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-- TODO Move file - HGL must not do this file.
if Platform.cmdline then return end
DefineClass.EV_DummyTextItem =
{
__parents = { "PropertyObject" },
properties = {},
itemtext = "None",
parent = false,
}
DefineClass.EV_Spot =
{
__parents = { "PropertyObject" },
properties = {
{ id = "bone", editor = "text" },
{ id = "name", editor = "text" },
},
bone = "",
name = "",
itemtext = "",
parent_state = false,
}
function EV_Spot:OnEditorSelect(selected, ged)
local root = ged:ResolveObj("root")
if selected then
root.obj:Attach( root.spotObj, root.obj:GetSpotBeginIndex( EntitySpots[self.name] ))
root.spotText:SetText(self.name)
root.obj:Attach( root.spotText, root.obj:GetSpotBeginIndex( EntitySpots[self.name] ))
root.spotText:SetEnumFlags(const.efVisible)
root.spotObj:SetEnumFlags(const.efVisible)
else
root.spotText:Detach()
root.spotObj:Detach()
root.spotText:ClearEnumFlags(const.efVisible)
root.spotObj:ClearEnumFlags(const.efVisible)
end
end
DefineClass.EV_Surfaces =
{
__parents = { "PropertyObject" },
properties = {
{ id = "surfacetype", editor = "text" },
},
surfacetype = "",
es_index = -1,
itemtext = "",
parent_state = false,
}
function EV_Surfaces:OnEditorSelect(selected, ged)
if selected then
hr.ShowSurfaces = 1
hr.ShowSurfacesType = self.surfacetype
else
hr.ShowSurfaces = 0
end
end
DefineClass.EV_Moment =
{
__parents = { "PropertyObject" },
properties = {
{ id = "type", editor = "text", default = ""},
{ id = "time", editor = "number", default = 0},
},
itemtext = "",
parent_state = false,
Getitemtext = function(self)
return self.time .. " | " .. self.type
end
}
function EV_Moment:OnEditorSelect(selected, ged)
local root = ged:ResolveObj("root")
root.obj:SetAnimSpeed(1,0)
root.obj:SetAnimPhase(1, self.time)
end
local function FileNameFromPath(path)
path = string.gsub( path, "\\","/")
path = string.gsub(path, "([^/]+)/", "")
if path == "" then
return false
else
return path
end
end
function EV_LocateFile(parent_editor, obj, property)
local filepath = obj[property]
if filepath then
OS_LocateFile(filepath)
end
end
function EV_OpenFile(parent_editor, obj, property)
local filepath = obj[property]
if filepath then
OS_OpenFile(filepath)
end
end
local function FindXMLTag(xml, tag, close_tag)
local tag_start, _ = string.find(xml, tag)
if not tag_start then return end
xml = xml:sub(tag_start)
if not close_tag then
return xml:sub(1, string.find(xml, "/>") + 2)
else
local tag_end = string.find(xml, close_tag)
if not tag_end then return xml end
return xml:sub(1, tag_end + close_tag:len())
end
end
function EV_LoadEntityXML(entity)
local file_path = "Entities/".. entity .. ".ent"
local err, xml = AsyncFileToString( file_path )
return err and "" or xml
end
function EV_GetMeshSourceFile(entity_xml, mesh)
local mesh_desc = FindXMLTag(entity_xml, '<mesh_description id="'.. tostring(mesh) .. '">', '</mesh_description>')
if not mesh_desc then return "" end
local src_file = FindXMLTag(mesh_desc, '<src file=')
if not src_file then return "" end
return string.match(src_file, '<src file="([^"]+)"')
end
function EV_GetAnimSourceFile(entity_xml, anim)
local state_desc = FindXMLTag(entity_xml, '<state id="'.. anim .. '">', '</state>')
if not state_desc then return "" end
local src_file = FindXMLTag(state_desc, '<src file=')
if not src_file then return "" end
return string.match(src_file, '<src file="([^"]+)"')
end
local maps_buttons = {
{name = "View", func = "OpenTextureViewer"},
{name = "Alpha", func = "OpenTextureViewerAlpha"},
{name = "Locate", func = "EV_LocateFile"},
{name = "InGame", func = "OpenTextureViewerIngame"},
}
local if_not_set = function(obj, prop_id)
return not obj[prop_id.id] or obj[prop_id.id] == ""
end
DefineClass.EV_Material =
{
__parents = { "PropertyObject" },
properties = {
{ name = "Filename", id = "filename", editor = "text", default = "", buttons = {{name = "Open", func = "EV_OpenFile"}, { name = "Locate", func = "EV_LocateFile"}} },
{ name = "Dust map", id = "Dust", editor = "text", default = "", no_edit = if_not_set, buttons = maps_buttons },
},
parent = false,
itemtext = "",
index = false,
Create = function(self, name, index, sub_material, parent)
self.parent = parent
self.filename = "Materials/".. string.gsub(name, ".mtl.", ".hmtl.")
self.index = index
if not sub_material then
self.itemtext = FileNameFromPath(name)
else
self.itemtext = "SubMaterial "..tostring(sub_material)
end
end
}
function EV_Material.new(class, obj)
obj = obj or {}
for i,prop_meta in ipairs(class.properties) do
local value = obj[prop_meta.id]
if value and prop_meta.editor == "bool" then
obj[prop_meta.id] = (value ~= 0)
elseif prop_meta.editor == "image" then
obj[prop_meta.id] = obj[prop_meta.org_id] or false
end
end
return setmetatable(obj, class)
end
local all_properties = GetMaterialProperties()
for i,prop in ipairs(all_properties) do
if not string.find(prop.field, "MapChannel") then
local prop_meta = { }
prop_meta.id = prop.field
prop_meta.name = prop.field
prop_meta.editor =
(prop.type == "std::string" and "text") or
(prop.type == "int" and "number") or
(prop.type == "float" and "number")
prop_meta.default = prop.value
prop_meta.read_only = true
table.insert(EV_Material.properties, prop_meta)
if string.find(prop.field, "Map") then
prop_meta.buttons = table.iappend(prop_meta.buttons or {}, maps_buttons)
local preview_prop_meta = { }
preview_prop_meta.org_id = prop.field
preview_prop_meta.id = prop.field .. "Preview"
preview_prop_meta.name = prop.field .. "Preview"
preview_prop_meta.editor = "image"
preview_prop_meta.default = false
preview_prop_meta.read_only = true
preview_prop_meta.img_size = 128
preview_prop_meta.img_box = 1
preview_prop_meta.base_color_map = true
preview_prop_meta.no_edit = function(obj, meta)
local value = obj[meta.id]
return not (type(value) == "string" and value ~= "")
end
table.insert(EV_Material.properties, preview_prop_meta)
end
end
end
DefineClass.EV_MeshInfo = {
__parents = { "PropertyObject" },
properties = {
-- General
{ id = "MeshName", editor = "text", read_only = true, default = "", category = "General" },
{ id = "NumSub", editor = "number", read_only = true, default = 0, category = "General" },
{ id = "NumTriangles", editor = "number", read_only = true, default = 0, category = "General" },
{ id = "NumVerts", editor = "number", read_only = true, default = 0, category = "General" },
{ id = "NumIndices", editor = "number", read_only = true, default = 0, category = "General" },
{ id = "Size", editor = "number", read_only = true, default = 0, category = "General" },
{ id = "Volume", editor = "number", read_only = true, default = 0, category = "General" },
-- BoundingSphere
{ id = "BSCenter", name = "Center", editor = "point", read_only = true, default = point(-1, -1), category = "Bounding Sphere" },
{ id = "BSRadius", name = "Radius", editor = "number", read_only = true, default = 0, category = "Bounding Sphere" },
{ id = "BSHelperVis", name = "Helper Visbility", editor = "bool", default = false, category = "Bounding Sphere" },
},
itemtext = "",
bs_helper_obj = false,
bs_update_thread = false,
obj = false,
parent = false,
}
function EV_MeshInfo:Create(info, obj)
for p, v in pairs(info) do
if table.find(self.properties, "id", p) then
self[p] = v
else
assert(false, "Trying to show an unknown mesh property in the EV!")
end
end
self.obj = obj
self.bs_helper_obj = CreateSphereMesh(self.BSRadius)
self:CreateBSUpdateThread()
self:ShowBSphere(false)
end
function EV_MeshInfo:CreateBSUpdateThread()
DeleteThread(self.bs_update_thread)
self.bs_update_thread = CreateRealTimeThread(function()
Sleep(1000) -- EV init wait
while IsValid(self.obj) and IsValid(self.bs_helper_obj) and self.obj:IsValidPos() do
local center, radius = self.obj:GetBSphere()
if center ~= self.BSCenter or radius ~= self.BSRadius then
self.BSCenter, self.BSRadius = center, radius
ObjModified(self)
end
self.bs_helper_obj:SetPos(center)
self.bs_helper_obj:SetMesh(CreateSphereVertices(radius))
if self.BSHelperVis then
self.bs_helper_obj:SetEnumFlags(const.efVisible)
else
self.bs_helper_obj:ClearEnumFlags(const.efVisible)
end
Sleep(50)
end
end)
end
function EV_MeshInfo:ShowBSphere(visible)
self.BSHelperVis = visible
end
function EV_MeshInfo:DestroyBSphere()
if IsValid(self.bs_helper_obj) then
DeleteThread(self.bs_update_thread)
DoneObject(self.bs_helper_obj)
end
end
DefineClass.EV_State =
{
__parents = { "PropertyObject" },
properties = {
-- Misc
{ id = "name", editor = "text", default = "" },
{ id = "duration", editor = "number", default = 0, read_only = true},
{ id = "errorstate", editor = "bool", default = false, no_edit = true },
-- Files
{ id = "mesh_file", name = "Mesh File", editor = "text", default = "", category = "Files", buttons = {{name = "Open", func = "EV_OpenFile"}, {name = "Locate", func = "EV_LocateFile"}}},
{ id = "mesh_src_file", name = "Mesh Source", editor = "text", default = "", category = "Files", buttons = {{name = "Open", func = "EV_OpenFile"}, {name = "Locate", func = "EV_LocateFile"}}},
{ id = "anim_file", name = "Anim File", editor = "text", default = "", category = "Files", buttons = {{name = "Open", func = "EV_OpenFile"}, {name = "Locate", func = "EV_LocateFile"}}},
{ id = "anim_src_file", name = "Anim Source", editor = "text", default = "", category = "Files", buttons = {{name = "Open", func = "EV_OpenFile"}, {name = "Locate", func = "EV_LocateFile"}}},
{ id = "material_file", name = "Material", editor = "text", default = "", category = "Files", buttons = {{name = "Open", func = "EV_OpenFile"}, {name = "Locate", func = "EV_LocateFile"}}},
{ id = "ent_file", name = "Ent File", editor = "text", default = "", category = "Files", buttons = {{name = "Open", func = "EV_OpenFile"}, {name = "Locate", func = "EV_LocateFile"}}},
},
entity = "",
obj = false,
itemtext = "",
parent = false,
parent_mesh = false,
MarkErrorState = function (self) return self.errorstate and " *" or "" end,
}
function EV_State:Create(entity, obj, state, parent_item, parent_mesh)
assert(HasState(entity, state))
self.entity = entity
self.parent = parent_item
self.parent_mesh = parent_mesh
self.name = state
self.obj = obj
local modifier = GetStateSpeedModifier(self.entity, GetStateIdx(self.name))
self.duration = MulDivRound(GetAnimDuration(entity, EntityStates[state]), modifier, 1000)
self.ent_file = GetEntityFile(entity)
local anim_entity = GetAnimEntity(entity, EntityStates[state])
local entity_xml = EV_LoadEntityXML(anim_entity)
local mesh_file = GetStateMeshFile(entity, EntityStates[state], parent_mesh.lod)
self.mesh_file = "Meshes/" .. mesh_file;
self.mesh_src_file = EV_GetMeshSourceFile(entity_xml, "mesh")
self.material_file = "Materials/"..GetStateMaterial(entity, EntityStates[state])
local anim_file = GetStateAnimFile(entity, EntityStates[state])
if anim_file ~= "" then
self.anim_file = "Animations/"..anim_file
self.anim_src_file = EV_GetAnimSourceFile(entity_xml, self.name)
else
self.anim_file = "no anim (static mesh)"
self.anim_src_file = "no src available"
end
self.errorstate = obj:IsErrorState(GetStateIdx(state))
self.itemtext = self.name .. self:MarkErrorState()
self.SMTime = 0
self.SMSound = false
local spots_root_item = EV_DummyTextItem:new{itemtext = "Spots", parent = false}
self[#self+1] = spots_root_item
local spbeg, spend = GetAllSpots(entity, state)
for i = spbeg, spend do
local sp = EV_Spot:new()
sp.name = GetSpotName(entity, i)
sp.bone = ""
sp.itemtext = sp.name .. " | " .. " \""..sp.bone.."\""
sp.parent_state = self
table.insert(spots_root_item, sp)
end
local surfaces_root_item = EV_DummyTextItem:new{itemtext = "Surfaces", parent = false}
self[#self+1] = surfaces_root_item
for stype in pairs(EntitySurfaces) do
if HasAnySurfaces(entity,EntitySurfaces[stype]) and not (stype == "All" or stype == "AllPass" or stype == "AllPassAndWalk") then
local surfaces = EV_Surfaces:new()
surfaces.surfacetype = stype
surfaces.itemtext = stype
surfaces.parent = surfaces_root_item
table.insert(surfaces_root_item, surfaces)
end
end
local moments_root_item = EV_DummyTextItem:new{itemtext = "Moments", parent = false}
self[#self+1] = moments_root_item
local state_moments = GetStateMoments(entity,state)
table.sortby_field(state_moments, "time")
for i=1, #state_moments do
local moment = EV_Moment:new()
moment.type = state_moments[i]["type"]
moment.time = state_moments[i]["time"]
moment.ev_state = self
moment.parent_state = self
table.insert(moments_root_item, moment)
end
end
function EV_State:PlayAnim(root, prop_id, ged)
if not self.errorstate then
root:PlayAnim(ged:ResolveObj("SelectedMesh"))
end
end
function EV_State:OnEditorSelect(selected, ged)
self.obj:SetRealtimeAnim(true)
self.obj:SetState(self.name)
self.anim_speed = self.obj:GetAnimSpeed(1)
self.obj:TestState(1)
ged:ResolveObj("root"):PlayAnim(nil, nil, ged)
self.obj:SetForcedLOD(self.parent_mesh.lod)
end
DefineClass.HexShapePlaceholder = {
__parents = { "PosMarkerObj" },
entity = "Hex1_Placeholder",
editor_text_offset = point(0, 0, 11*guim),
}
local HexColorsByType = {
outline = RGBA(150, 0, 0, 0),
interior = RGBA(150, 150, 0, 0),
buildable = RGBA(150, 220, 0, 0),
}
local function CreateHex(object, hex_offset, hex_type)
local obj = PlaceObject("HexShapePlaceholder")
obj:SetCollision(false)
obj:SetApplyToGrids(false)
local objectPos = object:GetPos()
local x, y = HexToWorld(hex_offset:xy())
x = x + objectPos:x()
y = y + objectPos:y()
obj:SetPos(point(x, y))
obj:SetColorModifier(HexColorsByType[hex_type] or red)
return obj
end
DefineClass.EV_Mesh =
{
__parents = { "PropertyObject" },
properties = {
-- General
{ id = "MeshName", editor = "text", read_only = true, default = "", category = "General" },
{ id = "NumBones", editor = "number", read_only = true, default = 0, category = "General"},
{ id = "NumSub", editor = "number", read_only = true, default = 0, category = "General" },
{ id = "NumTriangles", editor = "number", read_only = true, default = 0, category = "General" },
{ id = "NumVerts", editor = "number", read_only = true, default = 0, category = "General" },
{ id = "NumIndices", editor = "number", read_only = true, default = 0, category = "General" },
{ id = "Size", editor = "number", read_only = true, default = 0, category = "General" },
{ id = "Volume", editor = "number", read_only = true, default = 0, category = "General" },
-- BoundingSphere
{ id = "BSCenter", name = "Center", editor = "point", read_only = true, default = point(-1, -1), category = "Bounding Sphere" },
{ id = "BSRadius", name = "Radius", editor = "number", read_only = true, default = 0, category = "Bounding Sphere" },
{ id = "BSHelperVis", name = "Helper Visbility", editor = "bool", default = false, category = "Bounding Sphere" },
},
lod = 0,
itemtext = "",
bs_update_thread = false,
bs_helper_obj = false,
}
function EV_Mesh:name()
return string.format("(%s) %s", self.lod, self.itemtext)
end
function EV_Mesh:MeshInfoCreate( mesh_name, obj)
local mesh_info = GetMeshProperties(mesh_name)
mesh_info.BSCenter, mesh_info.BSRadius = obj:GetBSphere()
local mesh_info_item = EV_MeshInfo:new{itemtext = "Mesh Info"}
for p, v in pairs(mesh_info) do
if table.find(self.properties, "id", p) then
self[p] = v
else
assert(false, "Trying to show an unknown mesh property in the EV!")
end
end
self.obj = obj
self.bs_helper_obj = CreateSphereMesh(self.BSRadius)
self:CreateBSUpdateThread()
self:ShowBSphere(false)
end
function EV_Mesh:Create(parent, entity, obj, mesh_name, mesh_states, mesh_lod)
self.itemtext = FileNameFromPath(mesh_name)
self.lod = mesh_lod
local states = GetStates(entity)
local states_root_item = { itemtext = "States" }
local state_item
for i=1, #ArtSpecConfig.ReturnAnimationCategories do
local cat = ArtSpecConfig.ReturnAnimationCategories[i]
local cat_states = GetStatesFromCategory(entity, cat)
local cat_item
local cat_items_count = 0
for j=1, #cat_states do
local cat_state = cat_states[j]
if table.find(mesh_states, EntityStates[cat_state]) then
state_item = EV_State:new({ GedTreeCollapsedByDefault = true })
state_item:Create(entity, obj, cat_state, cat_item, self)
states_root_item[#states_root_item + 1] = state_item
cat_items_count = cat_items_count + 1
end
end
end
local material_name = state_item and GetStateMaterial(entity, state_item.name, self.lod)
table.sort(self, function(a, b) return CmpLower(a.itemtext, b.itemtext) end)
table.insert(self, 1, states_root_item)
local materials_root = EV_DummyTextItem:new{itemtext = "Materials", parent = self}
self[#self+1] = materials_root
local mat = GetMaterialProperties(material_name)
local em = EV_Material:new(mat)
em:Create(material_name, false, materials_root)
materials_root[#materials_root+1] = em
if IsMultiMaterial(material_name) then
local num_sub_mtls = GetNumSubMaterials(material_name)
for i=1, num_sub_mtls do
local mat = GetMaterialProperties(material_name, i-1)
local submat = EV_Material:new(mat)
submat:Create(material_name, i-1, em)
em[#em+1] = submat
end
end
self:MeshInfoCreate(mesh_name, obj)
end
function EV_Mesh:CreateBSUpdateThread()
DeleteThread(self.bs_update_thread)
self.bs_update_thread = CreateRealTimeThread(function()
Sleep(1000) -- EV init wait
while IsValid(self.obj) and IsValid(self.bs_helper_obj) and self.obj:IsValidPos() do
local center, radius = self.obj:GetBSphere()
if center ~= self.BSCenter or radius ~= self.BSRadius then
self.BSCenter, self.BSRadius = center, radius
ObjModified(self)
end
self.bs_helper_obj:SetPos(center)
self.bs_helper_obj:SetMesh(CreateSphereVertices(radius))
if self.BSHelperVis then
self.bs_helper_obj:SetEnumFlags(const.efVisible)
else
self.bs_helper_obj:ClearEnumFlags(const.efVisible)
end
Sleep(50)
end
end)
end
function EV_Mesh:ShowBSphere(visible)
self.BSHelperVis = visible
end
function EV_Mesh:DestroyBSphere()
if IsValid(self.bs_helper_obj) then
DeleteThread(self.bs_update_thread)
DoneObject(self.bs_helper_obj)
end
end
function EV_Mesh:OnEditorSelect(selected, ged)
local root = ged:ResolveObj("root")
if IsValid(root.obj) then
if selected then
root.obj:SetForcedLOD(self.lod)
else
root.obj:SetForcedLOD(const.InvalidLODIndex)
end
end
end
function GetEntityMaterialsMap(entity)
local states = (entity == "") and {} or GetStates(entity)
local mesh_states_map, mesh_lod_map = {}, {}
for i=1, #states do
local state_name = states[i]
local state_idx = EntityStates[state_name]
local lod_count = GetStateLODCount(entity, state_idx)
for lod=1, lod_count do
local mesh_name = GetStateMeshFile(entity, state_idx, lod - 1)
if not mesh_states_map[mesh_name] then
mesh_states_map[mesh_name] = {}
mesh_lod_map[mesh_name] = lod - 1
end
table.insert(mesh_states_map[mesh_name], state_idx)
end
end
return mesh_states_map, mesh_lod_map
end
DefineClass.EntityViewerRoot = {
__parents = {"InitDone" },
spotObj = false,
spotText = false,
obj = false,
entity = false,
spotAttach = false,
anim_speed = 1,
}
function EntityViewerRoot:Init(obj)
self.spotObj = CreateOrientationMesh()
self.spotText = PlaceObject("Text")
self.obj = obj
self.entity = obj:GetEntity()
CreateRealTimeThread(function ()
WaitNextFrame(2) -- wait camera switch to obtain proper cursor pos
if not obj:IsValidPos() then
local sizex, sizey = terrain.GetMapSize()
local posx, posy = GetTerrainCursor():xy()
local border = 100 * guim
posx = Clamp(posx, border, sizex - border)
posy = Clamp(posy, border, sizey - border)
obj:SetPos(point(posx, posy, GetWalkableZ(point(posx, posy)) + guim/10))
end
editor.ClearSel()
editor.AddToSel({obj})
local obj_center = obj:GetVisualPos() + point (0,0, obj:GetHeight()/2)
cameraMax.SetCamera(obj_center - (camera.GetDirection()* obj:GetRadius()*2/1000), obj_center)
end)
local mesh_states_map, mesh_lod_map = GetEntityMaterialsMap(self.entity)
for m_name, m_map in pairs(mesh_states_map) do
local emesh = EV_Mesh:new()
emesh:Create(self, self.entity, self.obj, m_name, m_map, mesh_lod_map[m_name])
table.insert(self, emesh)
end
end
function EntityViewerRoot:PlayAnim(mesh)
if self.anim_speed then
if IsValid(self.obj) then
if self.obj:TimeToAnimEnd() == 1 or self.obj:GetAnimSpeed() == 0 then
self.obj:SetAnimSpeed(1, self.anim_speed)
self.obj:SetState(self.obj:GetState(), 0, 0)
self.obj:SetForcedLOD(mesh and mesh.lod or const.InvalidLODIndex)
end
end
end
end
function EntityViewerRoot:AttachDetachAtSpot(ged)
if self.spotAttach then
self.spotAttach:Detach()
DoneObject(self.spotAttach)
self.spotAttach = false
return
end
local state, spot
local selected_object = ged:ResolveObj("SelectedObject")
if selected_object:IsKindOf("EV_Spot") then
spot = selected_object
state = spot.parent_state
else
print("Please select a spot.")
return
end
local classes = ClassDescendantsList("CObject")
local class = ged:WaitUserInput("Choose object to attach", "", classes)
if not class then
return
end
self.spotAttach = PlaceObject(class)
self.obj:Attach( self.spotAttach, self.obj:GetSpotBeginIndex(spot.name))
self.attach_class = class
end
function CreateEntityViewer(obj)
local root = EntityViewerRoot:new({}, obj)
local ged = OpenGedApp("GedEntityViewer", root)
return ged
end |