示例#1
0
static bool Entity_create (const std::string& name, const Vector3& origin)
{
	EntityClass* entityClass = GlobalEntityClassManager().findOrInsert(name, true);

	bool revert = false;
	const bool isModel = (name == "misc_model");
	const bool isSound = (name == "misc_sound");
	const bool isParticle = (name == "misc_particle");
	const bool isStartingPositionActor = (name == "info_player_start") || (name == "info_human_start") || (name
			== "info_alien_start") || (name == "info_civilian_start");
	const bool isStartingPositionUGV = (name == "info_2x2_start");
	const bool isStartingPosition = isStartingPositionActor || isStartingPositionUGV;

	const bool brushesSelected = map::countSelectedBrushes() != 0;

	if (!(entityClass->fixedsize || isModel) && !brushesSelected) {
		throw EntityCreationException(std::string("Unable to create entity \"") + name + "\", no brushes selected");
	}
	UndoableCommand undo("entityCreate -class " + name);

	AABB workzone(AABB::createFromMinMax(GlobalSelectionSystem().getWorkZone().min, GlobalSelectionSystem().getWorkZone().max));

	NodeSmartReference node(GlobalEntityCreator().createEntity(entityClass));

	Node_getTraversable(GlobalSceneGraph().root())->insert(node);

	scene::Path entitypath(makeReference(GlobalSceneGraph().root()));
	entitypath.push(makeReference(node.get()));
	scene::Instance& instance = findInstance(entitypath);

	// set all mandatory fields to default values
	// some will be overwritten later
	Entity *entity = Node_getEntity(node);
	entity->addMandatoryKeyValues();

	if (entityClass->fixedsize || (isModel && !brushesSelected)) {
		selection::algorithm::deleteSelection();

		Transformable* transform = Instance_getTransformable(instance);
		if (transform != 0) {
			transform->setType(TRANSFORM_PRIMITIVE);
			if (isStartingPosition) {
				const int sizeX = (int) ((entityClass->maxs[0] - entityClass->mins[0]) / 2.0);
				const int sizeY = (int) ((entityClass->maxs[1] - entityClass->mins[1]) / 2.0);
				const int sizeZ = (int) ((entityClass->maxs[2] - entityClass->mins[2]) / 2.0);
				const int x = ((int) origin.x() / UNIT_SIZE) * UNIT_SIZE - sizeX;
				const int y = ((int) origin.y() / UNIT_SIZE) * UNIT_SIZE - sizeY;
				const int z = ((int) origin.z() / UNIT_HEIGHT) * UNIT_HEIGHT + sizeZ;
				const Vector3 vec(x, y, z);

				transform->setTranslation(vec);
			} else {
				transform->setTranslation(origin);
			}
			transform->freezeTransform();
		}

		GlobalSelectionSystem().setSelectedAll(false);

		Instance_setSelected(instance, true);
	} else {
		// Add selected brushes as children of non-fixed entity
		Scene_parentSelectedBrushesToEntity(GlobalSceneGraph(), node);
		Scene_forEachChildSelectable(SelectableSetSelected(true), instance.path());
	}

	// TODO tweaking: when right click dropping a light entity, ask for light value in a custom dialog box
	if (name == "light" || name == "light_spot") {
		ui::LightDialog dialog;
		dialog.show();
		if (!dialog.isAborted()) {
			std::string intensity = dialog.getIntensity();
			Vector3 color = dialog.getColor();
			entity->setKeyValue("light", intensity);
			entity->setKeyValue("_color", color.toString());
		} else
			revert = true;
	}

	if (isModel) {
		ui::ModelAndSkin modelAndSkin = ui::ModelSelector::chooseModel();
		if (!modelAndSkin.model.empty()) {
			entity->setKeyValue("model", modelAndSkin.model);
			if (modelAndSkin.skin != -1)
				entity->setKeyValue("skin", string::toString(modelAndSkin.skin));
		} else
			revert = true;
	} else if (isSound) {
		// Display the Sound Chooser to get a sound from the user
		ui::SoundChooser sChooser;
		std::string sound = sChooser.chooseSound();
		if (!sound.empty())
			entity->setKeyValue("noise", sound);
		else
			revert = true;
	} else if (isParticle) {
		ui::ParticleSelector pSelector;
		std::string particle = pSelector.chooseParticle();
		if (!particle.empty())
			entity->setKeyValue("particle", particle);
		else
			revert = true;
	}

	return revert;
}
示例#2
0
void Entity_createFromSelection( const char* name, const Vector3& origin ){
#if 0
	if ( string_equal_nocase( name, "worldspawn" ) ) {
		ui::alert( MainFrame_getWindow( ), "Can't create an entity with worldspawn.", "info" );
		return;
	}
#endif

	EntityClass* entityClass = GlobalEntityClassManager().findOrInsert( name, true );

	bool isModel = ( string_compare_nocase_n( name, "misc_", 5 ) == 0 && string_equal_nocase( name + string_length( name ) - 5, "model" ) ) // misc_*model (also misc_model)
				   || string_equal_nocase( name, "model_static" )
				   || ( GlobalSelectionSystem().countSelected() == 0 && string_equal_nocase( name, "func_static" ) );

	bool brushesSelected = Scene_countSelectedBrushes( GlobalSceneGraph() ) != 0;

	if ( !( entityClass->fixedsize || isModel ) && !brushesSelected ) {
		globalErrorStream() << "failed to create a group entity - no brushes are selected\n";
		return;
	}

	AABB workzone( aabb_for_minmax( Select_getWorkZone().d_work_min, Select_getWorkZone().d_work_max ) );


	NodeSmartReference node( GlobalEntityCreator().createEntity( entityClass ) );

	Node_getTraversable( GlobalSceneGraph().root() )->insert( node );

	scene::Path entitypath( makeReference( GlobalSceneGraph().root() ) );
	entitypath.push( makeReference( node.get() ) );
	scene::Instance& instance = findInstance( entitypath );

	if ( entityClass->fixedsize || ( isModel && !brushesSelected ) ) {
		Select_Delete();

		Transformable* transform = Instance_getTransformable( instance );
		if ( transform != 0 ) {
			transform->setType( TRANSFORM_PRIMITIVE );
			transform->setTranslation( origin );
			transform->freezeTransform();
		}

		GlobalSelectionSystem().setSelectedAll( false );

		Instance_setSelected( instance, true );
	}
	else
	{
		if ( g_pGameDescription->mGameType == "doom3" ) {
			Node_getEntity( node )->setKeyValue( "model", Node_getEntity( node )->getKeyValue( "name" ) );
		}

		Scene_parentSelectedBrushesToEntity( GlobalSceneGraph(), node );
		Scene_forEachChildSelectable( SelectableSetSelected( true ), instance.path() );
	}

	// tweaking: when right clic dropping a light entity, ask for light value in a custom dialog box
	// see SF bug 105383

	if ( g_pGameDescription->mGameType == "hl" ) {
		// FIXME - Hydra: really we need a combined light AND color dialog for halflife.
		if ( string_equal_nocase( name, "light" )
			 || string_equal_nocase( name, "light_environment" )
			 || string_equal_nocase( name, "light_spot" ) ) {
			int intensity = g_iLastLightIntensity;

			if ( DoLightIntensityDlg( &intensity ) == eIDOK ) {
				g_iLastLightIntensity = intensity;
				char buf[30];
				sprintf( buf, "255 255 255 %d", intensity );
				Node_getEntity( node )->setKeyValue( "_light", buf );
			}
		}
	}
	else if ( string_equal_nocase( name, "light" ) ) {
		if ( g_pGameDescription->mGameType != "doom3" ) {
			int intensity = g_iLastLightIntensity;

			if ( DoLightIntensityDlg( &intensity ) == eIDOK ) {
				g_iLastLightIntensity = intensity;
				char buf[10];
				sprintf( buf, "%d", intensity );
				Node_getEntity( node )->setKeyValue( "light", buf );
			}
		}
		else if ( brushesSelected ) { // use workzone to set light position/size for doom3 lights, if there are brushes selected
			AABB bounds( Doom3Light_getBounds( workzone ) );
			StringOutputStream key( 64 );
			key << bounds.origin[0] << " " << bounds.origin[1] << " " << bounds.origin[2];
			Node_getEntity( node )->setKeyValue( "origin", key.c_str() );
			key.clear();
			key << bounds.extents[0] << " " << bounds.extents[1] << " " << bounds.extents[2];
			Node_getEntity( node )->setKeyValue( "light_radius", key.c_str() );
		}
	}

	if ( isModel ) {
		const char* model = misc_model_dialog(MainFrame_getWindow());
		if ( model != 0 ) {
			Node_getEntity( node )->setKeyValue( "model", model );
		}
	}
}
示例#3
0
void Entity_createFromSelection(const char* name, const Vector3& origin)
{
#if 0
  if(string_equal_nocase(name, "worldspawn"))
  {
    gtk_MessageBox(GTK_WIDGET(MainFrame_getWindow()), "Can't create an entity with worldspawn.", "info");
    return;
  }
#endif

  EntityClass* entityClass = GlobalEntityClassManager().findOrInsert(name, true);

  bool isModel = string_equal_nocase(name, "misc_model")
    || string_equal_nocase(name, "misc_gamemodel")
    || string_equal_nocase(name, "model_static")
    || (GlobalSelectionSystem().countSelected() == 0 && string_equal_nocase(name, "func_static"));

  if(!(entityClass->fixedsize || isModel) && Scene_countSelectedBrushes(GlobalSceneGraph()) == 0)
  {
    globalErrorStream() << "failed to create a group entity - no brushes are selected\n";
    return;
  }


  NodeSmartReference node(GlobalEntityCreator().createEntity(entityClass));

  Node_getTraversable(GlobalSceneGraph().root())->insert(node);

  scene::Path entitypath(makeReference(GlobalSceneGraph().root()));
  entitypath.push(makeReference(node.get()));
  scene::Instance& instance = findInstance(entitypath);

  if(entityClass->fixedsize)
  {
    Select_Delete();
    
    Transformable* transform = Instance_getTransformable(instance);
    if(transform != 0)
    {
      transform->setType(TRANSFORM_PRIMITIVE);
      transform->setTranslation(origin);
      transform->freezeTransform();
    }

    GlobalSelectionSystem().setSelectedAll(false);

    Instance_setSelected(instance, true);
  }
  else
  {
    Scene_parentSelectedBrushesToEntity(GlobalSceneGraph(), node);
    Scene_forEachChildSelectable(SelectableSetSelected(true), instance.path());
  }

  // tweaking: when right clic dropping a light entity, ask for light value in a custom dialog box
  // see SF bug 105383

  if (g_pGameDescription->mGameType == "hl")
  {
    // FIXME - Hydra: really we need a combined light AND color dialog for halflife.
    if (string_equal_nocase(name, "light")
      || string_equal_nocase(name, "light_environment")
      || string_equal_nocase(name, "light_spot"))
    {
      int intensity = g_iLastLightIntensity;

      if (DoLightIntensityDlg (&intensity) == eIDOK)
      {
        g_iLastLightIntensity = intensity;
        char buf[30];
        sprintf( buf, "255 255 255 %d", intensity );
        Node_getEntity(node)->setKeyValue("_light", buf);
      }
    }
  }
  else if(g_pGameDescription->mGameType != "doom3" && string_equal_nocase(name, "light"))
  {
    int intensity = g_iLastLightIntensity;

    if (DoLightIntensityDlg (&intensity) == eIDOK)
    {
      g_iLastLightIntensity = intensity;
      char buf[10];
      sprintf( buf, "%d", intensity );
      Node_getEntity(node)->setKeyValue("light", buf);
    }
  }

  if(isModel)
  {
    const char* model = misc_model_dialog(GTK_WIDGET(MainFrame_getWindow()));
    if(model != 0)
    {
      Node_getEntity(node)->setKeyValue("model", model);
    }
  }
}
示例#4
0
void Entity_createFromSelection( const char* name, const Vector3& origin ){
#if 0
	if ( string_equal_nocase( name, "worldspawn" ) ) {
		gtk_MessageBox( GTK_WIDGET( MainFrame_getWindow() ), "Can't create an entity with worldspawn.", "info" );
		return;
	}
#else
	const scene::Node* world_node = Map_FindWorldspawn( g_map );
	if ( world_node && string_equal( name, "worldspawn" ) ) {
//		GlobalRadiant().m_pfnMessageBox( GTK_WIDGET( MainFrame_getWindow() ), "There's already a worldspawn in your map!", "Info", eMB_OK, eMB_ICONDEFAULT );
		UndoableCommand undo( "ungroupSelectedPrimitives" );
		Scene_parentSelectedBrushesToEntity( GlobalSceneGraph(), Map_FindOrInsertWorldspawn( g_map ) ); //=no action, if no worldspawn (but one inserted) (since insertion deselects everything)
		//Scene_parentSelectedBrushesToEntity( GlobalSceneGraph(), *Map_FindWorldspawn( g_map ) ); = crash, if no worldspawn
		return;
	}
#endif

	StringOutputStream command;
	command << "entityCreate -class " << name;
	UndoableCommand undo( command.c_str() );

	EntityClass* entityClass = GlobalEntityClassManager().findOrInsert( name, true );

	const bool isModel = entityClass->miscmodel_is
				   || ( GlobalSelectionSystem().countSelected() == 0 && classname_equal( name, "func_static" ) && g_pGameDescription->mGameType == "doom3" );

	const bool brushesSelected = Scene_countSelectedBrushes( GlobalSceneGraph() ) != 0;

	//is important to have retexturing here; if doing in the end, undo doesn't succeed;
	if ( string_compare_nocase_n( name, "trigger_", 8 ) == 0 && brushesSelected && !entityClass->fixedsize ){
		//const char* shader = GetCommonShader( "trigger" ).c_str();
		Scene_PatchSetShader_Selected( GlobalSceneGraph(), GetCommonShader( "trigger" ).c_str() );
		Scene_BrushSetShader_Selected( GlobalSceneGraph(), GetCommonShader( "trigger" ).c_str() );
	}

	if ( !( entityClass->fixedsize || isModel ) && !brushesSelected ) {
		globalErrorStream() << "failed to create a group entity - no brushes are selected\n";
		return;
	}

	AABB workzone( aabb_for_minmax( Select_getWorkZone().d_work_min, Select_getWorkZone().d_work_max ) );


	NodeSmartReference node( GlobalEntityCreator().createEntity( entityClass ) );

	Node_getTraversable( GlobalSceneGraph().root() )->insert( node );

	scene::Path entitypath( makeReference( GlobalSceneGraph().root() ) );
	entitypath.push( makeReference( node.get() ) );
	scene::Instance& instance = findInstance( entitypath );

	if ( entityClass->fixedsize || ( isModel && !brushesSelected ) ) {
		//Select_Delete();

		Transformable* transform = Instance_getTransformable( instance );
		if ( transform != 0 ) {
			transform->setType( TRANSFORM_PRIMITIVE );
			transform->setTranslation( origin );
			transform->freezeTransform();
		}

		GlobalSelectionSystem().setSelectedAll( false );

		Instance_setSelected( instance, true );
	}
	else
	{
		if ( g_pGameDescription->mGameType == "doom3" ) {
			Node_getEntity( node )->setKeyValue( "model", Node_getEntity( node )->getKeyValue( "name" ) );
		}

		Scene_parentSelectedBrushesToEntity( GlobalSceneGraph(), node );
		Scene_forEachChildSelectable( SelectableSetSelected( true ), instance.path() );
	}

	// tweaking: when right click dropping a light entity, ask for light value in a custom dialog box
	// see SF bug 105383

	if ( g_pGameDescription->mGameType == "hl" ) {
		// FIXME - Hydra: really we need a combined light AND color dialog for halflife.
		if ( string_equal_nocase( name, "light" )
			 || string_equal_nocase( name, "light_environment" )
			 || string_equal_nocase( name, "light_spot" ) ) {
			int intensity = g_iLastLightIntensity;

			if ( DoLightIntensityDlg( &intensity ) == eIDOK ) {
				g_iLastLightIntensity = intensity;
				char buf[30];
				sprintf( buf, "255 255 255 %d", intensity );
				Node_getEntity( node )->setKeyValue( "_light", buf );
			}
		}
	}
	else if ( string_equal_nocase( name, "light" ) ) {
		if ( g_pGameDescription->mGameType != "doom3" ) {
			int intensity = g_iLastLightIntensity;

			if ( DoLightIntensityDlg( &intensity ) == eIDOK ) {
				g_iLastLightIntensity = intensity;
				char buf[10];
				sprintf( buf, "%d", intensity );
				Node_getEntity( node )->setKeyValue( "light", buf );
			}
		}
		else if ( brushesSelected ) { // use workzone to set light position/size for doom3 lights, if there are brushes selected
			AABB bounds( Doom3Light_getBounds( workzone ) );
			StringOutputStream key( 64 );
			key << bounds.origin[0] << " " << bounds.origin[1] << " " << bounds.origin[2];
			Node_getEntity( node )->setKeyValue( "origin", key.c_str() );
			key.clear();
			key << bounds.extents[0] << " " << bounds.extents[1] << " " << bounds.extents[2];
			Node_getEntity( node )->setKeyValue( "light_radius", key.c_str() );
		}
	}

	if ( isModel ) {
		const char* model = misc_model_dialog( GTK_WIDGET( MainFrame_getWindow() ) );
		if ( model != 0 ) {
			Node_getEntity( node )->setKeyValue( entityClass->miscmodel_key() , model );
		}
	}
}