Added support for loading and rendering skeletons, added character editor

This commit is contained in:
parax0 2016-04-05 17:26:16 -06:00
parent f9a2d019e1
commit 2376a36f0b
21 changed files with 626 additions and 18 deletions

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@ -185,7 +185,10 @@ HEADERS += \
Resource/Factory/CSectionMgrIn.h \
Resource/Cooker/CScriptCooker.h \
ScriptExtra/CSplinePathExtra.h \
Resource/Script/CLink.h
Resource/Script/CLink.h \
Resource/CSkeleton.h \
Resource/Factory/CSkeletonLoader.h \
Scene/CCharacterNode.h
# Source Files
SOURCES += \
@ -263,4 +266,7 @@ SOURCES += \
Resource/Factory/CPoiToWorldLoader.cpp \
Resource/Cooker/CPoiToWorldCooker.cpp \
Resource/Cooker/CScriptCooker.cpp \
ScriptExtra/CSplinePathExtra.cpp
ScriptExtra/CSplinePathExtra.cpp \
Resource/CSkeleton.cpp \
Resource/Factory/CSkeletonLoader.cpp \
Scene/CCharacterNode.cpp

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@ -3,6 +3,7 @@
#include "TResPtr.h"
#include "CResource.h"
#include "CSkeleton.h"
#include "Core/Resource/Model/CModel.h"
#include <Common/types.h>
@ -19,7 +20,7 @@ class CAnimSet : public CResource
TString Name;
TResPtr<CModel> pModel;
u32 SkinID;
u32 SkelID;
TResPtr<CSkeleton> pSkeleton;
SNode() { pModel = nullptr; }
};
@ -28,9 +29,10 @@ class CAnimSet : public CResource
public:
CAnimSet() : CResource() {}
u32 NumNodes() const { return mNodes.size(); }
TString NodeName(u32 Index) { if (Index >= mNodes.size()) Index = 0; return mNodes[Index].Name; }
CModel* NodeModel(u32 Index) { if (Index >= mNodes.size()) Index = 0; return mNodes[Index].pModel; }
u32 NumNodes() const { return mNodes.size(); }
TString NodeName(u32 Index) { if (Index >= mNodes.size()) Index = 0; return mNodes[Index].Name; }
CModel* NodeModel(u32 Index) { if (Index >= mNodes.size()) Index = 0; return mNodes[Index].pModel; }
CSkeleton* NodeSkeleton(u32 Index) { if (Index >= mNodes.size()) Index = 0; return mNodes[Index].pSkeleton; }
};
#endif // CCHARACTERSET_H

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@ -6,6 +6,7 @@
#include "Core/Resource/Factory/CModelLoader.h"
#include "Core/Resource/Factory/CPoiToWorldLoader.h"
#include "Core/Resource/Factory/CScanLoader.h"
#include "Core/Resource/Factory/CSkeletonLoader.h"
#include "Core/Resource/Factory/CStringLoader.h"
#include "Core/Resource/Factory/CTextureDecoder.h"
#include "Core/Resource/Factory/CWorldLoader.h"
@ -149,6 +150,7 @@ CResource* CResCache::GetResource(CUniqueID ResID, CFourCC Type)
else if (Type == "SCAN") pRes = CScanLoader::LoadSCAN(Mem);
else if (Type == "DCLN") pRes = CCollisionLoader::LoadDCLN(Mem);
else if (Type == "EGMC") pRes = CPoiToWorldLoader::LoadEGMC(Mem);
else if (Type == "CINF") pRes = CSkeletonLoader::LoadCINF(Mem);
else SupportedFormat = false;
// Log errors
@ -203,6 +205,7 @@ CResource* CResCache::GetResource(const TString& rkResPath)
else if (Type == "SCAN") pRes = CScanLoader::LoadSCAN(File);
else if (Type == "DCLN") pRes = CCollisionLoader::LoadDCLN(File);
else if (Type == "EGMC") pRes = CPoiToWorldLoader::LoadEGMC(File);
else if (Type == "CINF") pRes = CSkeletonLoader::LoadCINF(File);
else SupportedFormat = false;
if (!pRes) pRes = new CResource(); // Default for unsupported formats

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@ -0,0 +1,55 @@
#include "CSkeleton.h"
#include "Core/Render/CDrawUtil.h"
#include "Core/Render/CGraphics.h"
// ************ CBone ************
CBone::CBone(CSkeleton *pSkel)
: mpSkeleton(pSkel)
{
}
// ************ CSkeleton ************
CSkeleton::CSkeleton()
: mpRootBone(nullptr)
{
}
CSkeleton::~CSkeleton()
{
for (u32 iBone = 0; iBone < mBones.size(); iBone++)
delete mBones[iBone];
}
CBone* CSkeleton::BoneByID(u32 BoneID) const
{
for (u32 iBone = 0; iBone < mBones.size(); iBone++)
{
if (mBones[iBone]->ID() == BoneID)
return mBones[iBone];
}
return nullptr;
}
void CSkeleton::Draw(FRenderOptions /*Options*/)
{
for (u32 iBone = 0; iBone < mBones.size(); iBone++)
{
CBone *pBone = mBones[iBone];
// Draw bone
CTransform4f Transform;
Transform.Scale(0.01f);
Transform.Translate(pBone->Position());
CGraphics::sMVPBlock.ModelMatrix = Transform.ToMatrix4f();
CGraphics::UpdateMVPBlock();
CDrawUtil::DrawSphere(CColor::skWhite);
// Draw child links
CGraphics::sMVPBlock.ModelMatrix = CMatrix4f::skIdentity;
CGraphics::UpdateMVPBlock();
for (u32 iChild = 0; iChild < pBone->NumChildren(); iChild++)
CDrawUtil::DrawLine(pBone->Position(), pBone->ChildByIndex(iChild)->Position());
}
}

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@ -0,0 +1,49 @@
#ifndef CSKELETON_H
#define CSKELETON_H
#include "CResource.h"
#include "Core/Render/FRenderOptions.h"
#include <Common/TString.h>
#include <Common/types.h>
#include <Math/CVector3f.h>
class CSkeleton;
class CBone
{
friend class CSkeletonLoader;
CSkeleton *mpSkeleton;
CBone *mpParent;
std::vector<CBone*> mChildren;
u32 mID;
CVector3f mPosition;
TString mName;
public:
CBone(CSkeleton *pSkel);
// Accessors
inline u32 ID() const { return mID; }
inline CVector3f Position() const { return mPosition; }
inline u32 NumChildren() const { return mChildren.size(); }
inline CBone* ChildByIndex(u32 Index) const { return mChildren[Index]; }
};
class CSkeleton : public CResource
{
DECLARE_RESOURCE_TYPE(eSkeleton)
friend class CSkeletonLoader;
CBone *mpRootBone;
std::vector<CBone*> mBones;
public:
CSkeleton();
~CSkeleton();
CBone* BoneByID(u32 BoneID) const;
void Draw(FRenderOptions Options);
};
#endif // CSKELETON_H

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@ -99,7 +99,7 @@ CAnimSet* CAnimSetLoader::LoadANCS(IInputStream& rANCS)
pNode->Name = rANCS.ReadString();
pNode->pModel = gResCache.GetResource(rANCS.ReadLong(), "CMDL");
pNode->SkinID = rANCS.ReadLong();
pNode->SkelID = rANCS.ReadLong();
pNode->pSkeleton = gResCache.GetResource(rANCS.ReadLong(), "CINF");
// Unfortunately that's all that's actually supported at the moment. Hope to expand later.
// Since there's no size value I have to actually read the rest of the node to reach the next one

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@ -3,7 +3,6 @@
#include "Core/Resource/CAnimSet.h"
#include "Core/Resource/EGame.h"
#include "Core/Resource/CResCache.h"
class CAnimSetLoader
{

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@ -0,0 +1,90 @@
#include "CSkeletonLoader.h"
#include <Common/Log.h>
#include <vector>
CSkeletonLoader::CSkeletonLoader()
{
}
// ************ STATIC ************
CSkeleton* CSkeletonLoader::LoadCINF(IInputStream& rCINF)
{
CSkeleton *pSkel = new CSkeleton();
u32 NumBones = rCINF.ReadLong();
pSkel->mBones.reserve(NumBones);
// Read bones
struct SBoneInfo
{
u32 ParentID;
std::vector<u32> ChildIDs;
};
std::vector<SBoneInfo> BoneInfo(NumBones);
for (u32 iBone = 0; iBone < NumBones; iBone++)
{
CBone *pBone = new CBone(pSkel);
pSkel->mBones.push_back(pBone);
pBone->mID = rCINF.ReadLong();
BoneInfo[iBone].ParentID = rCINF.ReadLong();
pBone->mPosition = CVector3f(rCINF);
u32 NumLinkedBones = rCINF.ReadLong();
for (u32 iLink = 0; iLink < NumLinkedBones; iLink++)
{
u32 LinkedID = rCINF.ReadLong();
if (LinkedID != BoneInfo[iBone].ParentID)
BoneInfo[iBone].ChildIDs.push_back(LinkedID);
}
}
// Fill in bone info
for (u32 iBone = 0; iBone < NumBones; iBone++)
{
CBone *pBone = pSkel->mBones[iBone];
SBoneInfo& rInfo = BoneInfo[iBone];
pBone->mpParent = pSkel->BoneByID(rInfo.ParentID);
for (u32 iChild = 0; iChild < rInfo.ChildIDs.size(); iChild++)
{
u32 ChildID = rInfo.ChildIDs[iChild];
CBone *pChild = pSkel->BoneByID(ChildID);
if (pChild)
pBone->mChildren.push_back(pChild);
else
Log::FileError(rCINF.GetSourceString(), "Bone " + TString::FromInt32(pBone->mID, 0, 10) + " has invalid child ID: " + TString::FromInt32(ChildID, 0, 10));
}
if (!pBone->mpParent)
{
if (!pSkel->mpRootBone)
pSkel->mpRootBone = pBone;
else
Log::FileError(rCINF.GetSourceString(), "Multiple root bones?");
}
}
// Skip bone ID array
u32 NumBoneIDs = rCINF.ReadLong();
rCINF.Seek(NumBoneIDs * 4, SEEK_CUR);
// Read bone names
u32 NumBoneNames = rCINF.ReadLong();
for (u32 iName = 0; iName < NumBoneNames; iName++)
{
TString Name = rCINF.ReadString();
u32 BoneID = rCINF.ReadLong();
pSkel->BoneByID(BoneID)->mName = Name;
}
return pSkel;
}

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@ -0,0 +1,19 @@
#ifndef CSKELETONLOADER_H
#define CSKELETONLOADER_H
#include "Core/Resource/CSkeleton.h"
#include "Core/Resource/EGame.h"
#include "Core/Resource/TResPtr.h"
class CSkeletonLoader
{
TResPtr<CSkeleton> mpSkeleton;
EGame mVersion;
CSkeletonLoader();
public:
static CSkeleton* LoadCINF(IInputStream& rCINF);
};
#endif // CSKELETONLOADER_H

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@ -0,0 +1,64 @@
#include "CCharacterNode.h"
#include <Core/Render/CRenderer.h>
CCharacterNode::CCharacterNode(CScene *pScene, u32 NodeID, CAnimSet *pChar /*= 0*/, CSceneNode *pParent /*= 0*/)
: CSceneNode(pScene, NodeID, pParent)
{
SetCharacter(pChar);
}
ENodeType CCharacterNode::NodeType()
{
return eCharacterNode;
}
void CCharacterNode::PostLoad()
{
if (mpCharacter)
{
for (u32 iChar = 0; iChar < mpCharacter->NumNodes(); iChar++)
mpCharacter->NodeModel(iChar)->BufferGL();
}
}
void CCharacterNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& /*rkViewInfo*/)
{
if (!mpCharacter) return;
if (mpCharacter->NodeSkeleton(mActiveCharSet))
{
pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawMesh);
}
}
void CCharacterNode::Draw(FRenderOptions Options, int /*ComponentIndex*/, const SViewInfo& /*rkViewInfo*/)
{
CSkeleton *pSkel = mpCharacter->NodeSkeleton(mActiveCharSet);
pSkel->Draw(Options);
}
SRayIntersection CCharacterNode::RayNodeIntersectTest(const CRay& /*rkRay*/, u32 /*AssetID*/, const SViewInfo& /*rkViewInfo*/)
{
// Not currently doing any ray checks on character nodes so don't care about this right now.
return SRayIntersection();
}
void CCharacterNode::SetCharacter(CAnimSet *pChar)
{
mpCharacter = pChar;
SetActiveCharSet(0);
if (!mpCharacter)
mLocalAABox = CAABox::skOne;
}
void CCharacterNode::SetActiveCharSet(u32 CharIndex)
{
mActiveCharSet = CharIndex;
if (mpCharacter)
{
mLocalAABox = mpCharacter->NodeModel(CharIndex)->AABox();
MarkTransformChanged();
}
}

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@ -0,0 +1,27 @@
#ifndef CCHARACTERNODE_H
#define CCHARACTERNODE_H
#include "CSceneNode.h"
#include "Core/Resource/CAnimSet.h"
class CCharacterNode : public CSceneNode
{
TResPtr<CAnimSet> mpCharacter;
u32 mActiveCharSet;
public:
explicit CCharacterNode(CScene *pScene, u32 NodeID, CAnimSet *pChar = 0, CSceneNode *pParent = 0);
virtual ENodeType NodeType();
virtual void PostLoad();
virtual void AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo);
virtual void Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& rkViewInfo);
virtual SRayIntersection RayNodeIntersectTest(const CRay& rkRay, u32 AssetID, const SViewInfo& rkViewInfo);
inline CAnimSet* Character() const { return mpCharacter; }
inline u32 ActiveCharSet() const { return mActiveCharSet; }
void SetCharacter(CAnimSet *pChar);
void SetActiveCharSet(u32 CharIndex);
};
#endif // CCHARACTERNODE_H

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@ -7,12 +7,13 @@ enum ENodeType
{
eRootNode = 0x0,
eModelNode = 0x1,
eStaticNode = 0x2,
eCollisionNode = 0x4,
eScriptNode = 0x8,
eScriptExtraNode = 0x10,
eLightNode = 0x20,
eAllNodeTypes = 0x3F
eCharacterNode = 0x2,
eStaticNode = 0x4,
eCollisionNode = 0x8,
eScriptNode = 0x10,
eScriptExtraNode = 0x20,
eLightNode = 0x40,
eAllNodeTypes = 0x7F
};
DECLARE_FLAGS(ENodeType, FNodeFlags)

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@ -21,8 +21,10 @@ CStartWindow::CStartWindow(QWidget *parent)
mpWorld = nullptr;
mpWorldEditor = new CWorldEditor(0);
mpModelEditor = new CModelEditorWindow(this);
mpCharEditor = new CCharacterEditor(this);
connect(ui->ActionAbout, SIGNAL(triggered()), this, SLOT(About()));
connect(ui->ActionCharacterEditor, SIGNAL(triggered()), this, SLOT(LaunchCharacterEditor()));
}
CStartWindow::~CStartWindow()
@ -30,6 +32,7 @@ CStartWindow::~CStartWindow()
delete ui;
delete mpWorldEditor;
delete mpModelEditor;
delete mpCharEditor;
}
void CStartWindow::closeEvent(QCloseEvent *pEvent)
@ -237,6 +240,11 @@ void CStartWindow::on_actionExtract_PAK_triggered()
}
}
void CStartWindow::LaunchCharacterEditor()
{
mpCharEditor->show();
}
void CStartWindow::About()
{
CAboutDialog Dialog(this);

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@ -3,6 +3,7 @@
#include "WorldEditor/CWorldEditor.h"
#include "ModelEditor/CModelEditorWindow.h"
#include "CharacterEditor/CCharacterEditor.h"
#include <Core/Resource/CWorld.h>
#include <Core/Resource/CResCache.h>
@ -22,6 +23,7 @@ class CStartWindow : public QMainWindow
CWorldEditor *mpWorldEditor;
CModelEditorWindow *mpModelEditor;
CCharacterEditor *mpCharEditor;
public:
explicit CStartWindow(QWidget *pParent = 0);
@ -35,6 +37,8 @@ private slots:
void on_LaunchWorldEditorButton_clicked();
void on_actionLaunch_model_viewer_triggered();
void on_actionExtract_PAK_triggered();
void LaunchCharacterEditor();
void About();
private:

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@ -229,6 +229,7 @@
<string>Tools</string>
</property>
<addaction name="actionLaunch_model_viewer"/>
<addaction name="ActionCharacterEditor"/>
</widget>
<widget class="QMenu" name="menuHelp">
<property name="title">
@ -257,7 +258,7 @@
</action>
<action name="actionLaunch_model_viewer">
<property name="text">
<string>Launch model viewer</string>
<string>Launch model editor</string>
</property>
</action>
<action name="ActionAbout">
@ -265,6 +266,11 @@
<string>About</string>
</property>
</action>
<action name="ActionCharacterEditor">
<property name="text">
<string>Launch character editor</string>
</property>
</action>
</widget>
<resources/>
<connections/>

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@ -0,0 +1,75 @@
#include "CCharacterEditor.h"
#include "ui_CCharacterEditor.h"
#include "Editor/UICommon.h"
#include <QFileDialog>
CCharacterEditor::CCharacterEditor(QWidget *parent)
: QMainWindow(parent)
, ui(new Ui::CCharacterEditor)
, mpScene(new CScene())
, mpCharNode(new CCharacterNode(mpScene, -1))
{
ui->setupUi(this);
ui->Viewport->SetNode(mpCharNode);
CCamera& rCamera = ui->Viewport->Camera();
rCamera.Snap(CVector3f(0, 3, 1));
rCamera.SetOrbit(CVector3f(0, 0, 1), 3.f);
rCamera.SetMoveSpeed(0.5f);
// Init UI
mpCharComboBox = new QComboBox(this);
mpCharComboBox->setMinimumWidth(175);
ui->ToolBar->addSeparator();
ui->ToolBar->addWidget(mpCharComboBox);
connect(&mRefreshTimer, SIGNAL(timeout()), this, SLOT(RefreshViewport()));
mRefreshTimer.start(0);
connect(mpCharComboBox, SIGNAL(currentIndexChanged(int)), this, SLOT(SetActiveCharacterIndex(int)));
connect(ui->ActionOpen, SIGNAL(triggered()), this, SLOT(Open()));
}
CCharacterEditor::~CCharacterEditor()
{
delete ui;
}
// ************ PUBLIC SLOTS ************
void CCharacterEditor::Open()
{
QString CharFilename = QFileDialog::getOpenFileName(this, "Open Character", "", "Animation Character Set (*.ANCS)");
if (CharFilename.isEmpty()) return;
TResPtr<CAnimSet> pSet = gResCache.GetResource(CharFilename.toStdString());
if (pSet)
{
mpCharNode->SetCharacter(pSet);
setWindowTitle("Prime World Editor - Character Editor: " + TO_QSTRING(pSet->Source()));
// Set up character combo box
mpCharComboBox->blockSignals(true);
mpCharComboBox->clear();
for (u32 iChar = 0; iChar < pSet->NumNodes(); iChar++)
mpCharComboBox->addItem( TO_QSTRING(pSet->NodeName(iChar)) );
SetActiveCharacterIndex(0);
mpCharComboBox->blockSignals(false);
}
gResCache.Clean();
}
void CCharacterEditor::RefreshViewport()
{
ui->Viewport->ProcessInput();
ui->Viewport->Render();
}
void CCharacterEditor::SetActiveCharacterIndex(int CharIndex)
{
mpCharNode->SetActiveCharSet((u32) CharIndex);
}

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@ -0,0 +1,37 @@
#ifndef CCHARACTEREDITOR_H
#define CCHARACTEREDITOR_H
#include "CCharacterEditorViewport.h"
#include <Core/Scene/CScene.h>
#include <Core/Scene/CCharacterNode.h>
#include <QComboBox>
#include <QMainWindow>
#include <QTimer>
namespace Ui {
class CCharacterEditor;
}
class CCharacterEditor : public QMainWindow
{
Q_OBJECT
Ui::CCharacterEditor *ui;
CScene *mpScene;
CCharacterNode *mpCharNode;
QComboBox *mpCharComboBox;
QTimer mRefreshTimer;
public:
explicit CCharacterEditor(QWidget *parent = 0);
~CCharacterEditor();
public slots:
void Open();
void RefreshViewport();
void SetActiveCharacterIndex(int CharIndex);
};
#endif // CCHARACTEREDITORWINDOW_H

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@ -0,0 +1,93 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>CCharacterEditor</class>
<widget class="QMainWindow" name="CCharacterEditor">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>1054</width>
<height>634</height>
</rect>
</property>
<property name="windowTitle">
<string>Prime World Editor - Character Editor</string>
</property>
<widget class="QWidget" name="CentralWidget">
<layout class="QVBoxLayout" name="verticalLayout">
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<widget class="CCharacterEditorViewport" name="Viewport" native="true"/>
</item>
</layout>
</widget>
<widget class="QMenuBar" name="MenuBar">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>1054</width>
<height>21</height>
</rect>
</property>
<widget class="QMenu" name="MenuFile">
<property name="title">
<string>File</string>
</property>
<addaction name="ActionOpen"/>
</widget>
<addaction name="MenuFile"/>
</widget>
<widget class="QStatusBar" name="StatusBar"/>
<widget class="QToolBar" name="ToolBar">
<property name="windowTitle">
<string>toolBar</string>
</property>
<attribute name="toolBarArea">
<enum>TopToolBarArea</enum>
</attribute>
<attribute name="toolBarBreak">
<bool>false</bool>
</attribute>
<addaction name="ActionOpen"/>
</widget>
<action name="ActionOpen">
<property name="icon">
<iconset resource="../Icons.qrc">
<normaloff>:/icons/Open.png</normaloff>:/icons/Open.png</iconset>
</property>
<property name="text">
<string>Open</string>
</property>
<property name="toolTip">
<string>Open</string>
</property>
<property name="shortcut">
<string>Ctrl+O</string>
</property>
</action>
</widget>
<customwidgets>
<customwidget>
<class>CCharacterEditorViewport</class>
<extends>QWidget</extends>
<header>Editor/CharacterEditor/CCharacterEditorViewport.h</header>
<container>1</container>
</customwidget>
</customwidgets>
<resources>
<include location="../Icons.qrc"/>
</resources>
<connections/>
</ui>

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@ -0,0 +1,45 @@
#include "CCharacterEditorViewport.h"
CCharacterEditorViewport::CCharacterEditorViewport(QWidget *pParent /*= 0*/)
: CBasicViewport(pParent)
, mpCharNode(nullptr)
{
mpRenderer = new CRenderer();
mpRenderer->SetViewportSize(width(), height());
mpRenderer->SetClearColor(CColor(0.3f, 0.3f, 0.3f));
mpRenderer->ToggleGrid(true);
mViewInfo.pRenderer = mpRenderer;
mViewInfo.pScene = nullptr;
mViewInfo.GameMode = false;
}
CCharacterEditorViewport::~CCharacterEditorViewport()
{
delete mpRenderer;
}
void CCharacterEditorViewport::SetNode(CCharacterNode *pNode)
{
mpCharNode = pNode;
}
void CCharacterEditorViewport::Paint()
{
mpRenderer->BeginFrame();
mCamera.LoadMatrices();
CDrawUtil::DrawGrid();
if (mpCharNode)
{
mpCharNode->AddToRenderer(mpRenderer, mViewInfo);
mpRenderer->RenderBuckets(mViewInfo);
}
mpRenderer->EndFrame();
}
void CCharacterEditorViewport::OnResize()
{
mpRenderer->SetViewportSize(width(), height());
}

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@ -0,0 +1,20 @@
#ifndef CCHARACTEREDITORVIEWPORT_H
#define CCHARACTEREDITORVIEWPORT_H
#include "Editor/CBasicViewport.h"
#include <Core/Scene/CCharacterNode.h>
class CCharacterEditorViewport : public CBasicViewport
{
CCharacterNode *mpCharNode;
CRenderer *mpRenderer;
public:
CCharacterEditorViewport(QWidget *pParent = 0);
~CCharacterEditorViewport();
void SetNode(CCharacterNode *pNode);
void Paint();
void OnResize();
};
#endif // CCHARACTEREDITORVIEWPORT_H

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@ -156,7 +156,9 @@ HEADERS += \
Undo/CPasteNodesCommand.h \
CPakToolDialog.h \
WorldEditor/CRepackInfoDialog.h \
CAboutDialog.h
CAboutDialog.h \
CharacterEditor/CCharacterEditor.h \
CharacterEditor/CCharacterEditorViewport.h
# Source Files
SOURCES += \
@ -213,7 +215,9 @@ SOURCES += \
Undo/CCloneSelectionCommand.cpp \
Undo/CPasteNodesCommand.cpp \
WorldEditor/CRepackInfoDialog.cpp \
CAboutDialog.cpp
CAboutDialog.cpp \
CharacterEditor/CCharacterEditor.cpp \
CharacterEditor/CCharacterEditorViewport.cpp
# UI Files
FORMS += \
@ -233,4 +237,5 @@ FORMS += \
WorldEditor/CLinkDialog.ui \
WorldEditor/CSelectInstanceDialog.ui \
WorldEditor/CRepackInfoDialog.ui \
CAboutDialog.ui
CAboutDialog.ui \
CharacterEditor/CCharacterEditor.ui