// check if all of the corners of entity's bounding box are influenced by current select-on-render selection void SelectEntityOnRender(CProjection3D &prProjection, CEntity &en) { FLOATaabbox3D bbox; FLOATmatrix3D mOne = FLOATmatrix3D(0.0f); mOne.Diagonal(1.0f); FLOATmatrix3D *pmR; FLOAT3D vOffset; // if this entity is model if (en.en_RenderType==CEntity::RT_MODEL || en.en_RenderType==CEntity::RT_EDITORMODEL) { // get bbox of current frame CModelObject *pmo = en.GetModelObject(); pmo->GetCurrentFrameBBox( bbox); pmR = &en.en_mRotation; vOffset = en.GetPlacement().pl_PositionVector; } // if it is ska model else if(en.en_RenderType==CEntity::RT_SKAMODEL || en.en_RenderType==CEntity::RT_SKAEDITORMODEL) { en.GetModelInstance()->GetCurrentColisionBox( bbox); pmR = &en.en_mRotation; vOffset = en.GetPlacement().pl_PositionVector; } // if it is brush else { // get bbox of brush's first mip CBrush3D *pbr = en.GetBrush(); CBrushMip *pbrmip = pbr->GetFirstMip(); bbox = pbrmip->bm_boxBoundingBox; pmR = &mOne; vOffset = FLOAT3D( 0.0f, 0.0f, 0.0f); } if( IsBoundingBoxInLasso( prProjection, bbox, pmR, vOffset)) { if( _bSelectAlternative) { // deselect if (en.IsSelected(ENF_SELECTED)) { _pselenSelectOnRender->Deselect(en); } } else { // select if (!en.IsSelected(ENF_SELECTED)) { _pselenSelectOnRender->Select(en); } } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CUICreateChar::Reset() { Lock(FALSE); m_iSelectedJob = 0; m_fZDelta = 0.0f; m_fRotDelta = 0.0f; m_ebCharName.ResetString(); // 카메라 설정, 캐릭터 위치 설정. for(int i = 0; i < MAXJOB; ++i) { const int iMarker = _aiMarkerEntities[i]; CEntity *penMarker = m_pWorld->EntityFromID(iMarker); penMarker->SetSkaModel(JobInfo().GetFileName(i)); g_CharacterAngle[i] = penMarker->GetPlacement().pl_OrientationAngle(1); CModelInstance* pMI = penMarker->GetModelInstance(); if(pMI) { INDEX idAttackIdle = ska_GetIDFromStringTable( JobInfo().GetAnimationName( i, ANIM_IDLE ) ); pMI->AddAnimation(idAttackIdle, AN_LOOPING|AN_NORESTART|AN_CLEAR, 1, 0); } } #if defined(G_BRAZIL) CharWearing(); #endif ChangeSelJob(); m_bIsShowMessageInfo = _pGameState->IsCreatableNightShadow(); }
void CDlgPgPosition::DoDataExchange(CDataExchange* pDX) { if( theApp.m_bDisableDataExchange) return; CPropertyPage::DoDataExchange(pDX); SetModified( TRUE); // obtain document CWorldEditorDoc* pDoc = theApp.GetDocument(); // if document doesn't exist, return if( pDoc == NULL) return; // get active view CWorldEditorView *pWorldEditorView = theApp.GetActiveView(); // if dialog is recieving data if( pDX->m_bSaveAndValidate == FALSE) { // is CSG on? if( pDoc->m_pwoSecondLayer != NULL) { // yes, pick up coordinates for editting from second layer m_fHeading = DegAngle( pDoc->m_plSecondLayer.pl_OrientationAngle(1)); m_fPitch = DegAngle( pDoc->m_plSecondLayer.pl_OrientationAngle(2)); m_fBanking = DegAngle( pDoc->m_plSecondLayer.pl_OrientationAngle(3)); m_fX = pDoc->m_plSecondLayer.pl_PositionVector(1); m_fY = pDoc->m_plSecondLayer.pl_PositionVector(2); m_fZ = pDoc->m_plSecondLayer.pl_PositionVector(3); } // otherwise if we are in entity mode and there is only one entity selected else if( (pDoc->m_iMode == ENTITY_MODE) && ( pDoc->m_selEntitySelection.Count() == 1) ) { // lock selection's dynamic container pDoc->m_selEntitySelection.Lock(); // get first entity CEntity *penEntityOne = pDoc->m_selEntitySelection.Pointer(0); // unlock selection's dynamic container pDoc->m_selEntitySelection.Unlock(); // get placement of first entity CPlacement3D plEntityOnePlacement = penEntityOne->GetPlacement(); m_fHeading = DegAngle( plEntityOnePlacement.pl_OrientationAngle(1)); m_fPitch = DegAngle( plEntityOnePlacement.pl_OrientationAngle(2)); m_fBanking = DegAngle( plEntityOnePlacement.pl_OrientationAngle(3)); m_fX = plEntityOnePlacement.pl_PositionVector(1); m_fY = plEntityOnePlacement.pl_PositionVector(2); m_fZ = plEntityOnePlacement.pl_PositionVector(3); } m_udSelection.MarkUpdated(); } //{{AFX_DATA_MAP(CDlgPgPosition) DDX_Text(pDX, IDC_EDIT_BANKING, m_fBanking); DDX_Text(pDX, IDC_EDIT_HEADING, m_fHeading); DDX_Text(pDX, IDC_EDIT_PITCH, m_fPitch); DDX_Text(pDX, IDC_EDIT_X, m_fX); DDX_Text(pDX, IDC_EDIT_Y, m_fY); DDX_Text(pDX, IDC_EDIT_Z, m_fZ); //}}AFX_DATA_MAP // if dialog is giving data if( pDX->m_bSaveAndValidate != FALSE) { // is CSG on? if( pDoc->m_pwoSecondLayer != NULL) { // yes, copy coordinates from editting controls into second layer pDoc->m_plSecondLayer.pl_OrientationAngle(1) = AngleDeg( m_fHeading); pDoc->m_plSecondLayer.pl_OrientationAngle(2) = AngleDeg( m_fPitch); pDoc->m_plSecondLayer.pl_OrientationAngle(3) = AngleDeg( m_fBanking); pDoc->m_plSecondLayer.pl_PositionVector(1) = m_fX; pDoc->m_plSecondLayer.pl_PositionVector(2) = m_fY; pDoc->m_plSecondLayer.pl_PositionVector(3) = m_fZ; // snap values to grid pDoc->SnapToGrid( pDoc->m_plSecondLayer, SNAP_FLOAT_12); theApp.m_vfpCurrent.vfp_plPrimitive = pDoc->m_plSecondLayer; // update all document's views pDoc->UpdateAllViews( NULL); } // otherwise if we are in entity mode else if( pDoc->m_iMode == ENTITY_MODE) { // there must be only one entity selected ASSERT( pDoc->m_selEntitySelection.Count() == 1); // lock selection's dynamic container pDoc->m_selEntitySelection.Lock(); // get first entity CEntity *penEntityOne = pDoc->m_selEntitySelection.Pointer(0); // unlock selection's dynamic container pDoc->m_selEntitySelection.Unlock(); // get placement of first entity CPlacement3D plEntityOnePlacement = penEntityOne->GetPlacement(); plEntityOnePlacement.pl_OrientationAngle(1) = AngleDeg( m_fHeading); plEntityOnePlacement.pl_OrientationAngle(2) = AngleDeg( m_fPitch); plEntityOnePlacement.pl_OrientationAngle(3) = AngleDeg( m_fBanking); plEntityOnePlacement.pl_PositionVector(1) = m_fX; plEntityOnePlacement.pl_PositionVector(2) = m_fY; plEntityOnePlacement.pl_PositionVector(3) = m_fZ; // snap entity's placement pDoc->SnapToGrid( plEntityOnePlacement, SNAP_FLOAT_12); // set placement back to entity penEntityOne->SetPlacement( plEntityOnePlacement); pDoc->SetModifiedFlag( TRUE); pDoc->UpdateAllViews( NULL); m_udSelection.MarkUpdated(); // update all document's views pDoc->UpdateAllViews( NULL); } } }