diff options
Diffstat (limited to 'tools/statepropbuilder/apps/spbuilder/code/sp/engine')
13 files changed, 3354 insertions, 0 deletions
diff --git a/tools/statepropbuilder/apps/spbuilder/code/sp/engine/aicollisionsolveragent.cpp b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/aicollisionsolveragent.cpp new file mode 100644 index 0000000..2c10a5b --- /dev/null +++ b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/aicollisionsolveragent.cpp @@ -0,0 +1,59 @@ + + +#include "aicollisionsolveragent.hpp" +#include "simcollision/collisionanalyserdata.hpp" + +AICollisionSolverAgent::AICollisionSolverAgent() +{ + EnableCollisionAnalyser(); +} + +AICollisionSolverAgent::~AICollisionSolverAgent() +{ + DisableCollisionAnalyser(); +} + + +// ======================================================= +// PRE_COLLISION_EVENT +// +sim::Solving_Answer AICollisionSolverAgent::PreCollisionEvent(sim::Collision& inCollision, int inPass) +{ + return sim::Solving_Continue; +} + + +// ======================================================= +// COLLISION_EVENT +// +sim::Solving_Answer AICollisionSolverAgent::CollisionEvent( + sim::SimState* inSimStateA, int indexA, + sim::SimState* inSimStateB, int indexB, + const rmt::Vector& inPos, float inDvN, float inDvT) +{ + + return sim::Solving_Continue; +} + + +// ======================================================= +// TEST_IMPULSE +// +sim::Solving_Answer AICollisionSolverAgent::TestImpulse(rmt::Vector& mImpulse, + sim::Collision& inCollision) +{ + sim::SimState* inSimStateA = inCollision.mCollisionObjectA->GetSimState(); + sim::SimState* inSimStateB = inCollision.mCollisionObjectB->GetSimState(); + + return sim::Solving_Continue; +} + +// ======================================================= +// END_OBJECT_COLLISION +// +sim::Solving_Answer AICollisionSolverAgent::EndObjectCollision( + sim::SimState* inSimState, + int inIndex) +{ + return sim::Solving_Continue; +}
\ No newline at end of file diff --git a/tools/statepropbuilder/apps/spbuilder/code/sp/engine/aicollisionsolveragent.hpp b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/aicollisionsolveragent.hpp new file mode 100644 index 0000000..10097a8 --- /dev/null +++ b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/aicollisionsolveragent.hpp @@ -0,0 +1,43 @@ +#ifndef _AICOLLISIONSOLVERAGENT_HPP_ +#define _AICOLLISIONSOLVERAGENT_HPP_ + +#include "simcommon/tlist.hpp" +#include "simcollision/impulsebasedcollisionsolver.hpp" +#include "simcollision/collisionanalyser.hpp" +#include "simcollision/collisionanalyserdata.hpp" + +class AICollisionSolverAgent +: public sim::CollisionSolverAgent +{ +public: + AICollisionSolverAgent(); + ~AICollisionSolverAgent(); + + // + // this method is called at the beginning before anything is done with the collision + // returning Solving_Aborted would cause the collision to be ignored. + // + sim::Solving_Answer PreCollisionEvent(sim::Collision& inCollision, int inPass); + + // + // this method allows to trigger sounds, animation and modify the objects state. + // + sim::Solving_Answer CollisionEvent( sim::SimState* inSimStateA, int indexA, + sim::SimState* inSimStateB, int indexB, + const rmt::Vector& inPos, float inDvN, float inDvT); + + // + // this is called everytime an impulse is computed, before it gets added to the objects + // + sim::Solving_Answer TestImpulse(rmt::Vector& mImpulse, sim::Collision& inCollision); + + // + // the impulse has been added to the object's cache, testing that cache tells + // the consequence of adding the cache to the object's state. It is also a good + // time for adding the cache of the root node of an articulated object to its + // virtual center of mass. + // + sim::Solving_Answer EndObjectCollision(sim::SimState* inSimState, int inIndex); +}; + +#endif
\ No newline at end of file diff --git a/tools/statepropbuilder/apps/spbuilder/code/sp/engine/context.cpp b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/context.cpp new file mode 100644 index 0000000..f994e0d --- /dev/null +++ b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/context.cpp @@ -0,0 +1,792 @@ +/* + * sp/engine/context.cpp + */ + + +#include <SP/engine/workspace.hpp> +#include <SP/engine/context.hpp> +#include <SP/interface/context.hpp> + + +//#include <SP/engine/project.hpp> +//#include <choreo/load.hpp> + +#include <p3d/context.hpp> +#include <p3d/utility.hpp> +#include <p3d/view.hpp> +#include <p3d/directionallight.hpp> +#include <p3d/pointcamera.hpp> +#include <p3d/geometry.hpp> +#include <p3d/anim/drawablepose.hpp> +#include <radload/radload.hpp> + +#include <radtime.hpp> +#include <radplatform.hpp> + +#include <shlwapi.h> + +#include <typeinfo> + + +#ifdef RAD_DEBUG +static const char* pddiDLL = "pddidx8d.dll"; +#endif + +#ifdef RAD_TUNE +static const char* pddiDLL = "pddidx8t.dll"; +#endif + +#ifdef RAD_RELEASE +static const char* pddiDLL = "pddidx8r.dll"; +#endif + + +// global SPContext reference +SPContext* g_SPContext = 0; + +extern Workspace* g_Workspace; + + +//--------------------------------------------------------------------------- +// class SPContext - implementation +//--------------------------------------------------------------------------- + +SPContext::SPContext(HWND hwnd): + m_HWnd(hwnd), + + m_Context(0), + m_View(0), + m_Camera(0), + m_Light(0), + m_Shader(0), + + m_CurrentTime(-1.0f), + m_FPSIndex(0), + m_SimRate(1.0f), + + m_MouseCapture(0), + m_MouseX(0), + m_MouseY(0), + + m_IsCameraLocked(false) +{ + memset(m_FPS, 0, sizeof(m_FPS)); +} + +SPContext::~SPContext() +{ + tRefCounted::Release(m_Shader); + tRefCounted::Release(m_Light); + tRefCounted::Release(m_Camera); + tRefCounted::Release(m_View); +} + +bool SPContext::Open() +{ + // p3d context init + RECT wndRect; + GetWindowRect(m_HWnd, &wndRect); + + tContextInitData init; + init.hwnd = m_HWnd; + init.displayMode = PDDI_DISPLAY_WINDOW; + init.bufferMask = PDDI_BUFFER_COLOUR | PDDI_BUFFER_DEPTH; + int wndWidth = wndRect.right - wndRect.left; + int wndHeight = wndRect.bottom - wndRect.top; + init.xsize = wndWidth; + init.ysize = wndHeight; + init.bpp = 32; + strcpy(init.PDDIlib, pddiDLL); + + //p3d::platform->SetActiveContext(0); + m_Context = p3d::platform->CreateContext(&init); + if (m_Context == 0) + return false; + + p3d::platform->SetActiveContext(m_Context); + + // Call into PDDI to enable Z-buffering. + p3d::pddi->EnableZBuffer(true); + + + radLoadInitialize(); + + // This call installs chunk handlers for all the primary chunk types that + // Pure3D supports. This includes textures, materials, geometries, and the + // like. + p3d::InstallDefaultLoaders(); + + // install default choreo loaders + //choreo::InstallDefaultLoaders(); + + // p3d view init + m_View = new tView; + m_View->AddRef(); + + m_View->SetBackgroundColour(tColour(64, 64, 128)); + m_View->SetAmbientLight(tColour(40, 40, 40)); + + // p3d light init + m_Light = new tDirectionalLight; + m_Light->AddRef(); + + m_Light->SetDirection(0.0f, 0.0f, 1.0f); + m_Light->SetColour(tColour(255, 255, 255)); + m_View->AddLight(m_Light); + + // p3d camera init + m_Camera = new tPointCamera; + m_Camera->AddRef(); + m_Camera->SetNearPlane(0.01f); + m_Camera->SetFarPlane(5000.0f); + m_Camera->SetFOV(rmt::DegToRadian(90.0f), (float)wndWidth / (float)wndHeight); + m_View->SetCamera(m_Camera); + + m_CameraTarget.Clear(); + m_CameraRotateX = rmt::DegToRadian(-45.0f); + m_CameraRotateY = 0.0f; + m_CameraDistance = 5.0f; + + // pddi shader + m_Shader = p3d::device->NewShader("simple"); + m_Shader->AddRef(); + m_Shader->SetInt(PDDI_SP_ISLIT, 0); + + // workspace create + if (g_Workspace == 0) + { + g_Workspace = new Workspace; + g_Workspace->AddRef(); + } + + return true; +} + +bool SPContext::Close() +{ + // p3d release stuff + tRefCounted::Release(m_Shader); + tRefCounted::Release(m_Light); + tRefCounted::Release(m_Camera); + tRefCounted::Release(m_View); + + // p3d context destroy + if (m_Context != 0) + { + p3d::platform->DestroyContext(m_Context); + m_Context = 0; + } + + radLoadTerminate(); + + return true; +} + +bool SPContext::ViewResize(int w, int h) +{ + if (w <= 0) + w = 1; + if (h <= 0) + h = 1; + + RECT wndRect; + GetWindowRect(m_HWnd, &wndRect); + int wndWidth = wndRect.right - wndRect.left; + if (wndWidth <= 0) + wndWidth = 1; + int wndHeight = wndRect.bottom - wndRect.top; + if (wndHeight <= 0) + wndHeight = 1; + + if (w > wndWidth) + w = wndWidth; + if (h > wndHeight) + h = wndHeight; + + m_View->SetWindow(0.0f, 0.0f, (float)w / (float)wndWidth, (float)h / (float)wndHeight); + m_Camera->SetFOV(rmt::DegToRadian(90.0f), (float)w / (float)h); + + return true; +} + +bool SPContext::Advance() +{ + // do time + float deltaTime; + { + float newTime = (float)radTimeGetMilliseconds() / 1000.0f; + + if (m_CurrentTime < 0.0f) + { + deltaTime = 0.0f; + m_CurrentTime = newTime; + } + else + { + deltaTime = newTime - m_CurrentTime; + + if (deltaTime < 0.0f) + { + deltaTime = 0.0f; + } + else + { + m_CurrentTime = newTime; + } + + // for debugging + if (deltaTime > 1.0f) + { + deltaTime = 1.0f / 60.0f; + } + else + { + // do fps + m_FPS[m_FPSIndex] = deltaTime; + m_FPSIndex = (m_FPSIndex + 1) % MAX_FPS_COUNT; + } + } + } + + float simDeltaTime = m_SimRate * deltaTime; + if ( g_Workspace ) + { + g_Workspace->Advance(simDeltaTime * 1000.0f); + } + + // update camera & light + { + /*if (m_IsCameraLocked) + { + rmt::Vector desiredTarget = m_CVPuppet->GetCameraTarget(); + + rmt::Vector delta = desiredTarget; + delta.Sub(m_CameraTarget); + float mag = delta.NormalizeSafe(); + + static const float cameraSpeed = 1.5f; // m/s + float maxMag = cameraSpeed * deltaTime * mag; + if (mag > maxMag) + { + mag = maxMag; + } + + delta.Scale(mag); + m_CameraTarget.Add(delta); + m_CameraTarget.x = desiredTarget.x; + m_CameraTarget.z = desiredTarget.z; + }*/ + + m_Camera->SetTarget(m_CameraTarget); + rmt::Matrix mY; + mY.FillRotateY(m_CameraRotateY); + rmt::Matrix mX; + mX.FillRotateX(m_CameraRotateX); + rmt::Vector cameraPos(0.0f, 0.0f, m_CameraDistance); + cameraPos.Rotate(mX); + cameraPos.Rotate(mY); + cameraPos.Add(m_CameraTarget); + m_Camera->SetPosition(cameraPos); + + rmt::Vector lightDir; + lightDir = m_CameraTarget; + lightDir.Sub(cameraPos); + m_Light->SetDirection(lightDir); + } + + //return rc; + return true; +} + +bool SPContext::Display() +{ + m_Context->BeginFrame(); + m_View->BeginRender(); + + // render game context + if ( g_Workspace ) + { + g_Workspace->Display(m_Context); + } + + // draw origin + { + rmt::Matrix m; + m.Identity(); + DrawAxes(m, 0.5f); + } + + m_View->EndRender(); + m_Context->EndFrame(); + + //return rc; + return true; +} + +void SPContext::DrawAxes(const rmt::Matrix& m, float radius) +{ + rmt::Vector oldVtx[4] = + { + rmt::Vector(0,0,0), + rmt::Vector(radius,0,0), + rmt::Vector(0,radius,0), + rmt::Vector(0,0,radius) + }; + rmt::Vector newVtx[4]; + m.Transform(4, oldVtx, newVtx); + + pddiPrimStream* stream = p3d::pddi->BeginPrims(m_Shader, PDDI_PRIM_LINES, PDDI_V_C , 6); + + stream->Vertex((pddiVector*)newVtx, pddiColour(255,0,0)); + stream->Vertex((pddiVector*)(newVtx + 1), pddiColour(255,0,0)); + + stream->Vertex((pddiVector*)newVtx, pddiColour(0,255,0)); + stream->Vertex((pddiVector*)(newVtx + 2), pddiColour(0,255,0)); + + stream->Vertex((pddiVector*)newVtx, pddiColour(0,0,255)); + stream->Vertex((pddiVector*)(newVtx + 3), pddiColour(0,0,255)); + + p3d::pddi->EndPrims(stream); +} + +void SPContext::DrawLine(const rmt::Vector& a, const rmt::Vector& b, tColour c) +{ + pddiPrimStream* stream = p3d::pddi->BeginPrims(m_Shader, PDDI_PRIM_LINES, PDDI_V_C , 2 ); + stream->Vertex((pddiVector*)(&a), c); + stream->Vertex((pddiVector*)(&b), c); + p3d::pddi->EndPrims(stream); +} + +void SPContext::RenderPose(tPose* pose) +{ + pose->Evaluate(); + + int i; + int startJoint = 0; + for (i = startJoint; i < pose->GetNumJoint(); ++i) + { + tPose::Joint* joint = pose->GetJoint(i); + tPose::Joint* parent = joint->parent; + + if (parent != 0) + { + DrawLine(parent->worldMatrix.Row(3), joint->worldMatrix.Row(3), tColour(255,255,255)); + DrawAxes(parent->worldMatrix, 0.02f); + } + } +} + +void SPContext::MouseDown(int button, int shift, int x, int y) +{ + if (m_MouseCapture == 0) + { + SetCapture(m_HWnd); + m_MouseCapture = 1; + } + + m_MouseX = x; + m_MouseY = y; +} + +void SPContext::MouseMove(int button, int shift, int x, int y) +{ + if (m_MouseCapture == 0) + return; + if (GetCapture() != m_HWnd) + return; + + int dx = x - m_MouseX; + int dy = y - m_MouseY; + m_MouseX = x; + m_MouseY = y; + + if ((button & MK_LBUTTON) != 0) + { + if ((button & MK_MBUTTON) != 0) + { + CameraZoom(dx * 10); + } + else + { + CameraRotate(dx, dy); + } + } + else if ((button & MK_MBUTTON) != 0) + { + CameraPan(dx, dy); + } +} + +void SPContext::MouseUp(int button, int shift, int x, int y) +{ + MouseMove(button, shift, x, y); + + if (m_MouseCapture == 0) + return; + + ReleaseCapture(); + m_MouseCapture = 0; +} + +void SPContext::MouseWheel(int scroll) +{ + CameraZoom(scroll); +} + +void SPContext::CameraPan(int dx, int dy) +{ + RECT wndRect; + GetWindowRect(m_HWnd, &wndRect); + + rmt::Vector v((float)-dx / (float)(wndRect.right - wndRect.left), + (float)dy / (float)(wndRect.bottom - wndRect.top), 0.0f); + rmt::Vector a, b; + m_Camera->ViewToWorld(v, &a, &b); + b.Sub(a); + b.NormalizeSafe(); + b.Scale(m_CameraDistance - m_Camera->GetNearPlane()); + b.Add(a); + m_CameraTarget = b; +} + +void SPContext::CameraZoom(int dz) +{ + m_CameraDistance += ((float)-dz * 0.001f * m_CameraDistance); + + if (m_CameraDistance < 0.1f) + { + m_CameraDistance = 0.1f; + } +} + +void SPContext::CameraRotate(int dx, int dy) +{ + m_CameraRotateX += ((float)-dy * 0.01f); + + if (m_CameraRotateX > rmt::DegToRadian(89.9f)) + { + m_CameraRotateX = rmt::DegToRadian(89.9f); + } + + if (m_CameraRotateX < rmt::DegToRadian(-89.9f)) + { + m_CameraRotateX = rmt::DegToRadian(-89.9f); + } + + m_CameraRotateY += ((float)dx * 0.01f); +} + +float SPContext::SimulationGetFPS() const +{ + float fps = 0.0f; + + for (int i = 0; i < MAX_FPS_COUNT; ++i) + { + fps += m_FPS[i]; + } + + fps /= (float)MAX_FPS_COUNT; + + if (!rmt::Epsilon(fps, 0.0f)) + { + fps = 1.0f / fps; + } + + return fps; +} + +void SPContext::SimulationSetRate(float simRate) +{ + m_SimRate = simRate; + + if (m_SimRate < 0.0f) + { + m_SimRate = 0.0f; + } +} + +bool SPContext::GetEntityName(tEntity* entity, char* name, int maxLen) +{ + if (maxLen > 0) + { + name[0] = 0; + } + + if (entity == 0) + return false; + + if (entity->GetName() != 0) + { + _snprintf(name, maxLen, "%s", entity->GetName()); + } + else + { + _snprintf(name, maxLen, "0x%016I64x", entity->GetUID()); + } + + if (maxLen > 0) + { + name[maxLen - 1] = 0; + } + + return true; +} + +void SPContext::InventoryClear() +{ + if (m_Context != 0) + { + m_Context->GetInventory()->RemoveAllElements(); + } +} + +int SPContext::InventoryGetEntityCount() const +{ + if (m_Context == 0) + return 0; + + int entityCount = 0; + /* + for (int s = 0; s < m_Context->GetInventory()->GetSectionCount(); ++s) + { + entityCount += m_Context->GetInventory()->GetSectionByIndex(s)->GetElementCount(); + } + */ + + return entityCount; +} + +bool SPContext::InventoryGetEntityName(int index, + char* name, int nameLen, + char* type, int typeLen) const +{ + int entityCount = 0; + + /* + for (int s = 0; s < m_Context->GetInventory()->GetSectionCount(); ++s) + { + tEntityTable::RawIterator itor(m_Context->GetInventory()->GetSectionByIndex(s)); + + tEntity* obj = itor.First(); + while (obj) + { + if (entityCount == index) + { + GetEntityName(obj, name, nameLen); + _snprintf(type, typeLen, "%s", typeid(*obj).name()); + type[typeLen - 1] = '\0'; + + return true; + } + + ++entityCount; + obj = itor.Next(); + } + } + */ + + return false; +} + +void SPContext::SetBackgroundColour(int r , int g , int b ) +{ + m_View->SetBackgroundColour( tColour( r , g , b ) ); +} + + +//--------------------------------------------------------------------------- +// SPContext - DLL interface +//--------------------------------------------------------------------------- + +int SP_CALLCONV SPContextOpen(HWND hwnd) +{ + P3DASSERT(g_SPContext == 0); + if (g_SPContext != 0) + return -1; + + g_SPContext = new SPContext(hwnd); + if (!g_SPContext->Open()) + { + delete g_SPContext; + g_SPContext = 0; + return -1; + } + + return 1; +} + +int SP_CALLCONV SPContextClose() +{ + if (g_SPContext == 0) + return 0; + + if (!g_SPContext->Close()) + { + delete g_SPContext; + g_SPContext = 0; + return -1; + } + + delete g_SPContext; + g_SPContext = 0; + return 1; +} + +int SP_CALLCONV SPContextViewResize(int w, int h) +{ + if (g_SPContext == 0) + return -1; + + g_SPContext->ViewResize(w, h); + return 1; +} + +int SP_CALLCONV SPContextIsPDDIStatsEnabled() +{ + if (p3d::pddi == 0) + return -1; + return p3d::pddi->IsStatsOverlayEnabled(); +} + +int SP_CALLCONV SPContextSetIsPDDIStatsEnabled(int statsEnabled) +{ + if (p3d::pddi == 0) + return -1; + p3d::pddi->EnableStatsOverlay(statsEnabled != 0); + return 1; +} + +int SP_CALLCONV SPContextAdvance() +{ + if (g_SPContext == 0) + return -1; + + return g_SPContext->Advance(); +} + +int SP_CALLCONV SPContextDisplay() +{ + if (g_SPContext == 0) + return -1; + + return g_SPContext->Display(); +} + +int SP_CALLCONV SPContextMouseDown(int button, int shift, int x, int y) +{ + if (g_SPContext == 0) + return -1; + + g_SPContext->MouseDown(button, shift, x, y); + return 0; +} + +int SP_CALLCONV SPContextMouseMove(int button, int shift, int x, int y) +{ + if (g_SPContext == 0) + return -1; + + g_SPContext->MouseMove(button, shift, x, y); + return 0; +} + +int SP_CALLCONV SPContextMouseUp(int button, int shift, int x, int y) +{ + if (g_SPContext == 0) + return -1; + + g_SPContext->MouseUp(button, shift, x, y); + return 0; +} + +int SP_CALLCONV SPContextMouseWheel(int scroll) +{ + if (g_SPContext == 0) + return -1; + + g_SPContext->MouseWheel(scroll); + return 0; +} + +float SP_CALLCONV SPSimulationGetFPS() +{ + if (g_SPContext == 0) + return 0.0f; + + return g_SPContext->SimulationGetFPS(); +} + +float SP_CALLCONV SPSimulationGetRate() +{ + if (g_SPContext == 0) + return 0.0f; + + return g_SPContext->SimulationGetRate(); +} + +int SP_CALLCONV SPSimulationSetRate(float rate) +{ + if (g_SPContext == 0) + return -1; + + g_SPContext->SimulationSetRate(rate); + return 0; +} + +int SP_CALLCONV SPContextGetCameraLock() +{ + if (g_SPContext == 0) + return -1; + + return g_SPContext->IsCameraLocked(); +} + +int SP_CALLCONV SPContextSetCameraLock(int cameraLock) +{ + if (g_SPContext == 0) + return -1; + + g_SPContext->SetIsCameraLocked(cameraLock != 0); + return 0; +} + +int SP_CALLCONV SPInventoryClear() +{ + if (g_SPContext == 0) + return -1; + + g_SPContext->InventoryClear(); + return 0; +} + +int SP_CALLCONV SPInventoryGetEntityCount() +{ + if (g_SPContext == 0) + return -1; + + return g_SPContext->InventoryGetEntityCount(); +} + +int SP_CALLCONV SPInventoryGetEntityName(int index, char* name, int nameLen, char* type, int typeLen) +{ + if (g_SPContext == 0) + return -1; + + if (!g_SPContext->InventoryGetEntityName(index, name, nameLen, type, typeLen)) + { + return -1; + } + + return 0; +} + +int SP_CALLCONV SPSetBackgroundColour( int r , int g , int b ) +{ + if (g_SPContext == 0) + return 0; + + g_SPContext->SetBackgroundColour( r , g , b ); + return 1; +} + +// End of file. diff --git a/tools/statepropbuilder/apps/spbuilder/code/sp/engine/context.hpp b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/context.hpp new file mode 100644 index 0000000..faf88c0 --- /dev/null +++ b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/context.hpp @@ -0,0 +1,119 @@ +/* + * sp/engine/context.hpp + */ + + +#ifndef SP_ENGINE_CONTEXT_HPP +#define SP_ENGINE_CONTEXT_HPP + + +#define WIN32_LEAN_AND_MEAN +#define WIN32_EXTRA_LEAN +#include <windows.h> + +#include <radmath/radmath.hpp> +#include <p3d/p3dtypes.hpp> + + +class tEntity; +class tContext; +class tView; +class tPointCamera; +class tDirectionalLight; +class tPose; +class pddiShader; + + +//--------------------------------------------------------------------------- +// class SPContext +//--------------------------------------------------------------------------- + +class SPContext +{ +public: + + enum + { + MAX_FPS_COUNT = 10 + }; + + SPContext(HWND hwnd); + virtual ~SPContext(); + + tContext* GetContext() + { return m_Context; } + + bool Open(); + bool Close(); + + bool ViewResize(int w, int h); + + bool Advance(); + bool Display(); + + void MouseDown(int button, int shift, int x, int y); + void MouseMove(int button, int shift, int x, int y); + void MouseUp(int button, int shift, int x, int y); + void MouseWheel(int scroll); + + float SimulationGetFPS() const; + float SimulationGetRate() const + { return m_SimRate; } + void SimulationSetRate(float simRate); + + bool IsCameraLocked() const + { return m_IsCameraLocked; } + void SetIsCameraLocked(bool cameraLock) + { m_IsCameraLocked = cameraLock; } + tPointCamera* GetCamera() const + { return m_Camera; } + + static bool GetEntityName(tEntity* entity, char* name, int maxLen); + + void InventoryClear(); + int InventoryGetEntityCount() const; + bool InventoryGetEntityName(int index, + char* name, int nameLen, + char* type, int typeLen) const; + + void RenderPose(tPose* pose); + void DrawAxes(const rmt::Matrix& m, float radius); + void DrawLine(const rmt::Vector& a, const rmt::Vector& b, tColour c); + + void SetBackgroundColour( int r , int g , int b ); + +private: + + void CameraPan(int dx, int dy); + void CameraZoom(int dz); + void CameraRotate(int dx, int dy); + + HWND m_HWnd; + + tContext* m_Context; + tView* m_View; + tPointCamera* m_Camera; + tDirectionalLight* m_Light; + pddiShader* m_Shader; + + float m_CurrentTime; + float m_FPS[MAX_FPS_COUNT]; + int m_FPSIndex; + float m_SimRate; + + rmt::Vector m_CameraTarget; + float m_CameraRotateX; + float m_CameraRotateY; + float m_CameraDistance; + bool m_IsCameraLocked; + + int m_MouseCapture; + int m_MouseX; + int m_MouseY; +}; + + +extern SPContext* g_SPContext; + + +#endif // SP_ENGINE_CONTEXT_HPP diff --git a/tools/statepropbuilder/apps/spbuilder/code/sp/engine/dllmain.cpp b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/dllmain.cpp new file mode 100644 index 0000000..5d2df57 --- /dev/null +++ b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/dllmain.cpp @@ -0,0 +1,43 @@ +/* + * fightviewer/code/engine/dllmain.cpp + */ + + +#include <windows.h> + + +HINSTANCE SPHInstance = 0; + + +BOOL WINAPI DllMain(HINSTANCE hinstDLL, + DWORD reason, + LPVOID reserved) +{ + SPHInstance = hinstDLL; + + // Perform actions based on the reason for calling. + switch (reason) + { + case DLL_PROCESS_ATTACH: + // Initialize once for each new process. + // Return FALSE to fail DLL load. + break; + + case DLL_THREAD_ATTACH: + // Do thread-specific initialization. + break; + + case DLL_THREAD_DETACH: + // Do thread-specific cleanup. + break; + + case DLL_PROCESS_DETACH: + // Perform any necessary cleanup. + break; + } + + return TRUE; +} + + +// End of file. diff --git a/tools/statepropbuilder/apps/spbuilder/code/sp/engine/platform.cpp b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/platform.cpp new file mode 100644 index 0000000..c27a39e --- /dev/null +++ b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/platform.cpp @@ -0,0 +1,94 @@ +/* + * sp/engine/platform.cpp + */ + + +#include <sp/interface/platform.hpp> + +#include <radmemory.hpp> +#include <radplatform.hpp> +#include <radtime.hpp> +#include <radfile.hpp> +#include <radthread.hpp> + +#include <p3d/utility.hpp> + + +extern HINSTANCE SPHInstance; + +//--------------------------------------------------------------------------- +// SPPlatform - DLL interface +//--------------------------------------------------------------------------- + +int SP_CALLCONV SPPlatformOpen(HWND hwnd) +{ + // ftt thread init + radThreadInitialize(); + + // ftt memory init + radMemoryInitialize(); + + // ftt platform init + radPlatformInitialize(hwnd, SPHInstance); + + // ftt time init + radTimeInitialize(); + + // ftt file init + radFileInitialize(); + + // p3d platform init + tPlatform* platform = tPlatform::Create(SPHInstance); + if (platform == 0) + return -1; + + // game project create + /* + if (g_SPProject == 0) + { + g_SPProject = SP_PROC_NEWPROJECT(); + P3DASSERT(g_SPProject != 0); + if (g_SPProject == 0) + return -1; + g_SPProject->AddRef(); + g_SPProject->ProjectInit(); + } + */ + + return 0; +} + +int SP_CALLCONV SPPlatformClose() +{ + // destroy game project + //tRefCounted::Release(g_SPProject); + + // destroy workspace + //tRefCounted::Release(g_SPWorkspace); + + // p3d platform destroy + if (p3d::platform != 0) + { + tPlatform::Destroy(p3d::platform); + } + + // ftt file destroy + radFileTerminate(); + + // ftt time destroy + radTimeTerminate(); + + // ftt platform destroy + radPlatformTerminate(); + + // ftt memory destroy + radMemoryTerminate(); + + // ftt thread destroy + radThreadTerminate(); + + return 0; +} + + +// End of file. diff --git a/tools/statepropbuilder/apps/spbuilder/code/sp/engine/stateprop.cpp b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/stateprop.cpp new file mode 100644 index 0000000..cbfa84d --- /dev/null +++ b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/stateprop.cpp @@ -0,0 +1,445 @@ +#include <p3d/utility.hpp> +#include <p3d/matrixstack.hpp> +#include <p3d/anim/multicontroller.hpp> +#include <p3d/anim/compositedrawable.hpp> +#include <p3d/anim/animatedobject.hpp> +#include <p3d/anim/animate.hpp> + +#include <toollib/chunks16/inc/tlStatePropChunk.hpp> +#include <toollib/inc/tlFile.hpp> +#include <toollib/inc/tlFileByteStream.hpp> + +#include "stateprop.hpp" +#include "statepropdata.hpp" + +CStateProp* CStateProp::CreateCStateProp( CStatePropData* statePropData , unsigned int state ) +{ + tAnimatedObjectFactory* objectFactory = statePropData->m_ObjectFactory; + + if ( !objectFactory ) + { + objectFactory = p3d::find<tAnimatedObjectFactory>( statePropData->m_FactoryName ); + if ( objectFactory ) + { + statePropData->m_ObjectFactory = objectFactory; + statePropData->m_ObjectFactory->AddRef(); + } + } + + if ( objectFactory ) + { + tAnimatedObject* animatedObject = objectFactory->CreateObject(NULL); + CStateProp* stateProp = new CStateProp( animatedObject , statePropData , state ); + return stateProp; + } + + return NULL; +} + +CStateProp::CStateProp( tAnimatedObject* animatedObject , CStatePropData* statePropData , unsigned int state ) : + m_StatePropData( NULL ), + m_AnimatedObject( NULL ), + m_BaseFrameController( NULL ), + m_StatePropListener( NULL ), + m_CurrentState( state ) +{ + //set state data + P3DASSERT( statePropData ); + m_StatePropData = statePropData; + m_StatePropData->AddRef(); + + //set animated object + P3DASSERT( animatedObject ); + m_AnimatedObject = animatedObject; + m_AnimatedObject->AddRef(); + + //base frame controller is run in milliseconds (ie the 1 is the timer) + m_BaseFrameController = new tMultiController(0 , 1000.f); + m_BaseFrameController->AddRef(); + m_BaseFrameController->Reset(); + + //initilize transform + rmt::Matrix identity; + identity.Identity(); + SetTransformationMatrix( identity ); + + //initialize the state + SetState( state ); +} + +CStateProp::~CStateProp() +{ + if ( m_BaseFrameController ) + m_BaseFrameController->Release(); + if ( m_StatePropData ) + m_StatePropData->Release(); + if ( m_AnimatedObject ) + m_AnimatedObject->Release(); +} + +void CStateProp::Update( float dt ) +{ + unsigned int i; + + float lastFrame = m_BaseFrameController->GetFrame(); + m_BaseFrameController->Advance( dt ); + float newFrame = m_BaseFrameController->GetFrame(); + + //Check out transition + TransitionData tansdata = m_StatePropData->GetTransitionData( m_CurrentState ); + if ( tansdata.autoTransition ) + { + if (tansdata.onFrame >= lastFrame && tansdata.onFrame < newFrame) + { + SetState( tansdata.toState ); + } + } + + //Check callback events + if ( m_StatePropListener ) + { + for ( i = 0; i < m_StatePropData->GetNumberOfCallbacks( m_CurrentState ); i++ ) + { + CallbackData callbackData = m_StatePropData->GetCallbackData( m_CurrentState , i ); + if ( callbackData.onFrame >= lastFrame && callbackData.onFrame < newFrame) + { + m_StatePropListener->RecieveEvent( callbackData.callbackID , this ); + } + } + } + + //update frame controllers + unsigned int numFrameControllers = GetNumberOfFrameControllers(); + for ( i = 0; i < numFrameControllers; i++ ) + { + FrameControllerData fcData = m_StatePropData->GetFrameControllerData( m_CurrentState , i ); + + //if we need to update + if ( fcData.minFrame != fcData.maxFrame ) + { + tFrameController* fc = GetFrameControllerByIndex( i ); + + //if the min frame is greater than the max frame then reverse the update + if ( fcData.minFrame > fcData.maxFrame ) + { + fc->Advance( -dt , false ); + } + else + { + fc->Advance( dt , false ); + } + + if ( fcData.isCyclic && fcData.numberOfCycles > 0 ) + { + unsigned int currentNumberOfCycles = fc->LastFrameReached(); + if ( currentNumberOfCycles >= fcData.numberOfCycles ) + { + fc->SetCycleMode( FORCE_NON_CYCLIC ); + fc->SetFrame( fcData.maxFrame ); + } + } + } + } +} + +void CStateProp::Render() +{ + p3d::stack->Push(); + p3d::stack->Multiply( m_Transform ); + + m_AnimatedObject->Display(); + + p3d::stack->Pop(); +} + +void CStateProp::UpdateFrameControllersForRender() +{ + unsigned int numFrameControllers = GetNumberOfFrameControllers(); + for ( unsigned int i = 0; i < numFrameControllers; i++ ) + { + GetFrameControllerByIndex( i )->Advance( 0.f , true ); + } +} + +unsigned int CStateProp::GetState() +{ + return m_CurrentState; +} + +void CStateProp::NextState() +{ + if ( m_CurrentState + 1 >= m_StatePropData->GetNumberOfStates() ) + { + SetState( 0 ); + } + else + { + SetState( m_CurrentState + 1 ); + } +} + +void CStateProp::PrevState() +{ + if ( m_CurrentState - 1 < 0 ) + { + SetState( m_StatePropData->GetNumberOfStates() - 1 ); + } + else + { + SetState( m_CurrentState - 1 ); + } +} + +void CStateProp::SetState( unsigned int state ) +{ + if ( state < m_StatePropData->GetNumberOfStates() && state >= 0 ) + { + m_CurrentState = state; + } + + m_BaseFrameController->SetFrame(0.f); + + unsigned int i; + + //reset the FC for new state + unsigned int numFrameControllers = GetNumberOfFrameControllers(); + for ( i = 0; i < numFrameControllers; i++ ) + { + FrameControllerData frameControllerData = m_StatePropData->GetFrameControllerData( m_CurrentState , i ); + tFrameController* fc = GetFrameControllerByIndex(i); + + //if we are holding a frame over from last state dont reset + if ( !frameControllerData.holdFrame ) + { + //Reset() MUST come first or it will trounce frame ranges etc... + fc->Reset(); + } + fc->SetRelativeSpeed( frameControllerData.relativeSpeed ); + fc->SetCycleMode( (frameControllerData.isCyclic == 1) ? FORCE_CYCLIC : FORCE_NON_CYCLIC ); + if ( frameControllerData.minFrame > frameControllerData.maxFrame ) + { + fc->SetFrameRange( frameControllerData.maxFrame , frameControllerData.minFrame ); + } + else + { + fc->SetFrameRange( frameControllerData.minFrame , frameControllerData.maxFrame ); + } + + if ( !frameControllerData.holdFrame ) + { + fc->SetFrame( frameControllerData.minFrame ); + } + } + + //Set visibility for new state + unsigned int numElements = m_AnimatedObject->GetBaseObject()->GetNumDrawableElement(); + for ( i = 0; i < numElements; i++ ) + { + tCompositeDrawable::DrawableElement* de = GetDrawableElement(i); + + de->SetLockVisibility(false); + VisibilityData visibilityData = m_StatePropData->GetVisibilityData( m_CurrentState , i ); + bool visible = visibilityData.isVisible == 1; + de->SetVisibility( visible ); + + //lock visibility if visiblility if false + de->SetLockVisibility(!visible); + } +} + +void CStateProp::OnEvent( unsigned int eventID ) +{ + unsigned int i; + unsigned int numEvents = m_StatePropData->GetNumberOfEvents( m_CurrentState ); + for ( i = 0; i < numEvents; i++ ) + { + EventData eventData = m_StatePropData->GetEventData( m_CurrentState , i ); + if ( eventData.eventID == eventID ) + { + SetState( eventData.toState ); + } + } +} + +void CStateProp::UpdateOnDataEdit() +{ + //Update without reseting the current frame or current state info + unsigned int i; + + //update frame controllers + unsigned int numFrameControllers = GetNumberOfFrameControllers(); + for ( i = 0; i < numFrameControllers; i++ ) + { + FrameControllerData frameControllerData = m_StatePropData->GetFrameControllerData( m_CurrentState , i ); + tFrameController* fc = GetFrameControllerByIndex(i); + float frame = fc->GetFrame(); + fc->Reset(); + fc->SetRelativeSpeed( frameControllerData.relativeSpeed ); + fc->SetCycleMode( (frameControllerData.isCyclic == 1) ? FORCE_CYCLIC : FORCE_NON_CYCLIC ); + if ( frameControllerData.minFrame > frameControllerData.maxFrame ) + { + fc->SetFrameRange( frameControllerData.maxFrame , frameControllerData.minFrame ); + } + else + { + fc->SetFrameRange( frameControllerData.minFrame , frameControllerData.maxFrame ); + } + + fc->SetFrame( frame ); + } + + //set visibilites + unsigned int numDrawableElements = GetNumberOfDrawableElements(); + for ( i = 0; i < numDrawableElements; i++ ) + { + tCompositeDrawable::DrawableElement* de = GetDrawableElement(i); + + de->SetLockVisibility(false); + VisibilityData visibilityData = m_StatePropData->GetVisibilityData( m_CurrentState , i ); + bool visible = visibilityData.isVisible == 1; + de->SetVisibility( visible ); + + //lock visibility if visiblility if false + de->SetLockVisibility(!visible); + } +} + +float CStateProp::GetBaseFrameControllerFrame() +{ + return m_BaseFrameController->GetFrame(); +} + +CStatePropData* CStateProp::GetCStatePropData() +{ + return m_StatePropData; +} + +unsigned int CStateProp::GetNumberOfFrameControllers() +{ + return m_AnimatedObject->GetCurrentAnimation()->GetNumFrameControllers(); +} + +tFrameController* CStateProp::GetFrameControllerByIndex( unsigned int i ) +{ + return m_AnimatedObject->GetCurrentAnimation()->GetFrameControllerByIndex(i); +} + +unsigned int CStateProp::GetNumberOfDrawableElements() +{ + return m_AnimatedObject->GetBaseObject()->GetNumDrawableElement(); +} + +tCompositeDrawable::DrawableElement* CStateProp::GetDrawableElement( unsigned int i ) +{ + return m_AnimatedObject->GetBaseObject()->GetDrawableElement( i ); +} + +const char* CStateProp::GetDrawableName( unsigned int i ) +{ + return m_AnimatedObject->GetBaseObject()->GetDrawableElement( i )->GetDrawable()->GetName(); +} + +const char* CStateProp::GetPropName( ) +{ + return GetName(); +} + +//Export the CStatePropData +void CStateProp::ExportChunk( const char* filename ) +{ + //create the outchunk data chunk + tlDataChunk* outchunk = new tlDataChunk; + + //create smart prop chunk + char buf[256]; + tlStatePropChunk* statepropchunk = new tlStatePropChunk; + + //version one has extra floats and ints + statepropchunk->SetVersion( 1 ); + + statepropchunk->SetName( m_StatePropData->GetName() ); + statepropchunk->SetObjectFactoryName( m_StatePropData->GetName() ); + statepropchunk->SetNumStates( m_StatePropData->GetNumberOfStates() ); + + unsigned int state; + int j; + //create state subchunks + for ( state = 0; state < m_StatePropData->GetNumberOfStates(); state++ ) + { + tlStatePropStateDataChunk* statechunk = new tlStatePropStateDataChunk; + sprintf(buf, "state%i", state ); + statechunk->SetName( buf ); + TransitionData tData = m_StatePropData->GetTransitionData( state ); + statechunk->SetAutoTransition( tData.autoTransition ); + statechunk->SetOutFrame( tData.onFrame ); + statechunk->SetOutState( tData.toState ); + + int numDrawables = GetNumberOfDrawableElements(); + statechunk->SetNumDrawables( numDrawables ); + for ( j = 0; j < numDrawables; j++ ) + { + tlStatePropVisibilitiesDataChunk* visibilitychunk = new tlStatePropVisibilitiesDataChunk; + VisibilityData vData = m_StatePropData->GetVisibilityData( state , j ); + visibilitychunk->SetName( GetDrawableElement(j)->GetDrawable()->GetName() ); + visibilitychunk->SetVisible( vData.isVisible ); + statechunk->AppendSubChunk( visibilitychunk ); + } + + int numFrameControllers = GetNumberOfFrameControllers(); + statechunk->SetNumFrameControllers( numFrameControllers ); + for ( j = 0; j < numFrameControllers; j++ ) + { + tlStatePropFrameControllerDataChunk* framecontrollerchunk = new tlStatePropFrameControllerDataChunk; + FrameControllerData fData = m_StatePropData->GetFrameControllerData( state , j ); + framecontrollerchunk->SetName( GetFrameControllerByIndex(j)->GetName() ); + framecontrollerchunk->SetCyclic( fData.isCyclic ); + framecontrollerchunk->SetMinFrame( fData.minFrame ); + framecontrollerchunk->SetMaxFrame( fData.maxFrame ); + framecontrollerchunk->SetRelativeSpeed( fData.relativeSpeed ); + framecontrollerchunk->SetHoldFrame( fData.holdFrame ); + framecontrollerchunk->SetNumberOfCycles( fData.numberOfCycles ); + statechunk->AppendSubChunk( framecontrollerchunk ); + } + + int numEvents = m_StatePropData->GetNumberOfEvents( state ); + statechunk->SetNumEvents( numEvents ); + for ( j = 0; j < numEvents; j++ ) + { + tlStatePropEventDataChunk* eventdatachunk = new tlStatePropEventDataChunk; + EventData eData = m_StatePropData->GetEventData( state , j ); + eventdatachunk->SetName( eData.eventName ); + eventdatachunk->SetState( eData.toState ); + eventdatachunk->SetEventEnum( eData.eventID ); + statechunk->AppendSubChunk( eventdatachunk ); + } + + int numCallbacks = m_StatePropData->GetNumberOfCallbacks( state ); + statechunk->SetNumCallbacks( numCallbacks ); + for ( j = 0; j < numCallbacks; j++ ) + { + tlStatePropCallbackDataChunk* callbackChunk = new tlStatePropCallbackDataChunk; + CallbackData cData = m_StatePropData->GetCallbackData( state , j ); + callbackChunk->SetName( cData.callbackName ); + callbackChunk->SetOnFrame( cData.onFrame ); + callbackChunk->SetEventEnum( cData.callbackID ); + statechunk->AppendSubChunk( callbackChunk ); + } + + //append the sate chunk + statepropchunk->AppendSubChunk( statechunk ); + } + + outchunk->AppendSubChunk( statepropchunk ); + + // create the new output file + tlFile output(new tlFileByteStream(filename,omWRITE), tlFile::CHUNK32); + + if(!output.IsOpen()) + { + printf("Could not open %s for writing\n", filename); + return ; + } + + outchunk->Write(&output); + output.Close(); +}
\ No newline at end of file diff --git a/tools/statepropbuilder/apps/spbuilder/code/sp/engine/stateprop.hpp b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/stateprop.hpp new file mode 100644 index 0000000..c72b76b --- /dev/null +++ b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/stateprop.hpp @@ -0,0 +1,120 @@ +#ifndef _STATEPROP_HPP_ +#define _STATEPROP_HPP_ + +#include "radmath/radmath.hpp" + +//============================================================================= +// Forward Class/Struct Declarations +//============================================================================= + +class tFrameController; +class tAnimatedObject; +class CStatePropData; +class CStateProp; +class tCompositeDrawable; + + +//============================================================================= +// Class Declarations +// PropListener +//============================================================================= + +class CStatePropListener : public tRefCounted +{ +public: + virtual void RecieveEvent( int event , CStateProp* stateProp ) = 0; +}; + +//============================================================================= +// Definitions +//============================================================================= + + +//============================================================================= +// Class Declarations +// CStateProp +//============================================================================= +class CStateProp : public tEntity +{ +public: + + static CStateProp* CreateCStateProp( CStatePropData* statePropData , unsigned int state ); + + CStateProp( tAnimatedObject* animatedObject , CStatePropData* statePropData , unsigned int state = 0 ); + ~CStateProp(); + + //Per frame update + void Update( float dt ); + + //Render + void Render(); + + //call before render + void UpdateFrameControllersForRender(); + + unsigned int GetState(); + void SetState( unsigned int state ); + void NextState(); + void PrevState(); + + void OnEvent( unsigned int eventID ); + + void SetTransformationMatrix( const rmt::Matrix &tm); + const rmt::Matrix& GetTransformationMatrix() const; + + void SetPosition( const rmt::Vector& pos ); + const rmt::Vector& GetPosition() const; + + //Get State Prop Data + CStatePropData* GetCStatePropData(); + + // Update for new data + void UpdateOnDataEdit(); + + //accessors + float GetBaseFrameControllerFrame(); + unsigned int GetNumberOfFrameControllers(); + tFrameController* GetFrameControllerByIndex( unsigned int i ); + unsigned int GetNumberOfDrawableElements(); + tCompositeDrawable::DrawableElement* GetDrawableElement( unsigned int i ); + const char* GetDrawableName( unsigned int i ); + const char* GetPropName(); + + //Export the SmartPropData + void ExportChunk( const char* filename ); + + +private: + + // Orientation and location + rmt::Matrix m_Transform; + + //Private members + CStatePropData* m_StatePropData; + tAnimatedObject* m_AnimatedObject; + tFrameController* m_BaseFrameController; + unsigned int m_CurrentState; + + CStatePropListener* m_StatePropListener; +}; + + +inline void CStateProp::SetPosition( const rmt::Vector& pos ) +{ + m_Transform.FillTranslate( pos ); +} +inline const rmt::Vector& CStateProp::GetPosition() const +{ + return const_cast< RadicalMathLibrary::Matrix & >( m_Transform ).Row(3); +} + +inline void CStateProp::SetTransformationMatrix(const rmt::Matrix& tmx) +{ + m_Transform = tmx; +} +inline const rmt::Matrix& CStateProp::GetTransformationMatrix() const +{ + return m_Transform; +} + +#endif //_STATEPROP_HPP_
\ No newline at end of file diff --git a/tools/statepropbuilder/apps/spbuilder/code/sp/engine/statepropdata.cpp b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/statepropdata.cpp new file mode 100644 index 0000000..eb88194 --- /dev/null +++ b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/statepropdata.cpp @@ -0,0 +1,509 @@ +#include <string.h> +#include <p3d/utility.hpp> +#include <p3d/anim/animatedobject.hpp> +#include <constants/chunkids.hpp> +#include <p3d/chunkfile.hpp> + +#include "statepropdata.hpp" + +//============================================================================= +// Class Declarations +// Prop +//============================================================================= + +CStatePropData::CStatePropData( tAnimatedObjectFactory* factory ) : + tEntity(), + m_NumStates(1) +{ + P3DASSERT ( factory ); + m_ObjectFactory = factory; + m_ObjectFactory->AddRef(); + SetName( m_ObjectFactory->GetName() ); + + ResetData(); +} + +CStatePropData::CStatePropData( ) : + tEntity(), + m_NumStates(1), + m_ObjectFactory( NULL ) +{ + ResetData(); +} + +CStatePropData::~CStatePropData() +{ + m_ObjectFactory->Release(); +} + +//============================================================================= +//State Data +//============================================================================= + +//Get +unsigned int CStatePropData::GetNumberOfStates() +{ + return m_NumStates; +} +StateData CStatePropData::GetStateData( unsigned int state ) +{ + return m_StateData[ state ]; +} + +//Set +void CStatePropData::InsertState( unsigned int state ) +{ + if ( m_NumStates >= MAX_STATES - 1) + return; + + //increase the number of states and copy all the data up a state + m_NumStates++; + + unsigned int i , j; + for ( i = m_NumStates - 1; i > state + 1; i-- ) + { + //transition data for each state + m_StateData[i].transitionData.autoTransition = m_StateData[i-1].transitionData.autoTransition; + m_StateData[i].transitionData.onFrame = m_StateData[i-1].transitionData.onFrame; + m_StateData[i].transitionData.toState = m_StateData[i-1].transitionData.toState; + + //visibility data for each drawable in each state + for (j = 0; j < MAX_VISIBILITIES; j++ ) + { + m_StateData[i].visibilityData[j].isVisible = m_StateData[i-1].visibilityData[j].isVisible; + } + + //framecontroller data in each state + for (j = 0; j < MAX_FRAMECONTROLLERS; j++ ) + { + m_StateData[i].frameControllerData[j].isCyclic = m_StateData[i-1].frameControllerData[j].isCyclic; + m_StateData[i].frameControllerData[j].maxFrame = m_StateData[i-1].frameControllerData[j].maxFrame; + m_StateData[i].frameControllerData[j].minFrame = m_StateData[i-1].frameControllerData[j].minFrame; + m_StateData[i].frameControllerData[j].relativeSpeed = m_StateData[i-1].frameControllerData[j].relativeSpeed; + m_StateData[i].frameControllerData[j].holdFrame = m_StateData[i-1].frameControllerData[j].holdFrame; + m_StateData[i].frameControllerData[j].numberOfCycles = m_StateData[i-1].frameControllerData[j].numberOfCycles; + } + + //event data for each state + m_StateData[i].numEvents = m_StateData[i-1].numEvents; + m_StateData[i].numCallbacks = m_StateData[i-1].numCallbacks; + for (j = 0; j < MAX_EVENTS; j++ ) + { + strcpy( m_StateData[i].eventData[j].eventName , m_StateData[i-1].eventData[j].eventName ); + m_StateData[i].eventData[j].toState = m_StateData[i-1].eventData[j].toState; + m_StateData[i].eventData[j].eventID = m_StateData[i-1].eventData[j].eventID; + + strcpy( m_StateData[i].callbackData[j].callbackName , m_StateData[i-1].callbackData[j].callbackName ); + m_StateData[i].callbackData[j].onFrame = m_StateData[i-1].callbackData[j].onFrame; + m_StateData[i].callbackData[j].callbackID = m_StateData[i-1].callbackData[j].callbackID; + } + } + + //Initialize the newly added state + + //transition data for each state + m_StateData[state + 1].transitionData.autoTransition = 0; + m_StateData[state + 1].transitionData.onFrame = 0.f; + m_StateData[state + 1].transitionData.toState = 0; + + //visibility data for each drawable in each state + for (j = 0; j < MAX_VISIBILITIES; j++ ) + { + m_StateData[state + 1].visibilityData[j].isVisible = 1; + } + + //framecontroller data in each state + for (j = 0; j < MAX_FRAMECONTROLLERS; j++ ) + { + m_StateData[state + 1].frameControllerData[j].isCyclic = 0; + m_StateData[state + 1].frameControllerData[j].maxFrame = 0.f; + m_StateData[state + 1].frameControllerData[j].minFrame = 0.f; + m_StateData[state + 1].frameControllerData[j].relativeSpeed = 1.f; + m_StateData[state + 1].frameControllerData[j].holdFrame = 0; + m_StateData[state + 1].frameControllerData[j].numberOfCycles = 0; + } + + //event data for each state + m_StateData[state + 1].numEvents = 0; + m_StateData[state + 1].numCallbacks = 0; +} + +void CStatePropData::DeleteState( unsigned int state ) +{ + if ( m_NumStates == 1 ) + { + ResetData(); + return; + } + + int i; + int j; + + for ( i = state; i < m_NumStates - 1; i++ ) + { + //transition data for each state + m_StateData[i].transitionData.autoTransition = m_StateData[i+1].transitionData.autoTransition; + m_StateData[i].transitionData.onFrame = m_StateData[i+1].transitionData.onFrame; + m_StateData[i].transitionData.toState = m_StateData[i+1].transitionData.toState; + + //visibility data for each drawable in each state + for (j = 0; j < MAX_VISIBILITIES; j++ ) + { + m_StateData[i].visibilityData[j].isVisible = m_StateData[i+1].visibilityData[j].isVisible; + } + + //framecontroller data in each state + for (j = 0; j < MAX_FRAMECONTROLLERS; j++ ) + { + m_StateData[i].frameControllerData[j].isCyclic = m_StateData[i+1].frameControllerData[j].isCyclic; + m_StateData[i].frameControllerData[j].maxFrame = m_StateData[i+1].frameControllerData[j].maxFrame; + m_StateData[i].frameControllerData[j].minFrame = m_StateData[i+1].frameControllerData[j].minFrame; + m_StateData[i].frameControllerData[j].relativeSpeed = m_StateData[i+1].frameControllerData[j].relativeSpeed; + m_StateData[i].frameControllerData[j].holdFrame = m_StateData[i+1].frameControllerData[j].holdFrame; + m_StateData[i].frameControllerData[j].numberOfCycles = m_StateData[i+1].frameControllerData[j].numberOfCycles; + } + + //event data for each state + m_StateData[i].numEvents = m_StateData[i+1].numEvents; + m_StateData[i].numCallbacks = m_StateData[i+1].numCallbacks; + for (j = 0; j < MAX_EVENTS; j++ ) + { + strcpy( m_StateData[i].eventData[j].eventName , m_StateData[i+1].eventData[j].eventName ); + m_StateData[i].eventData[j].toState = m_StateData[i+1].eventData[j].toState; + m_StateData[i].eventData[j].eventID = m_StateData[i+1].eventData[j].eventID; + + strcpy( m_StateData[i].callbackData[j].callbackName , m_StateData[i+1].callbackData[j].callbackName ); + m_StateData[i].callbackData[j].onFrame = m_StateData[i+1].callbackData[j].onFrame; + m_StateData[i].callbackData[j].callbackID = m_StateData[i+1].callbackData[j].callbackID; + } + } + + m_NumStates--; +} + +//============================================================================= +//Transition Data +//============================================================================= + +//Get +TransitionData CStatePropData::GetTransitionData( int state ) +{ + return m_StateData[state].transitionData; +} + +//Set +void CStatePropData::SetAutoTransition( int state, bool b ) +{ + m_StateData[state].transitionData.autoTransition = b; +} +void CStatePropData::SetAutoTransitionOnFrame( int state, float onFrame ) +{ + m_StateData[state].transitionData.onFrame = onFrame; +} +void CStatePropData::SetAutoTransitionToState( int state, int toState ) +{ + m_StateData[state].transitionData.toState = toState; +} + +//============================================================================= +//Visibility Data +//============================================================================= + +//Get +VisibilityData CStatePropData::GetVisibilityData( int state , int index) +{ + return ( m_StateData[state].visibilityData[index] ); +} + +//Set +void CStatePropData::SetVisible( int state , int index , bool b ) +{ + m_StateData[state].visibilityData[index].isVisible = b; +} +void CStatePropData::SetAllVisibilities( int state , bool b ) +{ + for ( int i = 0; i < MAX_VISIBILITIES; i++ ) + { + m_StateData[state].visibilityData[i].isVisible = b; + } +} +void CStatePropData::ShowAll(int state) +{ + SetAllVisibilities( state , true ); +} +void CStatePropData::HideAll(int state) +{ + SetAllVisibilities( state , false ); +} + +//============================================================================= +//Frame controller data +//============================================================================= + +//Get +FrameControllerData CStatePropData::GetFrameControllerData( int state, int fc ) +{ + return m_StateData[state].frameControllerData[fc]; +} + +//Set +void CStatePropData::SetCyclic( int state ,int fc, bool isCyclic ) +{ + m_StateData[state].frameControllerData[fc].isCyclic = isCyclic; +} +void CStatePropData::SetRelativeSpeed( int state ,int fc, float speed ) +{ + m_StateData[state].frameControllerData[fc].relativeSpeed = speed; +} +void CStatePropData::SetFrameRange( int state , int fc, float min, float max ) +{ + m_StateData[state].frameControllerData[fc].minFrame = min; + m_StateData[state].frameControllerData[fc].maxFrame = max; +} +void CStatePropData::SetHoldFrame( int state , int fc , bool holdFrame ) +{ + m_StateData[state].frameControllerData[fc].holdFrame = holdFrame; +} +void CStatePropData::SetNumberOfCycles( int state , int fc , unsigned int numberOfCycles ) +{ + m_StateData[state].frameControllerData[fc].numberOfCycles = numberOfCycles; +} + + +//============================================================================= +//Event data +//============================================================================= + +//Get +unsigned int CStatePropData::GetNumberOfEvents( int state ) +{ + return m_StateData[state].numEvents; +} +EventData CStatePropData::GetEventData( int state , int eventindex ) +{ + return m_StateData[state].eventData[eventindex]; +} + +//Set +void CStatePropData::AddEvent( const char* event , int eventEnum , int toState , int fromState ) +{ + int n_events = m_StateData[fromState].numEvents; + + strcpy( m_StateData[fromState].eventData[n_events].eventName , event ); + m_StateData[fromState].eventData[n_events].toState = toState; + m_StateData[fromState].eventData[n_events].eventID = eventEnum; + + m_StateData[fromState].numEvents = n_events + 1; +} +void CStatePropData::EditEvent( int state, int EventIndex, char* eventName, int eventID , int toState ) +{ + strcpy( m_StateData[state].eventData[EventIndex].eventName , eventName ); + m_StateData[state].eventData[EventIndex].toState = toState; + m_StateData[state].eventData[EventIndex].eventID = eventID; +} +void CStatePropData::DeleteEvent( int state , int index ) +{ + int numEvents = m_StateData[state].numEvents; + for ( int i = index; i < numEvents - 1; i++ ) + { + strcpy( m_StateData[state].eventData[i].eventName , m_StateData[state].eventData[i+1].eventName ); + m_StateData[state].eventData[i].toState = m_StateData[state].eventData[i+1].toState; + m_StateData[state].eventData[i].eventID = m_StateData[state].eventData[i+1].eventID; + } + + strcpy( m_StateData[state].eventData[numEvents - 1].eventName , "" ); + m_StateData[state].eventData[numEvents - 1].toState = 0; + m_StateData[state].eventData[numEvents - 1].eventID = 0; + + m_StateData[state].numEvents = numEvents - 1; +} + +//============================================================================= +//Callback Data +//============================================================================= + +//Get +unsigned int CStatePropData::GetNumberOfCallbacks( int state ) +{ + return m_StateData[state].numCallbacks; +} +CallbackData CStatePropData::GetCallbackData( int state , int eventindex ) +{ + return m_StateData[state].callbackData[eventindex]; +} + +//Set +void CStatePropData::AddCallback( int state , const char* callback , int callbackID , float onFrame ) +{ + int n_callbacks = m_StateData[state].numCallbacks; + + strcpy( m_StateData[state].callbackData[n_callbacks].callbackName , callback ); + m_StateData[state].callbackData[n_callbacks].onFrame = onFrame; + m_StateData[state].callbackData[n_callbacks].callbackID = callbackID; + + m_StateData[state].numCallbacks = n_callbacks + 1; +} +void CStatePropData::EditCallback( int state, int CBIndex, char* callbackname, int callbackID , float onFrame ) +{ + strcpy( m_StateData[state].callbackData[CBIndex].callbackName , callbackname ); + m_StateData[state].callbackData[CBIndex].onFrame = onFrame; + m_StateData[state].callbackData[CBIndex].callbackID = callbackID; +} +void CStatePropData::DeleteCallback( int state , int index ) +{ + int numCallbacks = m_StateData[state].numCallbacks; + for ( int i = index; i < numCallbacks - 1; i++ ) + { + strcpy( m_StateData[state].callbackData[i].callbackName , m_StateData[state].callbackData[i+1].callbackName ); + m_StateData[state].callbackData[i].onFrame = m_StateData[state].callbackData[i+1].onFrame; + m_StateData[state].callbackData[i].callbackID = m_StateData[state].callbackData[i+1].callbackID; + } + + strcpy( m_StateData[state].callbackData[numCallbacks - 1].callbackName , "" ); + m_StateData[state].callbackData[numCallbacks - 1].onFrame = 0.f; + m_StateData[state].callbackData[numCallbacks - 1].callbackID = 0; + + m_StateData[state].numCallbacks = numCallbacks - 1; +} + + + +//============================================================================= +//Utility +//============================================================================= +void CStatePropData::ResetData() +{ + unsigned int state; + unsigned int j; + + for ( state = 0; state < MAX_STATES; state++ ) + { + //transition data + m_StateData[state].transitionData.autoTransition = 0; + m_StateData[state].transitionData.onFrame = 0.f; + m_StateData[state].transitionData.toState = 0; + + //framecontrollers + for ( j = 0; j < MAX_FRAMECONTROLLERS; j++ ) + { + m_StateData[state].frameControllerData[j].isCyclic = false; + m_StateData[state].frameControllerData[j].minFrame = 0.f; + m_StateData[state].frameControllerData[j].maxFrame = 0.f; + m_StateData[state].frameControllerData[j].relativeSpeed = 1.f; + m_StateData[state].frameControllerData[j].holdFrame = 0; + m_StateData[state].frameControllerData[j].numberOfCycles = 0; + + } + + //visibilites + for ( j = 0; j < MAX_VISIBILITIES; j++ ) + { + m_StateData[state].visibilityData[j].isVisible = true; + } + + //events && callbacks + m_StateData[state].numEvents = 0; + m_StateData[state].numCallbacks = 0; + for ( j = 0; j < MAX_EVENTS; j++ ) + { + strcpy( m_StateData[state].eventData[j].eventName , "" ); + m_StateData[state].eventData[j].toState = 0; + m_StateData[state].eventData[j].eventID = 0; + + strcpy( m_StateData[state].callbackData[j].callbackName , "" ); + m_StateData[state].callbackData[j].onFrame = 0.f; + m_StateData[state].callbackData[j].callbackID = 0; + } + } +} + + + +//============================================================================= +// Class Declarations +// PropLoader +//============================================================================= +CStatePropDataLoader::CStatePropDataLoader() : + tSimpleChunkHandler(StateProp::STATEPROP) +{ +} + +//------------------------------------------------------------------------- +tEntity* CStatePropDataLoader::LoadObject(tChunkFile* f, tEntityStore* store) +{ + unsigned int version = f->GetLong(); + + CStatePropData* statePropData = new CStatePropData(); + statePropData->ResetData(); + + char buf[256]; + + f->GetPString(buf); + statePropData->SetName(buf); + + strcpy( statePropData->m_FactoryName , f->GetPString(buf) ); + statePropData->m_ObjectFactory = p3d::find<tAnimatedObjectFactory>(store, statePropData->m_FactoryName); + if ( statePropData->m_ObjectFactory ) + { + statePropData->m_ObjectFactory->AddRef(); + } + + statePropData->m_NumStates = f->GetLong(); + + for ( int currState = 0; currState < statePropData->m_NumStates; currState++ ) + { + f->BeginChunk(); + + f->GetPString(buf); + statePropData->m_StateData[currState].transitionData.autoTransition = ( f->GetLong() != 0 ); + statePropData->m_StateData[currState].transitionData.toState = f->GetLong(); + int numDrawables = f->GetLong(); + int numFrameControllers = f->GetLong(); + statePropData->m_StateData[currState].numEvents = f->GetLong(); + statePropData->m_StateData[currState].numCallbacks = f->GetLong(); + statePropData->m_StateData[currState].transitionData.onFrame = f->GetFloat(); + + for ( int currDrawable=0; currDrawable < numDrawables; currDrawable++ ) + { + f->BeginChunk(); + f->GetPString(buf); + statePropData->m_StateData[currState].visibilityData[currDrawable].isVisible = ( f->GetLong() != 0 ); + f->EndChunk(); + } + + for ( int currFrameController=0; currFrameController < numFrameControllers; currFrameController++ ) + { + f->BeginChunk(); + f->GetPString(buf); + statePropData->m_StateData[currState].frameControllerData[currFrameController].isCyclic = ( f->GetLong() != 0 ); + statePropData->m_StateData[currState].frameControllerData[currFrameController].numberOfCycles = f->GetLong(); + statePropData->m_StateData[currState].frameControllerData[currFrameController].holdFrame = ( f->GetLong() != 0 ); + statePropData->m_StateData[currState].frameControllerData[currFrameController].minFrame = f->GetFloat(); + statePropData->m_StateData[currState].frameControllerData[currFrameController].maxFrame = f->GetFloat(); + statePropData->m_StateData[currState].frameControllerData[currFrameController].relativeSpeed = f->GetFloat(); + f->EndChunk(); + } + + for ( unsigned int currEvent=0; currEvent < statePropData->m_StateData[currState].numEvents; currEvent++ ) + { + f->BeginChunk(); + strcpy( statePropData->m_StateData[currState].eventData[currEvent].eventName , f->GetPString(buf) ); + statePropData->m_StateData[currState].eventData[currEvent].toState = f->GetLong(); + statePropData->m_StateData[currState].eventData[currEvent].eventID = f->GetLong(); + f->EndChunk(); + } + + for ( unsigned int currCallback=0; currCallback < statePropData->m_StateData[currState].numCallbacks; currCallback++ ) + { + f->BeginChunk(); + strcpy( statePropData->m_StateData[currState].callbackData[currCallback].callbackName , f->GetPString(buf) ); + statePropData->m_StateData[currState].callbackData[currCallback].callbackID = f->GetLong(); + statePropData->m_StateData[currState].callbackData[currCallback].onFrame = f->GetFloat(); + f->EndChunk(); + } + + f->EndChunk(); + } + + return statePropData; +}
\ No newline at end of file diff --git a/tools/statepropbuilder/apps/spbuilder/code/sp/engine/statepropdata.hpp b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/statepropdata.hpp new file mode 100644 index 0000000..f6cf691 --- /dev/null +++ b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/statepropdata.hpp @@ -0,0 +1,139 @@ +#ifndef _STATEPROPDATA_HPP_ +#define _STATEPROPDATA_HPP_ + + +#include <radmath/radmath.hpp> +#include <p3d/loadmanager.hpp> + +#include "statepropdatatypes.hpp" + +//============================================================================= +// Forward Class/Struct Declarations +//============================================================================= + +class CStateProp; +class tAnimatedObjectFactory; +class CStatePropDataLoader; + +//============================================================================= +// Definitions +//============================================================================= +#define MAX_STATES 50 +#define MAX_FRAMECONTROLLERS 250 +#define MAX_VISIBILITIES 250 +#define MAX_EVENTS 50 + +//State data +struct StateData +{ + TransitionData transitionData; + VisibilityData visibilityData[MAX_VISIBILITIES]; + FrameControllerData frameControllerData[MAX_FRAMECONTROLLERS]; + EventData eventData[MAX_EVENTS]; + CallbackData callbackData[MAX_EVENTS]; + + unsigned int numEvents; + unsigned int numCallbacks; +}; + +//============================================================================= +// Class Declarations +// Prop +//============================================================================= + +class CStatePropData : public tEntity +{ + +public: + + friend class CStateProp; + friend class CStatePropDataLoader; + + CStatePropData( tAnimatedObjectFactory* factory ); + CStatePropData(); + ~CStatePropData(); + + // State Data ===================================================================================== + //Get + unsigned int GetNumberOfStates(); + StateData GetStateData( unsigned int state ); + //Set + void InsertState( unsigned int state ); + void DeleteState( unsigned int state ); + + //Transition Data ================================================================================== + //Get + TransitionData GetTransitionData( int state ); + //Set + void SetAutoTransition( int state, bool b ); + void SetAutoTransitionOnFrame( int state, float onFrame ); + void SetAutoTransitionToState( int state, int toState ); + + //Visibility Data ================================================================================== + //Get + VisibilityData GetVisibilityData( int state , int index); + //Set + void SetVisible( int state , int index , bool b ); + void SetAllVisibilities( int state , bool b ); + void ShowAll(int state); + void HideAll(int state); + + //Frame Controller Data ============================================================================= + //Get + FrameControllerData GetFrameControllerData( int state, int fc ); + //Set + void SetCyclic( int state ,int fc, bool isCyclic ); + void SetRelativeSpeed( int state ,int fc, float speed ); + void SetFrameRange( int state ,int fc, float min, float max ); + void SetHoldFrame( int state , int fc , bool holdFrame ); + void SetNumberOfCycles( int state , int fc , unsigned int numberOfCycles ); + + //Event Data ======================================================================================== + //Get + unsigned int GetNumberOfEvents( int state ); + EventData GetEventData( int state , int eventindex ); + //Set + void AddEvent( const char* event , int eventEnum , int toState , int fromState ); + void EditEvent( int state, int EventIndex, char* eventName, int eventEnum , int toState ); + void DeleteEvent( int fromState , int index ); + + //Callback Data ====================================================================================== + //Get + unsigned int GetNumberOfCallbacks( int state ); + CallbackData GetCallbackData( int state , int eventindex ); + //Set + void AddCallback( int state , const char* event , int eventEnum , float frame ); + void EditCallback( int state, int CBIndex, char* eventname, int eventEnum , float frame ); + void DeleteCallback( int state , int index ); + +private: + + //reset the prop data + void ResetData(); + + //animated object factory + char m_FactoryName[64]; + tAnimatedObjectFactory* m_ObjectFactory; + + //total number of states + int m_NumStates; + StateData m_StateData[MAX_STATES]; + +}; + + +//============================================================================= +// Class Declarations +// PropLoader +//============================================================================= +class CStatePropDataLoader : public tSimpleChunkHandler +{ +public: + CStatePropDataLoader(); + tEntity* LoadObject(tChunkFile* file, tEntityStore* store); + +protected: + ~CStatePropDataLoader() {}; +}; + +#endif //_STATEPROPDATA_HPP_ diff --git a/tools/statepropbuilder/apps/spbuilder/code/sp/engine/statepropdatatypes.hpp b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/statepropdatatypes.hpp new file mode 100644 index 0000000..4d035af --- /dev/null +++ b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/statepropdatatypes.hpp @@ -0,0 +1,45 @@ +#ifndef _STATEPROPDATATYPES_HPP_ +#define _STATEPROPDATATYPES_HPP_ + +//Transition data +struct TransitionData +{ + unsigned int autoTransition; + unsigned int toState; + float onFrame; +}; + +//Visibility data +struct VisibilityData +{ + unsigned int isVisible; +}; + +//Frame controller data +struct FrameControllerData +{ + unsigned int isCyclic; + unsigned int numberOfCycles; + unsigned int holdFrame; + float minFrame; + float maxFrame; + float relativeSpeed; +}; + +//Event data +struct EventData +{ + char eventName[64]; + unsigned int eventID; + unsigned int toState; +}; + +//Callback data +struct CallbackData +{ + char callbackName[64]; + unsigned int callbackID; + float onFrame; +}; + +#endif //_STATEPROPDATATYPES_HPP_ diff --git a/tools/statepropbuilder/apps/spbuilder/code/sp/engine/workspace.cpp b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/workspace.cpp new file mode 100644 index 0000000..2d31863 --- /dev/null +++ b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/workspace.cpp @@ -0,0 +1,879 @@ +/*=========================================================================== +Workspace.cpp - Pure3D testbed + + + Copyright (c) 1995-1999 Radical Entertainment, Inc. + All rights reserved. +===========================================================================*/ +#include <windows.h> + +#include <assert.h> +#include <string.h> +#include <typeinfo.h> +#include <ctype.h> //for isdigit +#include <stdlib.h> //for atoi + +#include <p3d/pure3d.hpp> +#include <p3d/anim/animatedobject.hpp> +#include <p3d/anim/poseanimation.hpp> +#include <p3d/anim/skeleton.hpp> +#include <p3d/geometry.hpp> +#include <p3d/anim/polyskin.hpp> +#include <p3d/utility.hpp> +#include <p3d/drawable.hpp> + +#include <simcommon/simutility.hpp> +#include <simcommon/simenvironment.hpp> // for SimUnits +#include <simcommon/simulatedobject.hpp> +#include <simcollision/collisionmanager.hpp> +#include <simcollision/collisiondisplay.hpp> +#include <simcollision/proximitydetection.hpp> + +#include <sp/interface.hpp> +#include "workspace.hpp" + +#include "stateprop.hpp" +#include "statepropdata.hpp" + +void RegisterExtraChunks(void) +{ //do nothing +} + +bool g_DrawCollision = true; +bool g_IsPaused = false; +bool g_DebugPhysicsDisplay = false; +float g_TotalTime_sec = 0.f; + +const char c_StatePropExtension[] = "_spdata.p3d"; + + +Workspace* g_Workspace = NULL; +CStateProp* g_CStateProp = NULL; + +template <class T> class TemplateIterator : public ViewerIterator +{ +public: + TemplateIterator(T* t) + { + iterator = t; + current = iterator->First(); + } + + ~TemplateIterator() + { + delete iterator; + } + + tEntity* First(void) + { + current = iterator->First(); + + return current; + } + + tEntity* Current(void) + { + if(!current) + current = iterator->First(); + + return current; + } + + tEntity* Next(bool loop = false) + { + current = iterator->Next(); + if(loop && !current) + current = iterator->First(); + return current; + } + + tEntity* Prev(void) + { + current = iterator->Prev(); + if(!current) + current = iterator->Last(); + return current; + + } + +private: + T* iterator; + tEntity* current; +}; + +class DrawIterator : public tInventory::Iterator<tDrawable> {}; +class ObjectFactoryIterator : public tInventory::Iterator<tAnimatedObjectFactory> {}; +class CStatePropDataIterator : public tInventory::Iterator<CStatePropData> {}; + + +//Get allocated memory +unsigned int GetAllocatedMemory() +{ + // on windows can't rely on the total physical memory so we must walk over + // each heap and accumulate all the memory allocated in it. there is stack + // overhead too but that should be minimal. + HANDLE heaps[128]; + + int numHeaps = GetProcessHeaps(sizeof(heaps)/sizeof(heaps[0]), heaps); + if(numHeaps > sizeof(heaps)/sizeof(heaps[0])) + { + numHeaps = sizeof(heaps)/sizeof(heaps[0]); + } + + unsigned int total = 0; + int i; + for(i=0; i<numHeaps; i++) + { + PROCESS_HEAP_ENTRY heapEntry; + + heapEntry.lpData = NULL; + if(!HeapLock(heaps[i])) + { + //HC_DEBUGPRINT(("could not lock heap %d", i)); + continue; + } + while(HeapWalk(heaps[i], &heapEntry)) + { + if(heapEntry.wFlags & PROCESS_HEAP_UNCOMMITTED_RANGE) + { + // don't count non-committed pages as some of pure3d seems to + // mmap or allocate large ranges that never actually get paged + // in + //total += heapEntry.cbData; + } + else + { + total += heapEntry.cbData; + } + } + HeapUnlock(heaps[i]); + } + + return total; +} + +//------------------------------------------------------------------- +// Workspace class +// derive from Testbed. +// +//------------------------------------------------------------------- + +Workspace::Workspace() : + m_CStateProp(NULL), + m_CollisionManager(NULL), + m_CollisionSolver(NULL), + m_DrawableFloor(NULL), + m_SimStateFloor(NULL) +{ + sim::InstallSimLoaders(); + + //draw outlines for debug render + sim::SetDrawVolumeMethod( sim::DrawVolumeShape ); + + Init(); +} + + +Workspace::~Workspace() +{ + ResetAll(); + + if ( m_CStateProp ) + m_CStateProp->Release(); + + p3d::loadManager->RemoveAllHandlers(); // should be in testbed +} + +void Workspace::Init() +{ + // get path to exe + GetModuleFileName(NULL, m_Path, sizeof(m_Path) - 1); + m_Path[ strlen(m_Path) - 13 ] = '\0'; + + m_DrawableIterator = new TemplateIterator<DrawIterator>(new DrawIterator); + m_ObjectFactoryIterator = new TemplateIterator<ObjectFactoryIterator>(new ObjectFactoryIterator); + m_CStatePropDataIterator = new TemplateIterator<CStatePropDataIterator>(new CStatePropDataIterator); + + // install loader for Prop + tP3DFileHandler* p3d = p3d::loadManager->GetP3DHandler(); + if(p3d) + { + p3d->AddHandler( new CStatePropDataLoader ); + } + + if (!sim::SimUnits::UnitSet()) + { + sim::InitializeSimulation( sim::MetersUnits ); + } + + if (!m_CollisionManager) + { + float MAX_UPDATEAI_TIME_ms = 1000.0f*1.0f/30.0f; // 30 fps + //sim::SimulatedObject::SetMaxTimeStep(MAX_UPDATEAI_TIME_ms/1000.0f); + float collisionDistanceCGS = 2.0f; // cm + m_CollisionManager = sim::CollisionManager::GetInstance(); + m_CollisionManager->AddRef(); + sim::SimEnvironment* simEnvironment = sim::SimEnvironment::GetDefaultSimEnvironment(); + simEnvironment->SetCollisionDistanceCGS(collisionDistanceCGS); + m_CollisionManager->SetCollisionManagerAttributes( sim::CM_DetectAll | sim::CM_SolveAll ); + + P3DASSERT(m_CollisionSolver == NULL); + m_CollisionSolver = new AICollisionSolverAgent(); + m_CollisionSolver->AddRef(); + m_CollisionManager->GetImpulseBasedCollisionSolver()->SetCollisionSolverAgent(m_CollisionSolver); + } +} + +void Workspace::LoadFloor( const char* p3dfilename ) +{ + if ( m_DrawableFloor ) + m_DrawableFloor->Release(); + + if ( m_SimStateFloor ) + m_SimStateFloor->Release(); + + //check that a data file exist + FILE* p = fopen( p3dfilename , "r" ); + if ( p ) + { + p3d::inventory->RemoveAllElements(); + + (void) p3d::load(p3dfilename); + + m_DrawableFloor = p3d::find<tDrawable>("floorShape"); + if ( m_DrawableFloor ) + m_DrawableFloor->AddRef(); + + fclose(p); + } +} + +void Workspace::ResetAll(bool emptyInventory) +{ + if (emptyInventory) + { + delete m_DrawableIterator; + delete m_ObjectFactoryIterator; + delete m_CStatePropDataIterator; + + p3d::inventory->RemoveAllElements(); + } + + ResetProp(); + + + if ( m_CollisionSolver ) + { + m_CollisionSolver->Release(); + m_CollisionSolver = NULL; + } + + if ( m_CollisionManager ) + { + m_CollisionManager->ResetAll(); + m_CollisionManager->Release(); + m_CollisionManager = NULL; + } + + this->Init(); +} + +void Workspace::Advance(float dt_ms) +{ + g_TotalTime_sec += dt_ms / 1000.f; + float inDt_Sec = dt_ms / 1000.f; + + if ( !g_IsPaused ) + { + if ( m_CStateProp ) + { + m_CStateProp->Update(dt_ms); + } + if ( m_CollisionManager ) + { + m_CollisionManager->Update( inDt_Sec , g_TotalTime_sec ); + } + } +} + +void Workspace::Display(tContext* context) +{ + if ( m_DrawableFloor ) + { + m_DrawableFloor->Display(); + } + + if ( m_CStateProp ) + { + m_CStateProp->UpdateFrameControllersForRender(); + m_CStateProp->Render(); + } + + if ( g_DrawCollision ) + { + sim::DisplayCollisionObjects(sim::CollisionManager::GetInstance()); + } +} + +void Workspace::ResetProp() +{ + if ( m_CStateProp ) + { + m_CStateProp->Release(); + } + + m_CStateProp = NULL; + g_CStateProp = NULL; +} + +int Workspace::Load( const char* name ) +{ + ResetAll(); + + (void) p3d::load(name); + + //Search for object factories + m_ObjectFactoryIterator->First(); + m_CStatePropDataIterator->First(); + + if ( m_ObjectFactoryIterator->Current() && m_CStatePropDataIterator->Current() ) + { + //if we have an objectfactory and a prop we are good (1 file with all chunks) + CStatePropData* statePropData = ((CStatePropData*)m_CStatePropDataIterator->Current()); + m_CStateProp = CStateProp::CreateCStateProp( statePropData , 0 ); + m_CStateProp->AddRef(); + } + else if( m_ObjectFactoryIterator->Current() ) + { + //if we just have the factory we need the file with the prop data so load it + char buf[256]; + memcpy( buf , name , strlen(name) - strlen(".p3d") ); + buf[strlen(name) - strlen(".p3d")] = '\0'; + strcat(buf , c_StatePropExtension ); + + //check that a data file exist + FILE* p = fopen( buf , "r" ); + if ( p ) + { + (void) p3d::load(buf); + + m_CStatePropDataIterator->First(); + if ( m_CStatePropDataIterator->Current() ) + { + //if we have an objectfactory and a prop we are good (1 file with all chunks) + CStatePropData* statePropData = ((CStatePropData*)m_CStatePropDataIterator->Current()); + m_CStateProp = CStateProp::CreateCStateProp( statePropData , 0 ); + m_CStateProp->AddRef(); + } + fclose(p); + } + else + { + //Create a new prop + CStatePropData* statePropData = new CStatePropData( (tAnimatedObjectFactory*)m_ObjectFactoryIterator->Current() ); + if ( statePropData ) + { + m_CStateProp = CStateProp::CreateCStateProp( statePropData , 0 ); + m_CStateProp->AddRef(); + } + } + } + else if( m_CStatePropDataIterator->Current() ) + { + //if we just have the prop we need the file with the factory + char buf[256]; + memcpy( buf , name , strlen(name) - strlen(c_StatePropExtension) ); + buf[strlen(name) - strlen(c_StatePropExtension)] = '\0'; + strcat(buf , ".p3d"); + + //check that a data file exist + FILE* p = fopen( buf , "r" ); + if ( p ) + { + (void) p3d::load(buf); + + m_ObjectFactoryIterator->First(); + if ( m_ObjectFactoryIterator->Current() ) + { + CStatePropData* statePropData = ((CStatePropData*)m_CStatePropDataIterator->Current()); + m_CStateProp = CStateProp::CreateCStateProp( statePropData , 0 ); + m_CStateProp->AddRef(); + } + fclose(p); + } + else + { + //no file associated with this prop data... + ResetAll(); + } + } + + if ( m_CStateProp ) + { + g_CStateProp = m_CStateProp; + } + else + { + g_CStateProp = NULL; + } + + + return 1; +} + + +//============================================================================= +// CStateProp - DLL interface +//============================================================================= +//Load a pure3D file with art for the background=============================== +int SP_CALLCONV SPLoadBackground( const char* filename ) +{ + if ( g_Workspace ) + { + g_Workspace->LoadFloor( filename ); + return 1; + } + return 0; +} + +//Load pure3D file ============================================================ +int SP_CALLCONV SPLoad( const char* filename ) +{ + if ( g_Workspace ) + { + g_Workspace->Load( filename ); + return 1; + } + return 0; +} + +//Export the SmartPropData ==================================================== +int SP_CALLCONV SPExportStatePropData( const char* filename ) +{ + if ( g_CStateProp ) + { + char buf[256]; + memcpy( buf , filename , strlen(filename) - strlen(".p3d") ); + buf[strlen(filename) - strlen(".p3d")] = '\0'; + strcat( buf , c_StatePropExtension ); + g_CStateProp->ExportChunk( buf ); + return 1; + } + return 0; +} + +//Display collision ========================================================== +int SP_CALLCONV SPShowCollision( int show ) +{ + g_DrawCollision = ( show == 1 ); + return 1; +} + +//Prop name =================================================================== +const char* SP_CALLCONV SPGetPropName() +{ + if ( g_CStateProp ) + { + return g_CStateProp->GetCStatePropData()->GetName(); + } + return NULL; +} + +//advance ==================================================================== +int SP_CALLCONV SPPause( bool b ) +{ + g_IsPaused = b; + return 1; +} +int SP_CALLCONV SPAdvanceOneFrame() +{ + if ( g_CStateProp ) + { + g_CStateProp->Update( 100.f ); + return 1; + } + return 0; +} +int SP_CALLCONV SPBackOneFrame() +{ + if ( g_CStateProp ) + { + g_CStateProp->Update( -100.f ); + return 1; + } + return 0; +} + +// State Data ================================================================= +unsigned int SP_CALLCONV SPGetNumberOfStates() +{ + if ( g_CStateProp ) + { + return g_CStateProp->GetCStatePropData()->GetNumberOfStates(); + } + return 0; +} + +int SP_CALLCONV SPInsertState( unsigned int state ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->InsertState( state ); + g_CStateProp->UpdateOnDataEdit(); + return 1; + } + return 0; +} +int SP_CALLCONV SPDeleteState( unsigned int state ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->DeleteState( state ); + g_CStateProp->UpdateOnDataEdit(); + return 1; + } + return 0; +} + +int SP_CALLCONV SPGetCurrentState() +{ + if ( g_CStateProp ) + { + return g_CStateProp->GetState(); + } + return 0; +} +int SP_CALLCONV SPNextState() +{ + if ( g_CStateProp ) + { + g_CStateProp->NextState(); + return 1; + } + return 0; +} +int SP_CALLCONV SPPrevState() +{ + if ( g_CStateProp ) + { + g_CStateProp->PrevState(); + return 1; + } + return 0; +} +int SP_CALLCONV SPSetState( unsigned int state ) +{ + if ( g_CStateProp ) + { + g_CStateProp->SetState( state ); + return 1; + } + return 0; +} + +//Transition Data ============================================================= +bool SP_CALLCONV SPGetTransitionData( int state , TransitionData* transitionData ) +{ + if ( g_CStateProp ) + { + transitionData->autoTransition = g_CStateProp->GetCStatePropData()->GetTransitionData( state ).autoTransition; + transitionData->onFrame = g_CStateProp->GetCStatePropData()->GetTransitionData( state ).onFrame; + transitionData->toState = g_CStateProp->GetCStatePropData()->GetTransitionData( state ).toState; + return true; + } + return false; +} +int SP_CALLCONV SPSetAutoTransition( int state, bool b ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->SetAutoTransition( state , b ); + g_CStateProp->UpdateOnDataEdit(); + return 1; + } + return 0; +} +int SP_CALLCONV SPSetAutoTransitionOnFrame( int state, float onFrame ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->SetAutoTransitionOnFrame( state , onFrame ); + g_CStateProp->UpdateOnDataEdit(); + return 1; + } + return 0; +} +int SP_CALLCONV SPSetAutoTransitionToState( int state, int toState ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->SetAutoTransitionToState( state , toState ); + g_CStateProp->UpdateOnDataEdit(); + return 1; + } + return 0; +} + +//Visibility Data ============================================================= +bool SP_CALLCONV SPGetVisibilityData( int state , int index , VisibilityData* visibilityData ) +{ + if ( g_CStateProp ) + { + visibilityData->isVisible = g_CStateProp->GetCStatePropData()->GetVisibilityData( state , index ).isVisible; + return true; + } + return false; +} +int SP_CALLCONV SPSetVisible( int state , int index , bool b ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->SetVisible( state , index , b ); + g_CStateProp->UpdateOnDataEdit(); + return 1; + } + return 0; +} +int SP_CALLCONV SPSetAllVisibilities( int state , bool b ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->SetAllVisibilities( state , b ); + g_CStateProp->UpdateOnDataEdit(); + return 1; + } + return 0; +} +int SP_CALLCONV SPShowAll(int state) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->ShowAll( state ); + g_CStateProp->UpdateOnDataEdit(); + return 1; + } + return 0; +} +int SP_CALLCONV SPHideAll(int state) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->HideAll( state ); + g_CStateProp->UpdateOnDataEdit(); + return 1; + } + return 0; +} + +SP_IMPORT int SP_CALLCONV SPGetNumDrawables() +{ + if ( g_CStateProp ) + { + return g_CStateProp->GetNumberOfDrawableElements(); + } + return 0; +} + +const char* SP_CALLCONV SPGetDrawableName( int index ) +{ + if ( g_CStateProp ) + { + return g_CStateProp->GetDrawableName( index ); + } + return NULL; +} + +//Frame Controller Data ======================================================= +bool SPGetFrameControllerData( int state, int fc , FrameControllerData* fcData ) +{ + if ( g_CStateProp ) + { + fcData->holdFrame = g_CStateProp->GetCStatePropData()->GetFrameControllerData( state , fc ).holdFrame; + fcData->isCyclic = g_CStateProp->GetCStatePropData()->GetFrameControllerData( state , fc ).isCyclic; + fcData->maxFrame = g_CStateProp->GetCStatePropData()->GetFrameControllerData( state , fc ).maxFrame; + fcData->minFrame = g_CStateProp->GetCStatePropData()->GetFrameControllerData( state , fc ).minFrame; + fcData->numberOfCycles = g_CStateProp->GetCStatePropData()->GetFrameControllerData( state , fc ).numberOfCycles; + fcData->relativeSpeed = g_CStateProp->GetCStatePropData()->GetFrameControllerData( state , fc ).relativeSpeed; + return true; + } + return false; +} +int SP_CALLCONV SPSetCyclic( int state ,int fc, bool isCyclic ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->SetCyclic( state , fc , isCyclic ); + g_CStateProp->UpdateOnDataEdit(); + return 1; + } + return 0; +} +int SP_CALLCONV SPSetRelativeSpeed( int state ,int fc, float speed ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->SetRelativeSpeed( state , fc , speed ); + g_CStateProp->UpdateOnDataEdit(); + return 1; + } + return 0; +} +int SP_CALLCONV SPSetFrameRange( int state ,int fc, float min, float max ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->SetFrameRange( state , fc , min , max ); + g_CStateProp->UpdateOnDataEdit(); + return 1; + } + return 0; +} +int SP_CALLCONV SPSetHoldFrame( int state , int fc , bool holdFrame ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->SetHoldFrame( state , fc , holdFrame ); + g_CStateProp->UpdateOnDataEdit(); + return 1; + } + return 0; +} +int SP_CALLCONV SPSetNumberOfCycles( int state , int fc , unsigned int numberOfCycles ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->SetNumberOfCycles( state , fc , numberOfCycles ); + return 1; + } + return 0; +} + +int SP_CALLCONV SPGetNumFrameControllers() +{ + if ( g_CStateProp ) + { + return g_CStateProp->GetNumberOfFrameControllers(); + } + return 0; +} +float SP_CALLCONV SPGetBaseFrameControllerFrame() +{ + if ( g_CStateProp ) + { + return g_CStateProp->GetBaseFrameControllerFrame(); + } + return 0.f; +} +float SP_CALLCONV SPGetFrameControllerFrame( int index ) +{ + if ( g_CStateProp ) + { + return g_CStateProp->GetFrameControllerByIndex( index )->GetFrame(); + } + return 0.f; +} +const char* SP_CALLCONV SPGetFrameControllerName( int index ) +{ + if ( g_CStateProp ) + { + return g_CStateProp->GetFrameControllerByIndex( index )->GetName(); + } + return NULL; +} + +//Event Data ================================================================== +unsigned int SP_CALLCONV SPGetNumberOfEvents( int state ) +{ + if ( g_CStateProp ) + { + return g_CStateProp->GetCStatePropData()->GetNumberOfEvents( state ); + } + return 0; +} +bool SP_CALLCONV SPGetEventData( int state , int eventindex , EventData *eventData) +{ + if ( g_CStateProp ) + { + EventData ed = g_CStateProp->GetCStatePropData()->GetEventData( state , eventindex ); + eventData->eventID = ed.eventID; + strcpy( eventData->eventName , ed.eventName ); + eventData->toState = ed.toState; + return true; + } + return false; +} +int SP_CALLCONV SPAddEvent( const char* event , int eventEnum , int toState , int fromState ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->AddEvent( event , eventEnum , toState , fromState ); + return 1; + } + return 0; +} +int SP_CALLCONV SPEditEvent( int state, int EventIndex, char* eventName, int eventEnum , int toState ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->EditEvent( state , EventIndex , eventName , eventEnum , toState ); + return 1; + } + return 0; +} +int SP_CALLCONV SPDeleteEvent( int fromState , int index ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->DeleteEvent( fromState , index ); + return 1; + } + return 0; +} + +//Callback Data =============================================================== +unsigned int SP_CALLCONV SPGetNumberOfCallbacks( int state ) +{ + if ( g_CStateProp ) + { + return g_CStateProp->GetCStatePropData()->GetNumberOfCallbacks( state ); + } + return 0; +} +bool SP_CALLCONV SPGetCallbackData( int state , int index , CallbackData* callbackData ) +{ + if ( g_CStateProp ) + { + callbackData->callbackID = g_CStateProp->GetCStatePropData()->GetCallbackData( state , index ).callbackID; + strcpy( callbackData->callbackName , g_CStateProp->GetCStatePropData()->GetCallbackData( state , index ).callbackName ); + callbackData->onFrame = g_CStateProp->GetCStatePropData()->GetCallbackData( state , index ).onFrame; + return true; + } + return false; +} +int SP_CALLCONV SPAddCallback( int state , const char* event , int eventEnum , float frame ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->AddCallback( state , event , eventEnum , frame ); + return 1; + } + return 0; +} +int SP_CALLCONV SPEditCallback( int state, int CBIndex, char* eventname, int eventEnum , float frame ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->EditCallback( state , CBIndex , eventname , eventEnum , frame ); + return 1; + } + return 0; +} +int SP_CALLCONV SPDeleteCallback( int state , int index ) +{ + if ( g_CStateProp ) + { + g_CStateProp->GetCStatePropData()->DeleteCallback( state , index ); + return 1; + } + return 0; +}
\ No newline at end of file diff --git a/tools/statepropbuilder/apps/spbuilder/code/sp/engine/workspace.hpp b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/workspace.hpp new file mode 100644 index 0000000..e476ebf --- /dev/null +++ b/tools/statepropbuilder/apps/spbuilder/code/sp/engine/workspace.hpp @@ -0,0 +1,67 @@ +#ifndef _WORKSPACE_HPP_ +#define _WORKSPACE_HPP_ + +#include <radmath/radmath.hpp> +#include <simcollision/collisionmanager.hpp> + +#include "aicollisionsolveragent.hpp" + +class CStateProp; +class tDrawable; + +//============================================================================= +// Class Declarations +// ViewerIterator +//============================================================================= +class ViewerIterator +{ +public: + virtual ~ViewerIterator() {} + virtual tEntity* Current(void) = 0; + virtual tEntity* Next(bool loop = false) = 0; + virtual tEntity* Prev(void) = 0; + virtual tEntity* First(void) = 0; +}; + + +//============================================================================= +// Class Declarations +// Workspace +//============================================================================= +class Workspace : public tRefCounted +{ +public: + Workspace(); + ~Workspace(); + + void Init(); + void ResetAll( bool emptyInventory = true ); + void Advance(float dt_ms); + void Display(tContext* context); + + int Load( const char* name ); + int Pause(bool b); + + void LoadFloor( const char* p3dfilename ); + +private: + + void ResetProp(); + CStateProp* m_CStateProp; + + AICollisionSolverAgent *m_CollisionSolver; + sim::CollisionManager* m_CollisionManager; + + ViewerIterator* m_DrawableIterator; + ViewerIterator* m_ObjectFactoryIterator; + ViewerIterator* m_CStatePropDataIterator; + + tDrawable* m_DrawableFloor; + sim::SimState* m_SimStateFloor; + + char m_Path[256]; +}; + + + +#endif |