];
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ctrlp[y * w + x] = ref;
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ref = NULL;
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}
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}
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bsp.resize(w, h, degx, degy);
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// kill any excess points
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for(size_t i = 0; i < oldp.size(); ++i)
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if(oldp[i])
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oldp[i]->safeKill();
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// extend until all points are there
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for(size_t y = 0; y < h; ++y)
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for(size_t x = 0; x < w; ++x)
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{
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SplineGridCtrlPoint *& ref = ctrlp[y * w + x];
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if(!ref)
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ref = createControlPoint(x, y);
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}
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recalc();
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return ret;
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}
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void SplineGrid::recalc()
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{
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exportControlPoints(&bsp.controlpoints[0]);
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if(grid)
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{
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bsp.recalc(grid->data(), grid->width(), grid->height());
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wasModified = true;
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}
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}
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void SplineGrid::exportControlPoints(Vector* controlpoints)
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{
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for(size_t i = 0; i < ctrlp.size(); ++i)
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controlpoints[i] = ctrlp[i]->getSplinePosition();
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}
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void SplineGrid::importControlPoints(const Vector* controlpoints)
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{
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for(size_t i = 0; i < ctrlp.size(); ++i)
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ctrlp[i]->setSplinePosition(controlpoints[i]);
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recalc();
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}
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void SplineGrid::resetControlPoints()
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{
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bsp.reset();
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importControlPoints(&bsp.controlpoints[0]);
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}
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SplineGridCtrlPoint* SplineGrid::createControlPoint(size_t x, size_t y)
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{
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const size_t cpx = bsp.ctrlX();
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const size_t cpy = bsp.ctrlY();
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assert(x < cpx && y < cpy);
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const Vector wh(width, height);
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const Vector pos01(float(x) / float(cpx-1), float(y) / float(cpy-1));
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SplineGridCtrlPoint *cp = new SplineGridCtrlPoint();
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cp->position = (pos01 - Vector(0.5f, 0.5f)) * wh;
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cp->scale.x = pointscale;
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cp->scale.y = pointscale;
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this->addChild(cp, PM_POINTER);
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return cp;
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}
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void SplineGrid::onUpdate(float dt)
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{
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Quad::onUpdate(dt);
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}
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void SplineGrid::onRender(const RenderState& rs) const
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{
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Quad::onRender(rs);
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glBindTexture(GL_TEXTURE_2D, 0);
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const Vector wh2(width * 0.5f, height * 0.5f);
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glLineWidth(2);
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glColor4f(0.0f, 0.3f, 1.0f, 0.3f);
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const size_t cpx = bsp.ctrlX();
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const size_t cpy = bsp.ctrlY();
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// X axis
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for(size_t y = 0; y < cpy; ++y)
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{
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glBegin(GL_LINE_STRIP);
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const SplineGridCtrlPoint * const *row = &ctrlp[y * cpx];
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for(size_t x = 0; x < cpx; ++x)
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{
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const Vector p = row[x]->position;
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glVertex2f(p.x, p.y);
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}
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glEnd();
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}
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// Y axis
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for(size_t x = 0; x < cpx; ++x)
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{
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glBegin(GL_LINE_STRIP);
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for(size_t y = 0; y < cpy; ++y)
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{
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const Vector p = ctrlp[y * cpx + x]->position;
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glVertex2f(p.x, p.y);
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}
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glEnd();
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}
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}
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void SplineGrid::setPointScale(const float scale)
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{
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pointscale = scale;
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for(size_t i = 0; i < ctrlp.size(); ++i)
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{
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ctrlp[i]->scale.x = scale;
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ctrlp[i]->scale.y = scale;
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}
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}
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