pluginscenemanager.c 30 KB

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  1. class PluginSceneManager extends PluginBase
  2. {
  3. static string SCENE_DEFAULT_NAME = "default";
  4. static string SCENE_SUFIX = "scene";
  5. static PlayerBase PLAYER;
  6. static PluginSceneManager instance;
  7. bool m_RulerActivated;
  8. ref array<vector> m_RulerPoints;
  9. ref array<Shape> m_RulerLines;
  10. ref array<Shape> m_RulerSpheres;
  11. static const int SCENE_EDITOR_CMD_REFRESH = 0;
  12. static const int SCENE_EDITOR_CMD_POPUP = 1;
  13. static const int SCENE_EDITOR_CMD_SAVE = 2;
  14. //---------------------------------------------------------------------------------
  15. // >> Public scope
  16. // System Events
  17. void PluginSceneManager()
  18. {
  19. if ( instance == NULL )
  20. {
  21. instance = this;
  22. }
  23. }
  24. // System Events
  25. void ~PluginSceneManager()
  26. {
  27. if ( instance == NULL )
  28. {
  29. instance = this;
  30. }
  31. }
  32. static PluginSceneManager GetInstance()
  33. {
  34. return PluginSceneManager.Cast( GetPlugin( PluginSceneManager ) );
  35. }
  36. //==========================================
  37. // OnInit (System Event)
  38. //==========================================
  39. override void OnInit()
  40. {
  41. m_ModuleDeveloper = PluginDeveloper.Cast( GetPlugin(PluginDeveloper) );
  42. m_ModuleConfigScene = PluginConfigScene.Cast( GetPlugin(PluginConfigScene) );
  43. m_ModuleConfigDebugProfile = PluginConfigDebugProfile.Cast( GetPlugin(PluginConfigDebugProfile) );
  44. //Ruler
  45. m_RulerActivated = false;
  46. m_RulerPoints = new array<vector>;
  47. m_RulerLines = new array<Shape>;
  48. m_RulerSpheres = new array<Shape>;
  49. }
  50. //==========================================
  51. // OnDestroy (destructor)
  52. //==========================================
  53. override void OnDestroy()
  54. {
  55. SceneUnload();
  56. }
  57. //==========================================
  58. // OnMouseWheel
  59. //==========================================
  60. void OnMouseWheel(int wheel)
  61. {
  62. if ( !IsMouseInScene() )
  63. {
  64. return;
  65. }
  66. if ( GetSelectedSceneObject() )
  67. {
  68. GetSelectedSceneObject().AddRotation(GetRotationAngle() * wheel);
  69. }
  70. EditorUpdate();
  71. }
  72. //==========================================
  73. // OnUIEditorOpened
  74. //==========================================
  75. void OnUIEditorOpened()
  76. {
  77. m_IsOpen = true;
  78. DeveloperFreeCamera.EnableFreeCameraSceneEditor( PlayerBase.Cast( GetGame().GetPlayer() ) );
  79. GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).Call(this.FreeCameraControlDisable);
  80. EditorUpdate();
  81. }
  82. //==========================================
  83. // OnUIEditorClosed
  84. //==========================================
  85. void OnUIEditorClosed()
  86. {
  87. m_IsOpen = false;
  88. FreeCameraControlEnable();
  89. m_ModuleDeveloper.ToggleFreeCameraBackPos();
  90. EditorUpdate();
  91. }
  92. //::::::::::::::::::::::::::::::::::::::::::
  93. // Event_OnClick
  94. //::::::::::::::::::::::::::::::::::::::::::
  95. void Event_OnClick()
  96. {
  97. if ( !IsMouseInScene() || !m_IsOpen )
  98. {
  99. return;
  100. }
  101. // Direction Vector from current active Camera
  102. vector dir = GetGame().GetPointerDirection();
  103. // Raycast from
  104. vector from = FreeDebugCamera.GetInstance().GetPosition();
  105. // Raycast to
  106. vector to = from + ( dir * 10000 );
  107. // Raycast out parameter
  108. vector contact_pos;
  109. vector contact_dir;
  110. int contact_component;
  111. set<Object> objects = new set<Object>;
  112. bool selected = false;
  113. if ( DayZPhysics.RaycastRV(from, to, contact_pos, contact_dir, contact_component, objects) )
  114. {
  115. for ( int i = 0; i < objects.Count(); ++i )
  116. {
  117. Object obj = objects.Get(i);
  118. if ( obj.IsInherited( EntityAI ) )
  119. {
  120. SceneObject sc_object = SceneObject.Cast( m_SceneData.GetSceneObjectByEntityAI(EntityAI.Cast( obj ) ) );
  121. if ( sc_object == NULL )
  122. {
  123. //sc_object = m_SceneData.AddObject(obj);
  124. return;
  125. }
  126. SelectObject( sc_object );
  127. selected = true;
  128. break;
  129. }
  130. }
  131. }
  132. if ( !selected )
  133. {
  134. DeselectObject();
  135. // Ruler
  136. if ( IsRulerActivated() && GetSelectedSceneObject() == NULL )
  137. {
  138. RulerAddPoint();
  139. }
  140. }
  141. EditorUpdate();
  142. }
  143. //::::::::::::::::::::::::::::::::::::::::::
  144. // Event_OnClickMiddle
  145. //::::::::::::::::::::::::::::::::::::::::::
  146. void Event_OnClickMiddle()
  147. {
  148. if ( !IsMouseInScene() || !m_IsOpen )
  149. {
  150. return;
  151. }
  152. if ( GetSelectedSceneObject() != NULL )
  153. {
  154. // Direction Vector from current active Camera
  155. vector dir = GetGame().GetPointerDirection();
  156. // Raycast from
  157. vector from = FreeDebugCamera.GetInstance().GetPosition();
  158. // Raycast to
  159. vector to = from + ( dir * 10000 );
  160. // Raycast out parameter
  161. vector contact_pos;
  162. vector contact_dir;
  163. int contact_component;
  164. set<Object> objects = new set<Object>;
  165. bool selected = false;
  166. if ( DayZPhysics.RaycastRV(from, to, contact_pos, contact_dir, contact_component, objects) )
  167. {
  168. for ( int i = 0; i < objects.Count(); ++i )
  169. {
  170. Object obj = objects.Get(i);
  171. if ( obj.IsInherited( EntityAI ) )
  172. {
  173. EntityAI eai = EntityAI.Cast( obj );
  174. SceneObject scene_object = m_SceneData.GetSceneObjectByEntityAI(eai);
  175. if ( !scene_object.IsPlayer() )
  176. {
  177. if ( scene_object != NULL && scene_object != GetSelectedSceneObject() )
  178. {
  179. if ( !AreSceneObjectsLinked(GetSelectedSceneObject(), scene_object) )
  180. {
  181. LinkSceneObjects( GetSelectedSceneObject(), scene_object );
  182. }
  183. else
  184. {
  185. UnlinkSceneObjects( GetSelectedSceneObject(), scene_object );
  186. }
  187. }
  188. }
  189. else
  190. {
  191. SceneEditorMenuCmdPopup("I am sorry. You cant create link on player!");
  192. }
  193. }
  194. }
  195. }
  196. }
  197. EditorUpdate();
  198. }
  199. //::::::::::::::::::::::::::::::::::::::::::
  200. // Event_OnDrag
  201. //::::::::::::::::::::::::::::::::::::::::::
  202. void Event_OnDrag()
  203. {
  204. if ( !IsMouseInScene() || !m_IsOpen )
  205. {
  206. return;
  207. }
  208. if ( GetSelectedSceneObject() != NULL )
  209. {
  210. // Direction Vector from current active Camera
  211. vector dir = GetGame().GetPointerDirection();
  212. // Raycast from
  213. vector from = FreeDebugCamera.GetInstance().GetPosition();
  214. // Raycast to
  215. vector to = from + ( dir * 10000 );
  216. // Raycast out parameter
  217. vector contact_pos;
  218. vector contact_dir;
  219. int contact_component;
  220. //Raycast(vector begPos, vector endPos, out vector contactPos, out vector contactDir, out int contactComponent, out set<Object> results = NULL, Object with = NULL, Object ignore = NULL, bool sorted = false, bool ground_only = false, int iType = ObjIntersectView, float radius = 0.0);
  221. if ( DayZPhysics.RaycastRV(from, to, contact_pos, contact_dir, contact_component, NULL, NULL, NULL, false, true) )
  222. {
  223. GetSelectedSceneObject().SetPosition(contact_pos);
  224. }
  225. EditorUpdate();
  226. }
  227. }
  228. //::::::::::::::::::::::::::::::::::::::::::
  229. // Event_OnDoubleClick
  230. //::::::::::::::::::::::::::::::::::::::::::
  231. SceneObject Event_OnDoubleClick()
  232. {
  233. if ( !IsMouseInScene() || !m_IsOpen || m_ClassBrowserSelected == "" )
  234. {
  235. return null;
  236. }
  237. // Direction Vector from current active Camera
  238. vector dir = GetGame().GetPointerDirection();
  239. // Raycast from
  240. vector from = FreeDebugCamera.GetInstance().GetPosition();
  241. // Raycast to
  242. vector to = from + ( dir * 10000 );
  243. // Raycast out parameter
  244. vector contact_pos;
  245. vector contact_dir;
  246. int contact_component;
  247. if ( DayZPhysics.RaycastRV(from, to, contact_pos, contact_dir, contact_component) )
  248. {
  249. SceneObject obj = m_SceneData.CreateSceneObject(m_ClassBrowserSelected, contact_pos);
  250. if ( obj != NULL )
  251. {
  252. SelectObject(obj);
  253. return obj;
  254. }
  255. }
  256. return NULL;
  257. }
  258. //==========================================
  259. // Load
  260. //==========================================
  261. void InitLoad()
  262. {
  263. PLAYER = PlayerBase.Cast( GetGame().GetPlayer() );
  264. SceneLoad( PluginMissionConfig.GetInstance().GetSceneEditorName() );
  265. RestoreSceneObjectsLinks();
  266. ExecuteInitScripts();
  267. }
  268. //==========================================
  269. // RestoreSceneObjectsLinks
  270. //==========================================
  271. void RestoreSceneObjectsLinks()
  272. {
  273. array<ref SceneObject> scene_objects = GetSceneObjects();
  274. for ( int i = 0; i < scene_objects.Count(); i++ )
  275. {
  276. SceneObject scene_object = scene_objects.Get(i);
  277. array<int> linked_scene_objects_indices = scene_object.m_LinkedSceneObjectsIndices;
  278. if (linked_scene_objects_indices)
  279. {
  280. for ( int j = 0; j < linked_scene_objects_indices.Count(); j++ )
  281. {
  282. int index = linked_scene_objects_indices.Get(j);
  283. if ( index >= 0 && index < scene_objects.Count() )
  284. {
  285. scene_object.LinkSceneObject( scene_objects.Get(index), false );
  286. //PrintString("Load link: "+ ToString(scene_object.GetObject()) +" <-> "+ ToString(scene_objects.Get(index).GetObject()) );
  287. }
  288. }
  289. }
  290. scene_object.m_LinkedSceneObjectsIndices = NULL;
  291. }
  292. }
  293. //==========================================
  294. // ExecuteInitScripts
  295. //==========================================
  296. void ExecuteInitScripts()
  297. {
  298. array<ref SceneObject> scene_objects = GetSceneObjects();
  299. for ( int i = 0; i < scene_objects.Count(); i++ )
  300. {
  301. SceneObject scene_object = scene_objects.Get(i);
  302. ExecuteEnforceScript( i, scene_object, scene_object.GetInitScript() );
  303. }
  304. }
  305. //==========================================
  306. // EditorToggle
  307. //==========================================
  308. void EditorToggle()
  309. {
  310. //Log("EditorToggle");
  311. if ( GetGame().IsMultiplayer() )
  312. {
  313. return;
  314. }
  315. if ( IsOpened() )
  316. {
  317. // Close UI Scene Editor Menu
  318. GetGame().GetUIManager().Back();
  319. }
  320. else
  321. {
  322. // Open UI Scene Editor Menu
  323. GetGame().GetUIManager().EnterScriptedMenu(MENU_SCENE_EDITOR, NULL);
  324. EditorUpdate();
  325. }
  326. }
  327. //==========================================
  328. // IsOpened
  329. //==========================================
  330. bool IsOpened()
  331. {
  332. return m_IsOpen;
  333. }
  334. //==========================================
  335. // SelectClassName
  336. //==========================================
  337. void SelectClassName(string class_name)
  338. {
  339. m_ClassBrowserSelected = class_name;
  340. }
  341. //==========================================
  342. // FreeCameraControlEnable
  343. //==========================================
  344. void FreeCameraControlEnable()
  345. {
  346. // Enable Camera control
  347. GetGame().GetInput().ChangeGameFocus(-1);
  348. // Disable Cursor
  349. GetGame().GetUIManager().ShowUICursor(false);
  350. if( GetGame().GetUIManager().GetMenu() )
  351. GetGame().GetUIManager().GetMenu().OnHide();
  352. }
  353. //==========================================
  354. // FreeCameraControlDisable
  355. //==========================================
  356. void FreeCameraControlDisable()
  357. {
  358. // Disable Camera control
  359. GetGame().GetInput().ChangeGameFocus(1);
  360. // Enable Cursor
  361. GetGame().GetUIManager().ShowUICursor(true);
  362. if( GetGame().GetUIManager().GetMenu() )
  363. GetGame().GetUIManager().GetMenu().OnShow();
  364. }
  365. //==========================================
  366. // DeleteSelectedObject
  367. //==========================================
  368. void DeleteSelectedObject()
  369. {
  370. SceneObject selected_obj = GetSelectedSceneObject();
  371. if ( selected_obj != NULL )
  372. {
  373. if ( !selected_obj.IsPlayer() )
  374. {
  375. array<ref SceneObject> scene_objects = GetSceneObjects();
  376. for ( int i = 0; i < scene_objects.Count(); i++ )
  377. {
  378. if ( AreSceneObjectsLinked(scene_objects.Get(i), selected_obj) )
  379. {
  380. UnlinkSceneObjects(scene_objects.Get(i), selected_obj);
  381. }
  382. }
  383. m_SceneData.DeleteSceneObject(selected_obj);
  384. scene_objects.RemoveItem(selected_obj);
  385. DeselectObject();
  386. }
  387. else
  388. {
  389. SceneEditorMenuCmdPopup("You cant delete player!");
  390. }
  391. }
  392. EditorUpdate();
  393. }
  394. //==========================================
  395. // SelectObject
  396. //==========================================
  397. void SelectObject(SceneObject obj)
  398. {
  399. if ( GetSelectedSceneObject() != NULL && GetSelectedSceneObject() == obj )
  400. {
  401. return;
  402. }
  403. DeselectObject();
  404. m_SelectedObject = obj;
  405. EditorUpdate();
  406. }
  407. //==========================================
  408. // GetSelectedSceneObject
  409. //==========================================
  410. SceneObject GetSelectedSceneObject()
  411. {
  412. return m_SelectedObject;
  413. }
  414. //==========================================
  415. // SelectedObjectDuplicate
  416. //==========================================
  417. void SelectedObjectDuplicate()
  418. {
  419. SceneObject selected_obj = GetSelectedSceneObject();
  420. if ( selected_obj )
  421. {
  422. if ( selected_obj.GetObject() == PLAYER )
  423. {
  424. return;
  425. }
  426. vector size = GetSelectedSceneObject().GetSize();
  427. vector new_pos = selected_obj.GetPosition() + Vector(1, 0, 1) + size;
  428. SceneObject obj = m_SceneData.CreateSceneObject(selected_obj.GetTypeName(), new_pos );
  429. obj.SetRotation(selected_obj.GetRotation());
  430. array<EntityAI> attachments = selected_obj.GetAttachments();
  431. for ( int i = 0; i < attachments.Count(); i++ )
  432. {
  433. obj.AddAttachment( attachments.Get(i).GetType() );
  434. }
  435. SelectObject(obj);
  436. }
  437. }
  438. //==========================================
  439. // SelectedObjectSetRot
  440. //==========================================
  441. void SelectedObjectSetRot(float dir)
  442. {
  443. if ( GetSelectedSceneObject() )
  444. {
  445. GetSelectedSceneObject().SetRotation(dir);
  446. EditorUpdate();
  447. }
  448. }
  449. //==========================================
  450. // SelectedObjectSetPosX
  451. //==========================================
  452. void SelectedObjectSetPosX(float value)
  453. {
  454. SceneObject selected_obj = GetSelectedSceneObject();
  455. if ( selected_obj )
  456. {
  457. vector v = selected_obj.GetPosition();
  458. v[0] = value;
  459. selected_obj.SetPosition(v);
  460. EditorUpdate();
  461. }
  462. }
  463. //==========================================
  464. // SelectedObjectSetPosY
  465. //==========================================
  466. void SelectedObjectSetPosY(float value)
  467. {
  468. SceneObject selected_obj = GetSelectedSceneObject();
  469. if ( selected_obj )
  470. {
  471. vector v = selected_obj.GetPosition();
  472. v[1] = value;
  473. selected_obj.SetPosition(v);
  474. EditorUpdate();
  475. }
  476. }
  477. //==========================================
  478. // SelectedObjectSetPosZ
  479. //==========================================
  480. void SelectedObjectSetPosZ(float value)
  481. {
  482. SceneObject selected_obj = GetSelectedSceneObject();
  483. if ( GetSelectedSceneObject() )
  484. {
  485. vector v = selected_obj.GetPosition();
  486. v[2] = value;
  487. selected_obj.SetPosition(v);
  488. EditorUpdate();
  489. }
  490. }
  491. //==========================================
  492. // SelectedObjectSetDamage
  493. //==========================================
  494. void SelectedObjectSetDamage(float value)
  495. {
  496. SceneObject selected_obj = GetSelectedSceneObject();
  497. EntityAI selected_obj_EAI = selected_obj.GetObject();
  498. if ( selected_obj )
  499. {
  500. selected_obj.SetHealth(Math.Clamp ( value, 0, selected_obj_EAI.GetMaxHealth("", "") ));
  501. EditorUpdate();
  502. }
  503. }
  504. //==========================================
  505. // SelectedObjectFocus
  506. //==========================================
  507. void SelectedObjectFocus()
  508. {
  509. SceneObject selected_obj = GetSelectedSceneObject();
  510. if ( selected_obj )
  511. {
  512. vector cam_pos = FreeDebugCamera.GetInstance().GetPosition();
  513. vector obj_pos = selected_obj.GetPosition();
  514. vector view_target = obj_pos;
  515. vector obj_size = selected_obj.GetSize();
  516. cam_pos = obj_pos;
  517. cam_pos[0] = cam_pos[0] + ( obj_size[0] * 2 );
  518. cam_pos[1] = cam_pos[1] + obj_size[1] + 0.5;
  519. cam_pos[2] = cam_pos[2] + ( obj_size[2] * 2 );
  520. view_target[1] = view_target[1] + (obj_size[1] * 0.5);
  521. vector cam_dir = view_target - cam_pos;
  522. cam_dir.Normalize();
  523. FreeDebugCamera.GetInstance().SetPosition(cam_pos);
  524. FreeDebugCamera.GetInstance().SetDirection(cam_dir);
  525. //vector debug_pos = cam_pos + (cam_dir * 50);
  526. //Debug.DrawLine(cam_pos, debug_pos);
  527. //Debug.DrawSphere(cam_pos);
  528. }
  529. }
  530. //==========================================
  531. // SelectedObjectAddAttachment
  532. //==========================================
  533. void SelectedObjectAddAttachment(string att_name)
  534. {
  535. if ( GetSelectedSceneObject() )
  536. {
  537. GetSelectedSceneObject().AddAttachment(att_name);
  538. }
  539. EditorUpdate();
  540. }
  541. //==========================================
  542. // SelectedObjectRemoveAttachment
  543. //==========================================
  544. void SelectedObjectRemoveAttachment(EntityAI e)
  545. {
  546. if ( GetSelectedSceneObject() )
  547. {
  548. GetSelectedSceneObject().RemoveAttachment(e);
  549. }
  550. EditorUpdate();
  551. }
  552. //==========================================
  553. // LinkSceneObjects
  554. //==========================================
  555. void LinkSceneObjects(SceneObject scene_object1, SceneObject scene_object2)
  556. {
  557. scene_object1.LinkSceneObject(scene_object2);
  558. scene_object2.LinkSceneObject(scene_object1);
  559. }
  560. //==========================================
  561. // UnlinkSceneObjects
  562. //==========================================
  563. void UnlinkSceneObjects(SceneObject scene_object1, SceneObject scene_object2)
  564. {
  565. scene_object1.UnlinkSceneObject(scene_object2);
  566. scene_object2.UnlinkSceneObject(scene_object1);
  567. }
  568. //==========================================
  569. // AreSceneObjectsLinked
  570. //==========================================
  571. bool AreSceneObjectsLinked(SceneObject scene_object1, SceneObject scene_object2)
  572. {
  573. if ( scene_object1.IsLinkedWithSceneObject(scene_object2) && scene_object2.IsLinkedWithSceneObject(scene_object1) )
  574. {
  575. return true;
  576. }
  577. else
  578. {
  579. return false;
  580. }
  581. }
  582. //==========================================
  583. // SetDrawSelection
  584. //==========================================
  585. void SetDrawSelection(bool draw)
  586. {
  587. m_ModuleConfigDebugProfile.SetSceneEditorDrawSelection(draw);
  588. EditorUpdate();
  589. }
  590. //==========================================
  591. // GetDrawSelection
  592. //==========================================
  593. bool GetDrawSelection()
  594. {
  595. return m_ModuleConfigDebugProfile.GetSceneEditorDrawSelection();
  596. }
  597. //==========================================
  598. // SetLoadPlayerPos
  599. //==========================================
  600. void SetLoadPlayerPos(bool save)
  601. {
  602. m_ModuleConfigDebugProfile.SetSceneEditorLoadPlayerPos(save);
  603. }
  604. //==========================================
  605. // SetLoadPlayerPos
  606. //==========================================
  607. bool GetLoadPlayerPos()
  608. {
  609. return m_ModuleConfigDebugProfile.GetSceneEditorLoadPlayerPos();
  610. }
  611. //==========================================
  612. // SetRotationAngle
  613. //==========================================
  614. void SetRotationAngle(int angle)
  615. {
  616. m_ModuleConfigDebugProfile.SetSceneEditorRotationAngle(angle);
  617. }
  618. //==========================================
  619. // GetRotationAngle
  620. //==========================================
  621. int GetRotationAngle()
  622. {
  623. return m_ModuleConfigDebugProfile.GetSceneEditorRotationAngle();
  624. }
  625. //==========================================
  626. // SceneLoad
  627. //==========================================
  628. void SceneLoad(string scene_name)
  629. {
  630. SceneUnload();
  631. PluginMissionConfig.GetInstance().SetSceneEditorName(scene_name);
  632. m_SceneData = m_ModuleConfigScene.SceneDataLoad(scene_name);
  633. if ( !(GetGame().IsMultiplayer() && GetGame().IsServer()) )
  634. {
  635. EditorUpdate();
  636. }
  637. }
  638. //==========================================
  639. // SceneUnload
  640. //==========================================
  641. void SceneUnload()
  642. {
  643. m_SceneData = NULL;
  644. DeselectObject();
  645. }
  646. //==========================================
  647. // SceneSave
  648. //==========================================
  649. void SceneSave()
  650. {
  651. m_ModuleConfigScene.ClearParams();
  652. m_ModuleConfigScene.SceneDataSave(m_SceneData);
  653. SceneEditorMenuCmdSave();
  654. EditorUpdate();
  655. }
  656. //==========================================
  657. // SceneDelete
  658. //==========================================
  659. bool SceneCanDelete(string scene_name)
  660. {
  661. if ( scene_name == m_SceneData.GetNameScene() )
  662. {
  663. return false;
  664. }
  665. return true;
  666. }
  667. //==========================================
  668. // SceneDelete
  669. //==========================================
  670. bool SceneDelete(string scene_name)
  671. {
  672. if ( scene_name == m_SceneData.GetNameScene() )
  673. {
  674. return false;
  675. }
  676. m_ModuleConfigScene.SceneDelete(scene_name);
  677. EditorUpdate();
  678. return true;
  679. }
  680. //==========================================
  681. // SceneDelete
  682. //==========================================
  683. void SceneDuplicate(string scene_name)
  684. {
  685. m_ModuleConfigScene.SceneDuplicate(scene_name);
  686. EditorUpdate();
  687. }
  688. //==========================================
  689. // SceneRename
  690. //==========================================
  691. void SceneRename(string scene_name, string new_name)
  692. {
  693. m_ModuleConfigScene.SceneRename(scene_name, new_name);
  694. if ( scene_name == m_SceneData.GetNameScene() )
  695. {
  696. m_SceneData.SetNameScene(new_name);
  697. }
  698. EditorUpdate();
  699. }
  700. //==========================================
  701. // SceneGetName
  702. //==========================================
  703. string SceneGetName()
  704. {
  705. if ( m_SceneData )
  706. {
  707. return m_SceneData.GetNameScene();
  708. }
  709. return STRING_EMPTY;
  710. }
  711. //==========================================
  712. // SetWeather
  713. //==========================================
  714. void SetWeather(float overcast, float rain, float fog, float wind_force)
  715. {
  716. m_SceneData.SetInitOvercast(overcast);
  717. m_SceneData.SetInitRain(rain);
  718. m_SceneData.SetInitFog(fog);
  719. m_SceneData.SetInitWindForce(wind_force);
  720. }
  721. //==========================================
  722. // SetDate
  723. //==========================================
  724. void SetDate( int year, int month, int day, int hour, int minute )
  725. {
  726. m_SceneData.SetInitYear(year);
  727. m_SceneData.SetInitMonth(month);
  728. m_SceneData.SetInitDay(day);
  729. m_SceneData.SetInitHour(hour);
  730. m_SceneData.SetInitMinute(minute);
  731. }
  732. //==========================================
  733. // SelectAndFocusPlayerObject
  734. //==========================================
  735. void SelectAndFocusPlayerObject()
  736. {
  737. array<ref SceneObject> scene_objects = GetSceneObjects();
  738. for ( int i = 0; i < scene_objects.Count(); i++ )
  739. {
  740. if ( scene_objects.Get(i).GetObject() == GetGame().GetPlayer() )
  741. {
  742. SelectObject( scene_objects.Get(i) );
  743. SelectedObjectFocus();
  744. break;
  745. }
  746. }
  747. }
  748. //------------------------------------------
  749. // ExecuteEnforceScript
  750. //------------------------------------------
  751. void ExecuteEnforceScript( int index, SceneObject scene_object, string script )
  752. {
  753. if ( script != "" )
  754. {
  755. string cls = scene_object.GetObject().ClassName();
  756. string wrapped_script = "void scMngMain() \n{\n PluginSceneManager se = GetPlugin(Type(\"PluginSceneManager\")); \n SceneObject this_obj = se.GetSceneObjectByIndex(" + index.ToString() + "); \n " + cls + " this_eai = this_obj.GetObject(); \n " + script + "\n}\n";
  757. GetGame().ExecuteEnforceScript(wrapped_script, "scMngMain");
  758. }
  759. }
  760. //==========================================
  761. // RulerToggle
  762. //==========================================
  763. void RulerToggle()
  764. {
  765. if ( IsRulerActivated() )
  766. {
  767. m_RulerActivated = false;
  768. }
  769. else
  770. {
  771. m_RulerActivated = true;
  772. }
  773. SceneEditorMenuCmdRefresh();
  774. }
  775. //==========================================
  776. // ActivateRuler
  777. //==========================================
  778. bool IsRulerActivated()
  779. {
  780. return m_RulerActivated;
  781. }
  782. //==========================================
  783. // RulerAddPoint
  784. //==========================================
  785. void RulerAddPoint()
  786. {
  787. vector point_pos = GetMousePositionInScene();
  788. m_RulerPoints.Insert( point_pos );
  789. EditorUpdateRuler();
  790. }
  791. //------------------------------------------
  792. // RulerClearVisuals
  793. //------------------------------------------
  794. void RulerClearVisuals()
  795. {
  796. for ( int i = 0; i < m_RulerLines.Count(); ++i )
  797. {
  798. m_RulerLines.Get(i).Destroy();
  799. }
  800. m_RulerLines.Clear();
  801. for ( int j = 0; j < m_RulerSpheres.Count(); ++j )
  802. {
  803. m_RulerSpheres.Get(j).Destroy();
  804. }
  805. m_RulerSpheres.Clear();
  806. }
  807. //------------------------------------------
  808. // RulerDelete
  809. //------------------------------------------
  810. void RulerDelete()
  811. {
  812. m_RulerPoints.Clear();
  813. EditorUpdateRuler();
  814. }
  815. //==========================================
  816. // GetLoadedScene
  817. //==========================================
  818. SceneData GetLoadedScene()
  819. {
  820. return m_SceneData;
  821. }
  822. //==========================================
  823. // GetSelectedSceneObjectIndex
  824. //==========================================
  825. int GetSelectedSceneObjectIndex()
  826. {
  827. array<ref SceneObject> scene_objects = GetSceneObjects();
  828. for ( int i = 0; i < scene_objects.Count(); i++ )
  829. {
  830. if ( GetSelectedSceneObject() == scene_objects.Get(i) )
  831. {
  832. return i;
  833. }
  834. }
  835. return -1;
  836. }
  837. //==========================================
  838. // GetSceneObjects
  839. //==========================================
  840. array<ref SceneObject> GetSceneObjects()
  841. {
  842. if ( m_SceneData )
  843. {
  844. return m_SceneData.GetSceneObjects();
  845. }
  846. return NULL;
  847. }
  848. //==========================================
  849. // GetScenePlayers
  850. //==========================================
  851. array<ref ScenePlayer> GetScenePlayers()
  852. {
  853. if ( m_SceneData )
  854. {
  855. return m_SceneData.GetScenePlayers();
  856. }
  857. return NULL;
  858. }
  859. //==========================================
  860. // GetSceneObjectsAll
  861. //==========================================
  862. array<ref SceneObject> GetSceneObjectsAll()
  863. {
  864. if ( m_SceneData )
  865. {
  866. return m_SceneData.GetSceneObjectsAll();
  867. }
  868. return NULL;
  869. }
  870. //==========================================
  871. // GetSceneObjectByIndex
  872. //==========================================
  873. SceneObject GetSceneObjectByIndex( int index )
  874. {
  875. array<ref SceneObject> scene_objects = GetSceneObjects();
  876. if ( scene_objects != NULL )
  877. {
  878. if ( index > -1 && index < scene_objects.Count() )
  879. {
  880. return scene_objects.Get( index );
  881. }
  882. }
  883. return NULL;
  884. }
  885. //==========================================
  886. // GetSceneObjectByEntity
  887. //==========================================
  888. SceneObject GetSceneObjectByEntity( EntityAI entity )
  889. {
  890. array<ref SceneObject> scene_objects = GetSceneObjects();
  891. if ( scene_objects != NULL )
  892. {
  893. for ( int i = 0; i <= scene_objects.Count(); ++i )
  894. {
  895. SceneObject obj = scene_objects.Get(i);
  896. EntityAI e = obj.GetObject();
  897. if ( e == entity )
  898. {
  899. return obj;
  900. }
  901. }
  902. }
  903. return NULL;
  904. }
  905. //==========================================
  906. // GetSceneList
  907. //==========================================
  908. TStringArray GetSceneList()
  909. {
  910. return m_ModuleConfigScene.GetSceneList();
  911. }
  912. //==========================================
  913. // DeleteSceneObject
  914. //==========================================
  915. void DeleteSceneObject(SceneObject obj)
  916. {
  917. if ( obj != NULL )
  918. {
  919. if ( obj.GetObject() != GetGame().GetPlayer() )
  920. {
  921. obj.UnlinkAll();
  922. if ( GetSelectedSceneObject() != NULL && GetSelectedSceneObject() == obj )
  923. {
  924. DeselectObject();
  925. }
  926. m_SceneData.DeleteSceneObject(obj);
  927. }
  928. else
  929. {
  930. SceneEditorMenuCmdPopup("You cant delete player!");
  931. }
  932. }
  933. EditorUpdate();
  934. }
  935. //---------------------------------------------------------------------------------
  936. // >> Protected scope
  937. protected PluginDeveloper m_ModuleDeveloper;
  938. protected PluginConfigScene m_ModuleConfigScene;
  939. protected PluginConfigDebugProfile m_ModuleConfigDebugProfile;
  940. //---------------------------------------------------------------------------------
  941. // >> protected Scope
  942. protected float m_TimeLastClickRelease;
  943. protected float m_TimeLastClickPress;
  944. protected int m_PressedMouseID;
  945. protected bool m_IsDragging;
  946. protected ref array<Shape> m_ShapesSceneObjects;
  947. protected ref map<int, KeyBinding> m_KeyBindings;
  948. protected ref SceneData m_SceneData;
  949. protected SceneObject m_SelectedObject;
  950. protected string m_ClassBrowserSelected;
  951. protected bool m_IsOpen;
  952. //------------------------------------------
  953. // DeselectObject
  954. //------------------------------------------
  955. private void DeselectObject()
  956. {
  957. m_SelectedObject = NULL;
  958. }
  959. //------------------------------------------
  960. // EditorUpdate
  961. //------------------------------------------
  962. protected void EditorUpdate()
  963. {
  964. if ( GetGame().IsMultiplayer() )
  965. {
  966. return;
  967. }
  968. array<ref SceneObject> objects = GetSceneObjects();
  969. if( !objects )
  970. return;
  971. for ( int i = 0; i < objects.Count(); ++i )
  972. {
  973. SceneObject obj = objects.Get(i);
  974. array<SceneObject> linked_scene_objects = obj.GetLinkedSceneObjects();
  975. int j;
  976. if ( IsOpened() )
  977. {
  978. obj.EditorShapeAdd();
  979. if ( GetSelectedSceneObject() && GetSelectedSceneObject() == obj )
  980. {
  981. if ( GetDrawSelection() )
  982. {
  983. obj.EditorShapeSelect();
  984. }
  985. }
  986. else
  987. {
  988. obj.EditorShapeDeselect();
  989. }
  990. for ( j = 0; j < linked_scene_objects.Count(); j++ )
  991. {
  992. obj.EditorLineAdd( linked_scene_objects.Get(j) );
  993. }
  994. }
  995. else
  996. {
  997. obj.EditorShapeRemove();
  998. if (linked_scene_objects)
  999. {
  1000. for ( j = 0; j < linked_scene_objects.Count(); j++ )
  1001. {
  1002. obj.EditorLineRemove( linked_scene_objects.Get(j) );
  1003. }
  1004. }
  1005. }
  1006. }
  1007. SceneEditorMenuCmdRefresh();
  1008. }
  1009. //------------------------------------------
  1010. // SceneEditorMenuRefresh
  1011. //------------------------------------------
  1012. private void SceneEditorMenuCmdRefresh()
  1013. {
  1014. CallMethod(CALL_ID_SCENE_EDITOR_COMMAND, new Param2<int, Param>(SCENE_EDITOR_CMD_REFRESH, NULL));
  1015. }
  1016. //------------------------------------------
  1017. // SceneEditorMenuCmdPopup
  1018. //------------------------------------------
  1019. private void SceneEditorMenuCmdPopup(string message)
  1020. {
  1021. CallMethod(CALL_ID_SCENE_EDITOR_COMMAND, new Param2<int, Param1<string>>(SCENE_EDITOR_CMD_POPUP, new Param1<string>(message)));
  1022. }
  1023. //------------------------------------------
  1024. // SceneEditorMenuCmdSave
  1025. //------------------------------------------
  1026. private void SceneEditorMenuCmdSave()
  1027. {
  1028. CallMethod(CALL_ID_SCENE_EDITOR_COMMAND, new Param2<int, Param>(SCENE_EDITOR_CMD_SAVE, NULL));
  1029. }
  1030. //------------------------------------------
  1031. // IsMouseInScene
  1032. //------------------------------------------
  1033. private bool IsMouseInScene()
  1034. {
  1035. Widget widget_under_mouse = GetWidgetUnderCursor();
  1036. if ( widget_under_mouse != NULL && widget_under_mouse.GetName() == "pnl_SceneControl" )
  1037. {
  1038. return true;
  1039. }
  1040. return false;
  1041. }
  1042. //------------------------------------------
  1043. // EditorUpdateRuler
  1044. //------------------------------------------
  1045. private void EditorUpdateRuler()
  1046. {
  1047. RulerClearVisuals();
  1048. for ( int i = 0; i < m_RulerPoints.Count(); ++i )
  1049. {
  1050. vector pos1 = m_RulerPoints.Get(i);
  1051. m_RulerSpheres.Insert(Debug.DrawSphere(pos1, 0.1));
  1052. if ( i < m_RulerPoints.Count() - 1 )
  1053. {
  1054. vector pos2 = m_RulerPoints.Get(i + 1);
  1055. m_RulerLines.Insert(Debug.DrawLine(pos1, pos2));
  1056. }
  1057. }
  1058. }
  1059. //------------------------------------------
  1060. // GetMousePositionInScene
  1061. //------------------------------------------
  1062. private vector GetMousePositionInScene()
  1063. {
  1064. vector dir = GetGame().GetPointerDirection();
  1065. vector from = FreeDebugCamera.GetInstance().GetPosition();
  1066. vector to = from + ( dir * 10000 );
  1067. vector contact_pos;
  1068. vector contact_dir;
  1069. int contact_component;
  1070. if ( DayZPhysics.RaycastRV(from, to, contact_pos, contact_dir, contact_component) )
  1071. {
  1072. return contact_pos;
  1073. }
  1074. return "0 0 0";
  1075. }
  1076. }