Merge branch 'master' into ContentExporting

This commit is contained in:
parax0 2017-01-29 07:33:14 -07:00
commit 678ca01fb1
29 changed files with 895 additions and 187 deletions

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@ -1,17 +1,33 @@
#version 330 core
// Input
in vec2 TexCoord;
in vec4 LightColor;
// Output
out vec4 PixelColor;
// Uniforms
uniform sampler2D Texture;
uniform vec4 TintColor;
// Functions
float InterpolateDecelerate(float Min, float Max, float t, float Factor)
{
float Alpha = (1.0 - pow(1.0 - t, Factor));
return mix(Min, Max, Alpha);
}
// Main
void main()
{
PixelColor = vec4(texture(Texture, TexCoord).rgb, 0) * TintColor;
const float kMaxDepth = 75.0; // Controls the max depth range that kDepthTintNear and kDepthTintFar are interpolated between
const float kDepthTintNear = 0.0; // Sets the pixel color offset for pixels close to the screen
const float kDepthTintFar = -0.2; // Sets the pixel color offset for pixels far from the screen
const float kDepthCurveFactor = 2; // Controls the strength of the interpolation curve (higher = color chabges faster from up close and slower from further away)
// Apply some fake fog so pixels closer to the camera appear slightly brighter
float Depth = ( (2.0 * gl_FragCoord.z - gl_DepthRange.near - gl_DepthRange.far) / (gl_DepthRange.far - gl_DepthRange.near) ) / gl_FragCoord.w;
float DepthAlpha = min(Depth, kMaxDepth) / kMaxDepth;
DepthAlpha = clamp(DepthAlpha, 0.0, 1.0);
float DepthTint = InterpolateDecelerate(kDepthTintNear, kDepthTintFar, DepthAlpha, kDepthCurveFactor);
PixelColor = (LightColor + vec4(DepthTint, DepthTint, DepthTint, 1.0)) * TintColor;
}

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@ -1,11 +1,11 @@
// This shader will be obsoleted soon when the collision rendering is improved
#version 330 core
// Input
layout(location = 0) in vec3 Position;
layout(location = 0) in vec3 RawPosition;
layout(location = 1) in vec3 RawNormal;
// Output
out vec2 TexCoord;
out vec4 LightColor;
// Uniforms
layout(std140) uniform MVPBlock
@ -15,14 +15,28 @@ layout(std140) uniform MVPBlock
mat4 ProjMtx;
};
uniform bool IsFloor;
uniform bool IsUnstandable;
// Main
void main()
{
mat4 MVP = ModelMtx * ViewMtx * ProjMtx;
gl_Position = vec4(Position, 1) * MVP;
const vec3 kLightDir = normalize( vec3(0.3, 0, -1) ); // Sets the direction of the light
const float kLightColorMin = 0.5; // Sets the minimum light color (color of a vertex facing away from the light)
const float kLightColorMax = 0.9; // Sets the maximum light color (color of a vertex facing towards the light)
// UV Generation
float avg = (Position.x + Position.z) / 2;
TexCoord.x = avg;
TexCoord.y = Position.y + (avg / 2);
// Calculate vertex position
mat4 MVP = ModelMtx * ViewMtx * ProjMtx;
gl_Position = vec4(RawPosition, 1) * MVP;
// Apply some simple lighting
float LightDot = dot(RawNormal, kLightDir);
float Alpha = (-LightDot + 1.0) / 2;
float LightAlpha = mix(kLightColorMin, kLightColorMax, Alpha);
LightColor = vec4(LightAlpha, LightAlpha, LightAlpha, 1.0);
// If this is not a floor, make the surface significantly darker
// The surface is considered a floor if IsFloor is true OR if the floor normal Z is greater than 0.85
float FloorMul = (!IsUnstandable && (IsFloor || RawNormal.z > 0.85)) ? 1.0 : 0.5;
LightColor *= FloorMul;
}

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@ -5,7 +5,7 @@ EXTERNALS_DIR = $$PWD/../externals
PWE_MAIN_INCLUDE = $$PWD
DEFINES += 'APP_NAME=\"\\\"Prime World Editor\\\"\"' \
'APP_VERSION=\"\\\"1.1.0\\\"\"'
'APP_VERSION=\"\\\"1.1.1\\\"\"'
PUBLIC_RELEASE {
DEFINES += 'PUBLIC_RELEASE=1' \

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@ -409,12 +409,22 @@ public:
inline u32 ToInt32(int Base = 16) const
{
return std::stoul(mInternalString, nullptr, Base);
try {
return std::stoul(mInternalString, nullptr, Base);
}
catch(...) {
return 0;
}
}
inline u64 ToInt64(int Base = 16) const
{
return std::stoull(mInternalString, nullptr, Base);
try {
return std::stoull(mInternalString, nullptr, Base);
}
catch(...) {
return 0;
}
}
void ToInt128(CharType* pOut, int Base = 16) const
@ -531,6 +541,10 @@ public:
if (HasPrefix)
Str = Str.ChopFront(2);
// If the string is empty other than the prefix, then this is not a valid hex string
if (Str.IsEmpty())
return false;
// If we have a variable width then assign the width value to the string size
Width = Str.Size();
}

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@ -183,6 +183,7 @@ HEADERS += \
Render/EDepthGroup.h \
Scene/CScriptAttachNode.h \
ScriptExtra/CSandwormExtra.h \
Resource/CCollisionMaterial.h \
GameProject/CGameProject.h \
GameProject/CPackage.h \
GameProject/CGameExporter.h \
@ -298,6 +299,7 @@ SOURCES += \
Resource/Model/EVertexAttribute.cpp \
Scene/CScriptAttachNode.cpp \
ScriptExtra/CSandwormExtra.cpp \
Resource/CCollisionMaterial.cpp \
GameProject/CGameProject.cpp \
GameProject/CGameExporter.cpp \
GameProject/CResourceStore.cpp \

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@ -329,15 +329,23 @@ void CDrawUtil::UseTextureShader(const CColor& TintColor)
CMaterial::KillCachedMaterial();
}
void CDrawUtil::UseCollisionShader(const CColor& TintColor /*= CColor::skWhite*/)
void CDrawUtil::UseCollisionShader(bool IsFloor, bool IsUnstandable, const CColor& TintColor /*= CColor::skWhite*/)
{
Init();
mpCollisionShader->SetCurrent();
LoadCheckerboardTexture(0);
// Force blend mode to opaque + set alpha to 0 to ensure collision geometry isn't bloomed
glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ZERO);
static GLuint TintColorLoc = mpCollisionShader->GetUniformLocation("TintColor");
glUniform4f(TintColorLoc, TintColor.R, TintColor.G, TintColor.B, TintColor.A);
static GLuint IsFloorLoc = mpCollisionShader->GetUniformLocation("IsFloor");
glUniform1i(IsFloorLoc, IsFloor ? 1 : 0);
static GLuint IsUnstandableLoc = mpCollisionShader->GetUniformLocation("IsUnstandable");
glUniform1i(IsUnstandableLoc, IsUnstandable ? 1 : 0);
CMaterial::KillCachedMaterial();
}

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@ -89,7 +89,7 @@ public:
static void UseColorShaderLighting(const CColor& Color);
static void UseTextureShader();
static void UseTextureShader(const CColor& TintColor);
static void UseCollisionShader(const CColor& TintColor = CColor::skWhite);
static void UseCollisionShader(bool IsFloor, bool IsUnstandable, const CColor& TintColor = CColor::skWhite);
static CShader* GetTextShader();
static void LoadCheckerboardTexture(u32 GLTextureUnit);

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@ -1,11 +1,34 @@
#ifndef SVIEWINFO
#define SVIEWINFO
#include "Core/Resource/CCollisionMaterial.h"
#include "Core/Scene/FShowFlags.h"
#include <Math/CFrustumPlanes.h>
#include <Math/CMatrix4f.h>
#include <Math/CRay.h>
struct SCollisionRenderSettings
{
u64 HighlightMask;
u64 HideMask;
CCollisionMaterial HideMaterial;
bool DrawWireframe;
bool DrawBackfaces;
bool DrawAreaCollisionBounds;
bool TintWithSurfaceColor;
bool TintUnwalkableTris;
SCollisionRenderSettings()
: HighlightMask(0)
, HideMask(0)
, DrawWireframe(true)
, DrawBackfaces(false)
, DrawAreaCollisionBounds(true)
, TintWithSurfaceColor(true)
, TintUnwalkableTris(true) {}
};
struct SViewInfo
{
class CScene *pScene;
@ -14,6 +37,7 @@ struct SViewInfo
bool GameMode;
FShowFlags ShowFlags;
SCollisionRenderSettings CollisionSettings;
CFrustumPlanes ViewFrustum;
CMatrix4f RotationOnlyViewMatrix;
};

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@ -0,0 +1,83 @@
#include "CCollisionMaterial.h"
#include <Common/AssertMacro.h>
#include <unordered_map>
ECollisionFlag CCollisionMaterial::SurfaceType(EGame Game) const
{
// Arrays determining the type hierarchy for each game.
// Flags earlier in the list take priority over flags later in the list.
static const ECollisionFlag skPrimeTypeHierarchy[] = {
eCF_Organic, eCF_Wood, eCF_Sand, eCF_Shield, eCF_Glass, eCF_Mud, eCF_SlowMud,
eCF_Snow, eCF_Lava, eCF_Dirt, eCF_Phazon, eCF_MetalGrating, eCF_Ice, eCF_Grass,
eCF_Metal, eCF_Stone
};
static const ECollisionFlag skEchoesTypeHierarchy[] = {
eCF_Rubber, eCF_Organic, eCF_Wood, eCF_Web, eCF_MothSeedOrganics, eCF_Sand,
eCF_Shield, eCF_Fabric, eCF_Snow, eCF_Glass, eCF_AltMetal, eCF_Dirt, eCF_Phazon,
eCF_MetalGrating, eCF_Ice, eCF_Grass, eCF_Metal, eCF_Stone
};
// Determine which list we should use.
const ECollisionFlag* pkFlagArray;
u32 Num;
if (Game <= ePrime)
{
pkFlagArray = skPrimeTypeHierarchy;
Num = sizeof(skPrimeTypeHierarchy) / sizeof(ECollisionFlag);
}
else
{
pkFlagArray = skEchoesTypeHierarchy;
Num = sizeof(skEchoesTypeHierarchy) / sizeof(ECollisionFlag);
}
// Locate type.
for (u32 iType = 0; iType < Num; iType++)
{
if (*this & pkFlagArray[iType])
return pkFlagArray[iType];
}
return eCF_Unknown;
}
// Type-to-color mappings
const std::unordered_map<ECollisionFlag, CColor> gkTypeToColor = {
{ eCF_Stone, CColor::Integral(220, 215, 160) }, // Brownish/greenish
{ eCF_Metal, CColor::Integral(143, 143, 143) }, // Gray
{ eCF_Grass, CColor::Integral( 90, 150, 70) }, // Green
{ eCF_Ice, CColor::Integral(200, 255, 255) }, // Light blue
{ eCF_MetalGrating, CColor::Integral(180, 180, 180) }, // Gray
{ eCF_Phazon, CColor::Integral( 0, 128, 255) }, // Blue
{ eCF_Dirt, CColor::Integral(107, 84, 40) }, // Brown
{ eCF_Lava, CColor::Integral(200, 30, 30) }, // Red
{ eCF_AltMetal, CColor::Integral(100, 100, 100) }, // Gray
{ eCF_Snow, CColor::Integral(230, 255, 255) }, // *Very* light blue
{ eCF_Fabric, CColor::Integral( 64, 133, 236) }, // Blue
{ eCF_SlowMud, CColor::Integral(109, 91, 66) }, // Brown
{ eCF_Mud, CColor::Integral(121, 106, 84) }, // Brown
{ eCF_Glass, CColor::Integral(172, 209, 254) }, // Greenish blue
{ eCF_Shield, CColor::Integral(230, 250, 60) }, // Yellow
{ eCF_Sand, CColor::Integral(225, 188, 133) }, // Light brown
{ eCF_MothSeedOrganics, CColor::Integral(172, 170, 202) }, // Light purple
{ eCF_Web, CColor::Integral(191, 176, 162) }, // Light grayish/brown
{ eCF_Wood, CColor::Integral(139, 90, 43) }, // Brown
{ eCF_Organic, CColor::Integral(130, 130, 250) }, // Purple
{ eCF_Rubber, CColor::Integral( 58, 58, 58) } // Black
};
CColor CCollisionMaterial::SurfaceColor(EGame Game) const
{
ECollisionFlag SurfType = SurfaceType(Game);
auto FindColor = gkTypeToColor.find(SurfType);
return (FindColor == gkTypeToColor.end() ? CColor::skWhite : FindColor->second);
}
bool CCollisionMaterial::IsFloor() const
{
return HasFlag(eCF_Floor) && !HasFlag(eCF_JumpNotAllowed);
}
bool CCollisionMaterial::IsUnstandable(EGame Game) const
{
return HasFlag(eCF_JumpNotAllowed) || (Game >= eEchoesDemo && !HasFlag(eCF_Floor) && HasAnyFlags(eCF_Wall | eCF_Ceiling));
}

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@ -0,0 +1,66 @@
#ifndef CCOLLISIONMATERIAL
#define CCOLLISIONMATERIAL
#include <Common/CColor.h>
#include <Common/EGame.h>
#include <Common/Flags.h>
// Game-neutral collision property flags.
// IMPORTANT: This is an incomplete list. Keep in mind that MP2, MP3, and DKCR store
// collision materials via a 64-bit flag where every bit is used, and some flags differ
// between games. Therefore a single enum doesn't have the resolution to represent EVERY
// flag from EVERY game. In the future, the storage medium needs to be changed to a struct,
// OR we need to be okay with excluding certain flags (which we probably are, because a
// lot of them aren't meant to be used by collision geometry, such as the "Player" flag).
enum ECollisionFlag
{
eCF_Unknown = 0x00000001,
eCF_Stone = 0x00000002,
eCF_Metal = 0x00000004,
eCF_Grass = 0x00000008,
eCF_Ice = 0x00000010,
eCF_MetalGrating = 0x00000020,
eCF_Phazon = 0x00000040,
eCF_Dirt = 0x00000080,
eCF_Lava = 0x00000100,
eCF_AltMetal = 0x00000200,
eCF_Snow = 0x00000400,
eCF_Fabric = 0x00000800,
eCF_SlowMud = 0x00001000,
eCF_Mud = 0x00002000,
eCF_Glass = 0x00004000,
eCF_Shield = 0x00008000,
eCF_Sand = 0x00010000,
eCF_MothSeedOrganics = 0x00020000,
eCF_Web = 0x00040000,
eCF_Wood = 0x00080000,
eCF_Organic = 0x00100000,
eCF_Rubber = 0x00200000,
eCF_ShootThru = 0x00400000,
eCF_CameraThru = 0x00800000,
eCF_ScanThru = 0x01000000,
eCF_AiWalkThru = 0x02000000,
eCF_FlippedTri = 0x04000000,
eCF_Ceiling = 0x08000000,
eCF_Wall = 0x10000000,
eCF_Floor = 0x20000000,
eCF_AiBlock = 0x40000000,
eCF_JumpNotAllowed = 0x80000000
};
class CCollisionMaterial : public TFlags<ECollisionFlag>
{
friend class CCollisionLoader;
u64 mRawFlags;
public:
ECollisionFlag SurfaceType(EGame Game) const;
CColor SurfaceColor(EGame Game) const;
bool IsFloor() const;
bool IsUnstandable(EGame Game) const;
inline u64 RawFlags() const { return mRawFlags; }
};
#endif // CCOLLISIONMATERIAL

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@ -1,10 +1,11 @@
#include "CCollisionMesh.h"
#include "Core/Render/CRenderer.h"
#include "Core/Render/CDrawUtil.h"
#include <Common/AssertMacro.h>
CCollisionMesh::CCollisionMesh()
{
mVBO.SetVertexDesc(ePosition);
mVBO.SetVertexDesc(ePosition | eNormal);
mVertexCount = 0;
mLineCount = 0;
mFaceCount = 0;
@ -31,23 +32,39 @@ void CCollisionMesh::BufferGL()
mBuffered = false;
}
// Add all the verts to our VBO, first...
mVBO.Reserve(mCollisionVertices.size());
for (u16 iVtx = 0; iVtx < mCollisionVertices.size(); iVtx++)
mVBO.AddVertex(CVertex(mCollisionVertices[iVtx].Pos));
// Create new list of collision faces sorted by material index
std::vector<CCollisionFace> SortedTris = mCollisionFaces;
std::sort(SortedTris.begin(), SortedTris.end(), [](CCollisionFace& rLeft, CCollisionFace& rRight) -> bool {
return rLeft.MaterialIdx < rRight.MaterialIdx;
});
// Then add all the relevant indices to the IBO
mIBO.Reserve(mCollisionFaces.size() * 3);
for (u32 iVtx = 0; iVtx < mCollisionFaces.size(); iVtx++)
// Add all the relevant indices to the IBO
mVBO.Reserve(SortedTris.size() * 3);
mIBO.Reserve(SortedTris.size() * 3);
mMaterialOffsets.reserve(mMaterials.size());
u32 CurMat = 0;
for (u32 iTri = 0; iTri < SortedTris.size(); iTri++)
{
u16 Verts[3];
CCollisionFace *pFace = &mCollisionFaces[iVtx];
CCollisionFace *pFace = &SortedTris[iTri];
CCollisionLine *pLineA = GetLine(pFace->Lines[0]);
CCollisionLine *pLineB = GetLine(pFace->Lines[1]);
Verts[0] = pLineA->Vertices[0];
Verts[1] = pLineA->Vertices[1];
// Check if we've reached a new material
if (pFace->MaterialIdx != CurMat)
{
while (CurMat != pFace->MaterialIdx)
{
mMaterialOffsets.push_back(mIBO.GetSize());
CurMat++;
}
}
// We have two vertex indices; the last one is one of the ones on line B, but we're not sure which one
if ((pLineB->Vertices[0] != Verts[0]) &&
(pLineB->Vertices[0] != Verts[1]))
@ -56,17 +73,40 @@ void CCollisionMesh::BufferGL()
Verts[2] = pLineB->Vertices[1];
// Some faces have a property that indicates they need to be inverted
if (!pFace->Properties.Invert)
mIBO.AddIndices(&Verts[0], 3);
else
if (GetMaterial(pFace->MaterialIdx) & eCF_FlippedTri)
{
mIBO.AddIndex(Verts[2]);
mIBO.AddIndex(Verts[1]);
mIBO.AddIndex(Verts[0]);
u16 V0 = Verts[0];
Verts[0] = Verts[2];
Verts[2] = V0;
}
// Generate vertices - we don't share vertices between triangles in order to get the generated normals looking correct
CCollisionVertex& rVert0 = mCollisionVertices[Verts[0]];
CCollisionVertex& rVert1 = mCollisionVertices[Verts[1]];
CCollisionVertex& rVert2 = mCollisionVertices[Verts[2]];
CVector3f V0toV1 = (rVert1.Pos - rVert0.Pos).Normalized();
CVector3f V0toV2 = (rVert2.Pos - rVert0.Pos).Normalized();
CVector3f FaceNormal = V0toV1.Cross(V0toV2).Normalized();
for (u32 iVtx = 0; iVtx < 3; iVtx++)
{
CVertex Vtx;
Vtx.Position = mCollisionVertices[ Verts[iVtx] ].Pos;
Vtx.Normal = FaceNormal;
u16 Index = mVBO.AddVertex(Vtx);
mIBO.AddIndex(Index);
}
}
while (CurMat != mMaterials.size())
{
mMaterialOffsets.push_back(mIBO.GetSize());
CurMat++;
}
ASSERT(mMaterialOffsets.size() == mMaterials.size());
// Buffer, and done
mVBO.Buffer();
mIBO.Buffer();
@ -82,6 +122,29 @@ void CCollisionMesh::Draw()
mVBO.Unbind();
}
void CCollisionMesh::DrawMaterial(u32 MatIdx, bool Wireframe)
{
if (!mBuffered) BufferGL();
ASSERT(MatIdx < mMaterials.size());
mVBO.Bind();
u32 StartIdx = (MatIdx == 0 ? 0 : mMaterialOffsets[MatIdx - 1]);
u32 NumElements = mMaterialOffsets[MatIdx] - StartIdx;
if (Wireframe)
{
CDrawUtil::UseColorShader(CColor::skBlack);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
mIBO.DrawElements(StartIdx, NumElements);
if (Wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
mVBO.Unbind();
}
void CCollisionMesh::DrawWireframe()
{
CDrawUtil::UseColorShader(CColor::skBlack);

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@ -1,6 +1,7 @@
#ifndef CCOLLISIONMESH_H
#define CCOLLISIONMESH_H
#include "CCollisionMaterial.h"
#include "CResource.h"
#include "Core/OpenGL/CVertexBuffer.h"
#include "Core/OpenGL/CIndexBuffer.h"
@ -30,30 +31,24 @@ class CCollisionMesh
SOctreeNode* mpRoot;
};
struct SCollisionProperties
{
// todo: figure out what the other properties are
bool Invert;
};
class CCollisionVertex
{
public:
SCollisionProperties Properties;
u32 MaterialIdx;
CVector3f Pos;
};
class CCollisionLine
{
public:
SCollisionProperties Properties;
u32 MaterialIdx;
u16 Vertices[2];
};
class CCollisionFace
{
public:
SCollisionProperties Properties;
u32 MaterialIdx;
u16 Lines[3];
};
@ -66,10 +61,11 @@ class CCollisionMesh
CAABox mAABox;
CCollisionOctree *mpOctree;
std::vector<u32> mFlags;
std::vector<CCollisionMaterial> mMaterials;
std::vector<CCollisionVertex> mCollisionVertices;
std::vector<CCollisionLine> mCollisionLines;
std::vector<CCollisionFace> mCollisionFaces;
std::vector<u32> mMaterialOffsets;
bool mOctreeLoaded;
CCollisionVertex *GetVertex(u16 Index);
@ -82,7 +78,12 @@ public:
void BufferGL();
void Draw();
void DrawMaterial(u32 MatIdx, bool Wireframe);
void DrawWireframe();
inline u32 NumMaterials() const { return mMaterials.size(); }
inline CCollisionMaterial& GetMaterial(u32 Index) { return mMaterials[Index]; }
inline const CAABox& BoundingBox() const { return mAABox; }
};
#endif // CCOLLISIONMESH_H

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@ -38,27 +38,79 @@ void CCollisionLoader::ParseOBBNode(IInputStream& rDCLN)
void CCollisionLoader::ReadPropertyFlags(IInputStream& rSrc)
{
CCollisionMesh::SCollisionProperties Property;
CCollisionMaterial Material;
u64 RawFlags = (mVersion <= ePrime ? rSrc.ReadLong() : rSrc.ReadLongLong());
Material.mRawFlags = RawFlags;
if (mVersion == ePrime)
if (mVersion <= ePrime)
{
u32 Flag = rSrc.ReadLong();
Property.Invert = (Flag >> 25) & 0x1;
if (RawFlags & 0x00000001) Material |= eCF_Unknown;
if (RawFlags & 0x00000002) Material |= eCF_Stone;
if (RawFlags & 0x00000004) Material |= eCF_Metal;
if (RawFlags & 0x00000008) Material |= eCF_Grass;
if (RawFlags & 0x00000010) Material |= eCF_Ice;
if (RawFlags & 0x00000040) Material |= eCF_MetalGrating;
if (RawFlags & 0x00000080) Material |= eCF_Phazon;
if (RawFlags & 0x00000100) Material |= eCF_Dirt;
if (RawFlags & 0x00000200) Material |= eCF_Lava;
if (RawFlags & 0x00000800) Material |= eCF_Snow;
if (RawFlags & 0x00001000) Material |= eCF_SlowMud;
if (RawFlags & 0x00004000) Material |= eCF_Mud;
if (RawFlags & 0x00008000) Material |= eCF_Glass;
if (RawFlags & 0x00010000) Material |= eCF_Shield;
if (RawFlags & 0x00020000) Material |= eCF_Sand;
if (RawFlags & 0x00040000) Material |= eCF_ShootThru;
if (RawFlags & 0x00200000) Material |= eCF_CameraThru;
if (RawFlags & 0x00400000) Material |= eCF_Wood;
if (RawFlags & 0x00800000) Material |= eCF_Organic;
if (RawFlags & 0x02000000) Material |= eCF_FlippedTri;
if (RawFlags & 0x08000000) Material |= eCF_ScanThru;
if (RawFlags & 0x10000000) Material |= eCF_AiWalkThru;
if (RawFlags & 0x20000000) Material |= eCF_Ceiling;
if (RawFlags & 0x40000000) Material |= eCF_Wall;
if (RawFlags & 0x80000000) Material |= eCF_Floor;
}
else if (mVersion == eEchoes)
else if (mVersion <= eCorruption)
{
u64 Flag = rSrc.ReadLongLong();
Property.Invert = (Flag >> 24) & 0x1;
if (RawFlags & 0x00000001) Material |= eCF_Unknown;
if (RawFlags & 0x00000002) Material |= eCF_Stone;
if (RawFlags & 0x00000004) Material |= eCF_Metal;
if (RawFlags & 0x00000008) Material |= eCF_Grass;
if (RawFlags & 0x00000010) Material |= eCF_Ice;
if (RawFlags & 0x00000040) Material |= eCF_MetalGrating;
if (RawFlags & 0x00000080) Material |= eCF_Phazon;
if (RawFlags & 0x00000100) Material |= eCF_Dirt;
if (RawFlags & 0x00000200) Material |= eCF_AltMetal;
if (RawFlags & 0x00000400) Material |= eCF_Glass;
if (RawFlags & 0x00000800) Material |= eCF_Snow;
if (RawFlags & 0x00001000) Material |= eCF_Fabric;
if (RawFlags & 0x00010000) Material |= eCF_Shield;
if (RawFlags & 0x00020000) Material |= eCF_Sand;
if (RawFlags & 0x00040000) Material |= eCF_MothSeedOrganics;
if (RawFlags & 0x00080000) Material |= eCF_Web;
if (RawFlags & 0x00100000) Material |= eCF_ShootThru;
if (RawFlags & 0x00200000) Material |= eCF_CameraThru;
if (RawFlags & 0x00400000) Material |= eCF_Wood;
if (RawFlags & 0x00800000) Material |= eCF_Organic;
if (RawFlags & 0x01000000) Material |= eCF_FlippedTri;
if (RawFlags & 0x02000000) Material |= eCF_Rubber;
if (RawFlags & 0x08000000) Material |= eCF_ScanThru;
if (RawFlags & 0x10000000) Material |= eCF_AiWalkThru;
if (RawFlags & 0x20000000) Material |= eCF_Ceiling;
if (RawFlags & 0x40000000) Material |= eCF_Wall;
if (RawFlags & 0x80000000) Material |= eCF_Floor;
if (RawFlags & 0x0001000000000000) Material |= eCF_AiBlock;
if (RawFlags & 0x0400000000000000) Material |= eCF_JumpNotAllowed;
}
else if (mVersion == eReturns)
{
u64 Flag = rSrc.ReadLongLong();
Property.Invert = (Flag >> 28) & 0x1;
if (RawFlags & 0x10000000) Material |= eCF_FlippedTri;
}
mProperties.push_back(Property);
mpMesh->mMaterials.push_back(Material);
}
void CCollisionLoader::LoadCollisionIndices(IInputStream &rFile, bool BuildAABox)
@ -89,7 +141,7 @@ void CCollisionLoader::LoadCollisionIndices(IInputStream &rFile, bool BuildAABox
CCollisionMesh::CCollisionLine *pLine = &mpMesh->mCollisionLines[iLine];
pLine->Vertices[0] = rFile.ReadShort();
pLine->Vertices[1] = rFile.ReadShort();
pLine->Properties = mProperties[LineIndices[iLine]];
pLine->MaterialIdx = LineIndices[iLine];
}
// Faces
@ -102,7 +154,7 @@ void CCollisionLoader::LoadCollisionIndices(IInputStream &rFile, bool BuildAABox
pFace->Lines[0] = rFile.ReadShort();
pFace->Lines[1] = rFile.ReadShort();
pFace->Lines[2] = rFile.ReadShort();
pFace->Properties = mProperties[FaceIndices[iFace]];
pFace->MaterialIdx = FaceIndices[iFace];
}
// Echoes introduces a new data chunk; don't know what it is yet, skipping for now
@ -121,7 +173,7 @@ void CCollisionLoader::LoadCollisionIndices(IInputStream &rFile, bool BuildAABox
{
CCollisionMesh::CCollisionVertex *pVtx = &mpMesh->mCollisionVertices[iVtx];
pVtx->Pos = CVector3f(rFile);
pVtx->Properties = mProperties[VtxIndices[iVtx]];
pVtx->MaterialIdx = VtxIndices[iVtx];
if (BuildAABox) Bounds.ExpandBounds(pVtx->Pos);
}
if (BuildAABox) mpMesh->mAABox = Bounds;

View File

@ -10,7 +10,6 @@ class CCollisionLoader
TResPtr<CCollisionMeshGroup> mpGroup;
CCollisionMesh *mpMesh;
EGame mVersion;
std::vector<CCollisionMesh::SCollisionProperties> mProperties;
CCollisionLoader();
CCollisionMesh::CCollisionOctree* ParseOctree(IInputStream& rSrc);

View File

@ -160,6 +160,7 @@ CResource* CScriptTemplate::FindDisplayAsset(CPropertyStruct *pProperties, u32&
for (auto it = mAssets.begin(); it != mAssets.end(); it++)
{
if (it->AssetType == SEditorAsset::eCollision) continue;
CResource *pRes = nullptr;
// File

View File

@ -37,10 +37,56 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
CDrawUtil::UseCollisionShader(TintColor(rkViewInfo));
mpCollision->Draw();
CDrawUtil::UseColorShader(CColor::skTransparentBlack);
mpCollision->DrawWireframe();
// Turn off backface culling
EGame CollisionGame = mpCollision->Game();
bool ForceDisableBackfaceCull = (rkViewInfo.CollisionSettings.DrawBackfaces || CollisionGame == eReturns) && glIsEnabled(GL_CULL_FACE);
if (ForceDisableBackfaceCull)
glDisable(GL_CULL_FACE);
CColor BaseTint = TintColor(rkViewInfo);
for (u32 iMesh = 0; iMesh < mpCollision->NumMeshes(); iMesh++)
{
CCollisionMesh *pMesh = mpCollision->MeshByIndex(iMesh);
for (u32 iMat = 0; iMat < pMesh->NumMaterials(); iMat++)
{
CCollisionMaterial& rMat = pMesh->GetMaterial(iMat);
if (rkViewInfo.CollisionSettings.HideMaterial & rMat)
continue;
if (rkViewInfo.CollisionSettings.HideMask != 0 && (rMat.RawFlags() & rkViewInfo.CollisionSettings.HideMask) != 0)
continue;
CColor Tint = BaseTint;
if (rkViewInfo.CollisionSettings.HighlightMask != 0 && (rMat.RawFlags() & rkViewInfo.CollisionSettings.HighlightMask) == rkViewInfo.CollisionSettings.HighlightMask)
Tint *= CColor::skRed;
else if (CollisionGame != eReturns && rkViewInfo.CollisionSettings.TintWithSurfaceColor)
Tint *= rMat.SurfaceColor(CollisionGame);
bool IsFloor = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.IsFloor() : true) || CollisionGame == eReturns;
bool IsUnstandable = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.IsUnstandable(CollisionGame) : false) && CollisionGame != eReturns;
CDrawUtil::UseCollisionShader(IsFloor, IsUnstandable, Tint);
pMesh->DrawMaterial(iMat, false);
if (rkViewInfo.CollisionSettings.DrawWireframe)
pMesh->DrawMaterial(iMat, true);
}
}
// Restore backface culling setting
if (ForceDisableBackfaceCull)
glEnable(GL_CULL_FACE);
// Draw collision bounds for area collision
// note: right now checking parent is the best way to check whether this node is area collision instead of actor collision
// actor collision will have a script node parent whereas area collision will have a root node parent
if (rkViewInfo.CollisionSettings.DrawAreaCollisionBounds && Parent()->NodeType() == eRootNode && CollisionGame != eReturns)
CDrawUtil::DrawWireCube( mpCollision->MeshByIndex(0)->BoundingBox(), CColor::skRed );
}
void CCollisionNode::RayAABoxIntersectTest(CRayCollisionTester& /*rTester*/, const SViewInfo& /*rkViewInfo*/)

View File

@ -17,7 +17,7 @@
<item>
<widget class="QLabel" name="AboutLabel">
<property name="text">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-size:12pt; font-weight:600;&quot;&gt;%APP_FULL_NAME%&lt;/span&gt;&lt;/p&gt;&lt;p&gt;%APP_NAME% is developed by &lt;span style=&quot; font-weight:600;&quot;&gt;Parax&lt;/span&gt;.&lt;br/&gt;All the games it edits are developed by &lt;span style=&quot; font-weight:600;&quot;&gt;Retro Studios&lt;/span&gt; and published by &lt;span style=&quot; font-weight:600;&quot;&gt;Nintendo&lt;/span&gt;.&lt;/p&gt;&lt;p&gt;Special thanks to:&lt;/p&gt;&lt;p&gt;&lt;ul&gt;&lt;li&gt; The community at &lt;span style=&quot; font-weight:600;&quot;&gt;Metroid2002&lt;/span&gt; that contributed to reverse engineering the game and documenting its internals and file formats; in particular, &lt;span style=&quot; font-weight:600;&quot;&gt;Antidote&lt;/span&gt; and &lt;span style=&quot; font-weight:600;&quot;&gt;jackoalan&lt;/span&gt;, among others!&lt;/li&gt;&lt;li&gt; &lt;span style=&quot; font-weight:600;&quot;&gt;Miles: &lt;/span&gt;In addition to helping reverse engineer a few formats (in particular MLVL and MREA), also contributed greatly to putting together the script object templates and documenting object properties.&lt;/li&gt;&lt;li&gt; &lt;span style=&quot; font-weight:600;&quot;&gt;Bearborg:&lt;/span&gt; Lots of testing and feedback, plus the UI icons and some script object assets.&lt;/li&gt;&lt;li&gt; &lt;span style=&quot; font-weight:600;&quot;&gt;Omega: &lt;/span&gt;Script object assets.&lt;/li&gt;&lt;/ul&gt;Check the &lt;a href=&quot;http://www.metroid2002.com/retromodding/wiki/Retro_Modding_Wiki&quot;&gt;Retro Modding Wiki&lt;/a&gt; for file format documentation.&lt;/p&gt;&lt;p&gt;%APP_NAME% uses &lt;span style=&quot; font-weight:600;&quot;&gt;Assimp&lt;/span&gt; (Open Asset Import Library).&lt;br/&gt;Copyright © 2006-2015 assimp team&lt;br/&gt;All rights reserved.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-size:12pt; font-weight:600;&quot;&gt;%APP_FULL_NAME%&lt;/span&gt;&lt;/p&gt;&lt;p&gt;%APP_NAME% is developed by &lt;span style=&quot; font-weight:600;&quot;&gt;Aruki&lt;/span&gt;.&lt;br/&gt;All the games it edits are developed by &lt;span style=&quot; font-weight:600;&quot;&gt;Retro Studios&lt;/span&gt; and published by &lt;span style=&quot; font-weight:600;&quot;&gt;Nintendo&lt;/span&gt;.&lt;/p&gt;&lt;p&gt;Special thanks to:&lt;/p&gt;&lt;p&gt;&lt;ul&gt;&lt;li&gt; The community at &lt;span style=&quot; font-weight:600;&quot;&gt;Metroid2002&lt;/span&gt; that contributed to reverse engineering the game and documenting its internals and file formats; in particular, &lt;span style=&quot; font-weight:600;&quot;&gt;Antidote&lt;/span&gt; and &lt;span style=&quot; font-weight:600;&quot;&gt;jackoalan&lt;/span&gt;, among others!&lt;/li&gt;&lt;li&gt; &lt;span style=&quot; font-weight:600;&quot;&gt;Claris: &lt;/span&gt;In addition to helping reverse engineer a few formats (in particular MLVL and MREA), also contributed greatly to putting together the script object templates and documenting object properties.&lt;/li&gt;&lt;li&gt; &lt;span style=&quot; font-weight:600;&quot;&gt;Bearborg:&lt;/span&gt; Lots of testing and feedback, plus the UI icons and some script object assets.&lt;/li&gt;&lt;li&gt; &lt;span style=&quot; font-weight:600;&quot;&gt;Omega: &lt;/span&gt;Script object assets.&lt;/li&gt;&lt;/ul&gt;Check the &lt;a href=&quot;http://www.metroid2002.com/retromodding/wiki/Retro_Modding_Wiki&quot;&gt;Retro Modding Wiki&lt;/a&gt; for file format documentation.&lt;/p&gt;&lt;p&gt;%APP_NAME% uses &lt;span style=&quot; font-weight:600;&quot;&gt;Assimp&lt;/span&gt; (Open Asset Import Library).&lt;br/&gt;Copyright © 2006-2015 assimp team&lt;br/&gt;All rights reserved.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="wordWrap">
<bool>true</bool>

View File

@ -64,6 +64,7 @@ public:
CVector2f MouseDeviceCoordinates();
double LastRenderDuration();
inline SCollisionRenderSettings& CollisionRenderSettings() { return mViewInfo.CollisionSettings; }
public slots:
void ProcessInput();
void Render();

View File

@ -163,6 +163,7 @@ HEADERS += \
CGridRenderable.h \
CharacterEditor/CSkeletonHierarchyModel.h \
CLineRenderable.h \
WorldEditor/CCollisionRenderSettingsDialog.h \
CProjectOverviewDialog.h \
ResourceBrowser/CResourceBrowser.h \
ResourceBrowser/CResourceTableModel.h \
@ -229,6 +230,7 @@ SOURCES += \
CharacterEditor/CCharacterEditor.cpp \
CharacterEditor/CCharacterEditorViewport.cpp \
CharacterEditor/CSkeletonHierarchyModel.cpp \
WorldEditor/CCollisionRenderSettingsDialog.cpp \
CProjectOverviewDialog.cpp \
ResourceBrowser/CResourceBrowser.cpp \
CEditorApplication.cpp
@ -253,5 +255,6 @@ FORMS += \
WorldEditor/CRepackInfoDialog.ui \
CAboutDialog.ui \
CharacterEditor/CCharacterEditor.ui \
WorldEditor/CCollisionRenderSettingsDialog.ui \
CProjectOverviewDialog.ui \
ResourceBrowser/CResourceBrowser.ui

View File

@ -0,0 +1,115 @@
#include "CCollisionRenderSettingsDialog.h"
#include "ui_CCollisionRenderSettingsDialog.h"
#include "CWorldEditor.h"
#include "Editor/UICommon.h"
CCollisionRenderSettingsDialog::CCollisionRenderSettingsDialog(CWorldEditor *pEditor, QWidget *pParent /*= 0*/)
: QDialog(pParent)
, mpEditor(pEditor)
, mpUi(new Ui::CCollisionRenderSettingsDialog)
{
mpUi->setupUi(this);
SetupWidgets();
connect(mpUi->HideMaskLineEdit, SIGNAL(textChanged(QString)), this, SLOT(OnHideMaskChanged(QString)));
connect(mpUi->HighlightMaskLineEdit, SIGNAL(textChanged(QString)), this, SLOT(OnHighlightMaskChanged(QString)));
connect(mpUi->WireframeCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnWireframeToggled(bool)));
connect(mpUi->SurfaceTypeCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnSurfaceTypeToggled(bool)));
connect(mpUi->StandableTrisCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnStandableTrisToggled(bool)));
connect(mpUi->AreaBoundsCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnAreaBoundsToggled(bool)));
connect(mpUi->BackfacesCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnBackfacesToggled(bool)));
connect(mpUi->HideShootThruCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnHideCheckboxesToggled()));
connect(mpUi->HideCameraThruCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnHideCheckboxesToggled()));
connect(mpUi->HideScanThruCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnHideCheckboxesToggled()));
connect(mpUi->HideAiWalkThruCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnHideCheckboxesToggled()));
connect(mpUi->HideAiBlockCheckBox, SIGNAL(toggled(bool)), this, SLOT(OnHideCheckboxesToggled()));
}
CCollisionRenderSettingsDialog::~CCollisionRenderSettingsDialog()
{
delete mpUi;
}
void CCollisionRenderSettingsDialog::SetupWidgets()
{
SCollisionRenderSettings& rSettings = mpEditor->Viewport()->CollisionRenderSettings();
EGame Game = mpEditor->CurrentGame();
// Set widgets to match current render setting values
mpUi->HideMaskLineEdit->setText( "0x" + QString::number(rSettings.HideMask, 16).toUpper() );
mpUi->HighlightMaskLineEdit->setText( "0x" + QString::number(rSettings.HighlightMask, 16).toUpper() );
mpUi->WireframeCheckBox->setChecked(rSettings.DrawWireframe);
mpUi->SurfaceTypeCheckBox->setChecked(rSettings.TintWithSurfaceColor);
mpUi->StandableTrisCheckBox->setChecked(rSettings.TintUnwalkableTris);
mpUi->AreaBoundsCheckBox->setChecked(rSettings.DrawAreaCollisionBounds);
mpUi->BackfacesCheckBox->setChecked(rSettings.DrawBackfaces);
mpUi->HideShootThruCheckBox->setChecked(rSettings.HideMaterial.HasFlag(eCF_ShootThru));
mpUi->HideCameraThruCheckBox->setChecked(rSettings.HideMaterial.HasFlag(eCF_CameraThru));
mpUi->HideScanThruCheckBox->setChecked(rSettings.HideMaterial.HasFlag(eCF_ScanThru));
mpUi->HideAiWalkThruCheckBox->setChecked(rSettings.HideMaterial.HasFlag(eCF_AiWalkThru));
mpUi->HideAiBlockCheckBox->setChecked(rSettings.HideMaterial.HasFlag(eCF_AiBlock));
// Toggle visibility of game-exclusive widgets
mpUi->SurfaceTypeCheckBox->setHidden( Game == eReturns );
mpUi->StandableTrisCheckBox->setHidden( Game == eReturns );
mpUi->AreaBoundsCheckBox->setHidden( Game == eReturns );
mpUi->BackfacesCheckBox->setHidden( Game == eReturns );
mpUi->VisibilityGroupBox->setHidden( Game == eReturns );
mpUi->HideShootThruCheckBox->setHidden( Game == eReturns );
mpUi->HideCameraThruCheckBox->setHidden( Game == eReturns );
mpUi->HideScanThruCheckBox->setHidden( Game == eReturns );
mpUi->HideAiWalkThruCheckBox->setHidden( Game == eReturns );
mpUi->HideAiBlockCheckBox->setHidden( Game < eEchoesDemo || Game == eReturns );
}
void CCollisionRenderSettingsDialog::OnHideMaskChanged(QString NewMask)
{
TString MaskStr = TO_TSTRING(NewMask);
u64 Mask = (MaskStr.IsHexString() ? MaskStr.ToInt64(16) : 0);
mpEditor->Viewport()->CollisionRenderSettings().HideMask = Mask;
}
void CCollisionRenderSettingsDialog::OnHighlightMaskChanged(QString NewMask)
{
TString MaskStr = TO_TSTRING(NewMask);
u64 Mask = (MaskStr.IsHexString() ? MaskStr.ToInt64(16) : 0);
mpEditor->Viewport()->CollisionRenderSettings().HighlightMask = Mask;
}
void CCollisionRenderSettingsDialog::OnWireframeToggled(bool Enable)
{
mpEditor->Viewport()->CollisionRenderSettings().DrawWireframe = Enable;
}
void CCollisionRenderSettingsDialog::OnSurfaceTypeToggled(bool Enable)
{
mpEditor->Viewport()->CollisionRenderSettings().TintWithSurfaceColor = Enable;
}
void CCollisionRenderSettingsDialog::OnStandableTrisToggled(bool Enable)
{
mpEditor->Viewport()->CollisionRenderSettings().TintUnwalkableTris = Enable;
}
void CCollisionRenderSettingsDialog::OnAreaBoundsToggled(bool Enable)
{
mpEditor->Viewport()->CollisionRenderSettings().DrawAreaCollisionBounds = Enable;
}
void CCollisionRenderSettingsDialog::OnBackfacesToggled(bool Enable)
{
mpEditor->Viewport()->CollisionRenderSettings().DrawBackfaces = Enable;
}
void CCollisionRenderSettingsDialog::OnHideCheckboxesToggled()
{
CCollisionMaterial& rMat = mpEditor->Viewport()->CollisionRenderSettings().HideMaterial;
mpUi->HideShootThruCheckBox->isChecked() ? rMat |= eCF_ShootThru : rMat &= ~eCF_ShootThru;
mpUi->HideCameraThruCheckBox->isChecked() ? rMat |= eCF_CameraThru : rMat &= ~eCF_CameraThru;
mpUi->HideScanThruCheckBox->isChecked() ? rMat |= eCF_ScanThru : rMat &= ~eCF_ScanThru;
mpUi->HideAiWalkThruCheckBox->isChecked() ? rMat |= eCF_AiWalkThru : rMat &= ~eCF_AiWalkThru;
mpUi->HideAiBlockCheckBox->isChecked() ? rMat |= eCF_AiBlock : rMat &= ~eCF_AiBlock;
}

View File

@ -0,0 +1,35 @@
#ifndef CCOLLISIONRENDERSETTINGSDIALOG_H
#define CCOLLISIONRENDERSETTINGSDIALOG_H
#include <QDialog>
class CWorldEditor;
namespace Ui {
class CCollisionRenderSettingsDialog;
}
class CCollisionRenderSettingsDialog : public QDialog
{
Q_OBJECT
Ui::CCollisionRenderSettingsDialog *mpUi;
CWorldEditor *mpEditor;
public:
explicit CCollisionRenderSettingsDialog(CWorldEditor *pEditor, QWidget *pParent = 0);
~CCollisionRenderSettingsDialog();
public slots:
void SetupWidgets();
void OnHideMaskChanged(QString NewMask);
void OnHighlightMaskChanged(QString NewMask);
void OnWireframeToggled(bool Enable);
void OnSurfaceTypeToggled(bool Enable);
void OnStandableTrisToggled(bool Enable);
void OnAreaBoundsToggled(bool Enable);
void OnBackfacesToggled(bool Enable);
void OnHideCheckboxesToggled();
};
#endif // CCOLLISIONRENDERSETTINGSDIALOG_H

View File

@ -0,0 +1,151 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>CCollisionRenderSettingsDialog</class>
<widget class="QDialog" name="CCollisionRenderSettingsDialog">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>247</width>
<height>395</height>
</rect>
</property>
<property name="sizePolicy">
<sizepolicy hsizetype="Preferred" vsizetype="Preferred">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="windowTitle">
<string>Collision Render Settings</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout">
<property name="sizeConstraint">
<enum>QLayout::SetFixedSize</enum>
</property>
<item>
<widget class="QGroupBox" name="SettingsGroupBox">
<property name="title">
<string>Settings</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_2">
<item>
<widget class="QCheckBox" name="WireframeCheckBox">
<property name="text">
<string>Wireframe</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="StandableTrisCheckBox">
<property name="text">
<string>Show Standable Tris</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="SurfaceTypeCheckBox">
<property name="text">
<string>Show Surface Type</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="AreaBoundsCheckBox">
<property name="text">
<string>Show Area Collision Bounds</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="BackfacesCheckBox">
<property name="text">
<string>Draw Backfaces</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="VisibilityGroupBox">
<property name="title">
<string>Visibility</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_3">
<item>
<widget class="QCheckBox" name="HideShootThruCheckBox">
<property name="text">
<string>Hide Shoot Thru</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="HideCameraThruCheckBox">
<property name="text">
<string>Hide Camera Thru</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="HideScanThruCheckBox">
<property name="text">
<string>Hide Scan Thru</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="HideAiWalkThruCheckBox">
<property name="text">
<string>Hide AI Walk Thru</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="HideAiBlockCheckBox">
<property name="text">
<string>Hide AI Block</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="groupBox_3">
<property name="title">
<string>Advanced</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_4">
<item>
<layout class="QFormLayout" name="formLayout">
<item row="0" column="0">
<widget class="QLabel" name="HideMaskLabel">
<property name="text">
<string>Hide Mask</string>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QLineEdit" name="HideMaskLineEdit"/>
</item>
<item row="1" column="0">
<widget class="QLabel" name="HighlightMaskLabel">
<property name="text">
<string>Highlight Mask</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="QLineEdit" name="HighlightMaskLineEdit"/>
</item>
</layout>
</item>
</layout>
</widget>
</item>
</layout>
</widget>
<resources/>
<connections/>
</ui>

View File

@ -88,6 +88,8 @@ CWorldEditor::CWorldEditor(QWidget *parent)
ui->ActionDelete->setAutoRepeat(false);
ui->ActionDelete->setShortcut(QKeySequence::Delete);
mpCollisionDialog = new CCollisionRenderSettingsDialog(this, this);
// Connect signals and slots
connect(ui->MainViewport, SIGNAL(ViewportClick(SRayIntersection,QMouseEvent*)), this, SLOT(OnViewportClick(SRayIntersection,QMouseEvent*)));
connect(ui->MainViewport, SIGNAL(InputProcessed(SRayIntersection,QMouseEvent*)), this, SLOT(OnViewportInputProcessed(SRayIntersection,QMouseEvent*)));
@ -124,7 +126,6 @@ CWorldEditor::CWorldEditor(QWidget *parent)
connect(ui->ActionDrawLights, SIGNAL(triggered()), this, SLOT(ToggleDrawLights()));
connect(ui->ActionDrawSky, SIGNAL(triggered()), this, SLOT(ToggleDrawSky()));
connect(ui->ActionGameMode, SIGNAL(triggered()), this, SLOT(ToggleGameMode()));
connect(ui->ActionDisableBackfaceCull, SIGNAL(triggered()), this, SLOT(ToggleBackfaceCull()));
connect(ui->ActionDisableAlpha, SIGNAL(triggered()), this, SLOT(ToggleDisableAlpha()));
connect(ui->ActionNoLighting, SIGNAL(triggered()), this, SLOT(SetNoLighting()));
connect(ui->ActionBasicLighting, SIGNAL(triggered()), this, SLOT(SetBasicLighting()));
@ -135,6 +136,7 @@ CWorldEditor::CWorldEditor(QWidget *parent)
connect(ui->ActionBloom, SIGNAL(triggered()), this, SLOT(SetBloom()));
connect(ui->ActionIncrementGizmo, SIGNAL(triggered()), this, SLOT(IncrementGizmo()));
connect(ui->ActionDecrementGizmo, SIGNAL(triggered()), this, SLOT(DecrementGizmo()));
connect(ui->ActionCollisionRenderSettings, SIGNAL(triggered()), this, SLOT(EditCollisionRenderSettings()));
connect(ui->ActionEditLayers, SIGNAL(triggered()), this, SLOT(EditLayers()));
connect(ui->ActionEditPoiToWorldMap, SIGNAL(triggered()), this, SLOT(EditPoiToWorldMap()));
@ -156,6 +158,7 @@ void CWorldEditor::closeEvent(QCloseEvent *pEvent)
if (ShouldClose)
{
mUndoStack.clear();
mpCollisionDialog->close();
mpLinkDialog->close();
if (mpPoiDialog)
@ -222,6 +225,7 @@ void CWorldEditor::SetArea(CWorld *pWorld, CGameArea *pArea)
ui->InstancesTabContents->SetMaster(pMaster);
// Set up dialogs
mpCollisionDialog->SetupWidgets(); // Won't modify any settings but will update widget visibility status if we've changed games
mpLinkDialog->SetMaster(pMaster);
// Set window title
@ -1020,11 +1024,6 @@ void CWorldEditor::ToggleGameMode()
ui->MainViewport->SetGameMode(ui->ActionGameMode->isChecked());
}
void CWorldEditor::ToggleBackfaceCull()
{
ui->MainViewport->Renderer()->ToggleBackfaceCull(!ui->ActionDisableBackfaceCull->isChecked());
}
void CWorldEditor::ToggleDisableAlpha()
{
ui->MainViewport->Renderer()->ToggleAlphaDisabled(ui->ActionDisableAlpha->isChecked());
@ -1100,6 +1099,11 @@ void CWorldEditor::DecrementGizmo()
mGizmo.DecrementSize();
}
void CWorldEditor::EditCollisionRenderSettings()
{
mpCollisionDialog->show();
}
void CWorldEditor::EditLayers()
{
// Launch layer editor

View File

@ -1,6 +1,7 @@
#ifndef CWORLDEDITOR_H
#define CWORLDEDITOR_H
#include "CCollisionRenderSettingsDialog.h"
#include "CLinkDialog.h"
#include "CPoiMapEditDialog.h"
#include "Editor/INodeEditor.h"
@ -38,6 +39,7 @@ class CWorldEditor : public INodeEditor
TResPtr<CWorld> mpWorld;
TResPtr<CGameArea> mpArea;
CCollisionRenderSettingsDialog *mpCollisionDialog;
CLinkDialog *mpLinkDialog;
CPoiMapEditDialog *mpPoiDialog;
@ -120,7 +122,6 @@ private slots:
void ToggleDrawLights();
void ToggleDrawSky();
void ToggleGameMode();
void ToggleBackfaceCull();
void ToggleDisableAlpha();
void SetNoLighting();
void SetBasicLighting();
@ -131,6 +132,7 @@ private slots:
void SetBloom();
void IncrementGizmo();
void DecrementGizmo();
void EditCollisionRenderSettings();
void EditLayers();
void EditPoiToWorldMap();

View File

@ -463,7 +463,7 @@
<addaction name="menuLighting"/>
<addaction name="menuBloom"/>
<addaction name="separator"/>
<addaction name="ActionDisableBackfaceCull"/>
<addaction name="ActionCollisionRenderSettings"/>
<addaction name="ActionDisableAlpha"/>
</widget>
<widget class="QMenu" name="menuTools">
@ -818,6 +818,11 @@
<string>Ctrl+Shift+S</string>
</property>
</action>
<action name="ActionCollisionRenderSettings">
<property name="text">
<string>Collision Render Settings</string>
</property>
</action>
</widget>
<customwidgets>
<customwidget>

View File

@ -1081,7 +1081,7 @@
<property ID="0x197779D1" name="Unknown"/>
<property ID="0x19849710" name="Unknown"/>
<property ID="0x19863914" name="Unknown"/>
<property ID="0x1989E2E5" name="Unknown"/>
<property ID="0x1989E2E5" name="Path Travel Time"/>
<property ID="0x19926420" name="Unknown"/>
<property ID="0x1994D506" name="Unknown"/>
<property ID="0x1999E3D7" name="CAUD"/>
@ -2054,7 +2054,7 @@
<property ID="0x2E686C2A" name="Unknown"/>
<property ID="0x2E6A683A" name="Unknown"/>
<property ID="0x2E73549A" name="Unknown"/>
<property ID="0x2E7C745F" name="Unknown"/>
<property ID="0x2E7C745F" name="Part Of Music System"/>
<property ID="0x2E7E55F2" name="Unknown"/>
<property ID="0x2E83BD3C" name="Unknown"/>
<property ID="0x2E94D98E" name="Unknown"/>
@ -2158,7 +2158,7 @@
<property ID="0x30B81A7E" name="PART"/>
<property ID="0x30C30368" name="Unknown"/>
<property ID="0x30C93088" name="UnknownStruct5"/>
<property ID="0x30CBDB68" name="Unknown"/>
<property ID="0x30CBDB68" name="Area Number"/>
<property ID="0x30D11671" name="Unknown"/>
<property ID="0x30D313EB" name="Unknown"/>
<property ID="0x30DE1A5B" name="Unknown"/>
@ -2622,7 +2622,7 @@
<property ID="0x3B6CDADB" name="PART"/>
<property ID="0x3B7085AD" name="ReptilicusHunterData"/>
<property ID="0x3B774D55" name="Unknown"/>
<property ID="0x3B83DD31" name="STRG"/>
<property ID="0x3B83DD31" name="Area Name String"/>
<property ID="0x3B846868" name="Unknown"/>
<property ID="0x3B85732C" name="Unknown"/>
<property ID="0x3B8C7CB4" name="FOVInterpolationMethod"/>
@ -3502,7 +3502,7 @@
<property ID="0x4DDC1327" name="Unknown"/>
<property ID="0x4DE17472" name="Unknown"/>
<property ID="0x4DEF660D" name="Unknown"/>
<property ID="0x4DEF7B9B" name="Unknown"/>
<property ID="0x4DEF7B9B" name="Hidden"/>
<property ID="0x4DFCD432" name="Difficulty 2 damage"/>
<property ID="0x4E08B984" name="Unknown"/>
<property ID="0x4E194F55" name="Unknown"/>
@ -4076,7 +4076,7 @@
<property ID="0x5B67A4E7" name="TXTR"/>
<property ID="0x5B772F6D" name="Unknown"/>
<property ID="0x5B8275BC" name="PART"/>
<property ID="0x5B851589" name="Unknown"/>
<property ID="0x5B851589" name="Max"/>
<property ID="0x5B888032" name="Unknown"/>
<property ID="0x5B91FF38" name="PART"/>
<property ID="0x5B928A5D" name="CAUD"/>
@ -5139,7 +5139,7 @@
<property ID="0x73570173" name="Unknown"/>
<property ID="0x7357FBAC" name="Unknown"/>
<property ID="0x735A909E" name="Unknown"/>
<property ID="0x737631AD" name="STRG"/>
<property ID="0x737631AD" name="World Name String"/>
<property ID="0x7384AEA3" name="Unknown"/>
<property ID="0x738BBBAA" name="PART"/>
<property ID="0x738D1C80" name="Unknown"/>
@ -5212,7 +5212,7 @@
<property ID="0x75586C2B" name="Unknown"/>
<property ID="0x755F0513" name="Unknown"/>
<property ID="0x75608ED3" name="Unknown"/>
<property ID="0x7561F8F7" name="Unknown"/>
<property ID="0x7561F8F7" name="Padlock Path"/>
<property ID="0x7569FDBA" name="Unknown"/>
<property ID="0x756A3682" name="Unknown"/>
<property ID="0x756D7CC9" name="Unknown"/>
@ -6285,7 +6285,7 @@
<property ID="0x8D1CF97A" name="Unknown"/>
<property ID="0x8D2DF72E" name="Unknown"/>
<property ID="0x8D33465F" name="Deactivate On Entered"/>
<property ID="0x8D3AB314" name="Unknown"/>
<property ID="0x8D3AB314" name="Area Type"/>
<property ID="0x8D3BA8AE" name="Unknown"/>
<property ID="0x8D3C1940" name="SwarmSoundData"/>
<property ID="0x8D42A8D5" name="Unknown"/>
@ -6989,7 +6989,7 @@
<property ID="0x9D0006AB" name="Environmental Effect"/>
<property ID="0x9D06B0FE" name="Unknown"/>
<property ID="0x9D0C992F" name="Unknown"/>
<property ID="0x9D1A67A8" name="STRM"/>
<property ID="0x9D1A67A8" name="Song File"/>
<property ID="0x9D24604F" name="GrappleBlock"/>
<property ID="0x9D331279" name="Unknown"/>
<property ID="0x9D3CFEB0" name="Unknown"/>
@ -7191,7 +7191,7 @@
<property ID="0xA1D7E06B" name="Unknown"/>
<property ID="0xA1D9802E" name="Unknown"/>
<property ID="0xA1DD15F6" name="Unknown"/>
<property ID="0xA1DFFAD2" name="Unknown"/>
<property ID="0xA1DFFAD2" name="Open"/>
<property ID="0xA1ECC54B" name="Unknown"/>
<property ID="0xA1ED5408" name="Unknown"/>
<property ID="0xA1F091B2" name="Unknown"/>
@ -8031,7 +8031,7 @@
<property ID="0xB40C6FBF" name="Unknown"/>
<property ID="0xB4135CDD" name="Unknown"/>
<property ID="0xB413C45F" name="Unknown"/>
<property ID="0xB417064A" name="Unknown"/>
<property ID="0xB417064A" name="DVD File"/>
<property ID="0xB41C7A19" name="Unknown"/>
<property ID="0xB43A4CAA" name="PART"/>
<property ID="0xB43B2477" name="Unknown"/>
@ -8910,7 +8910,7 @@
<property ID="0xC79AA0C6" name="Unknown"/>
<property ID="0xC7A07E1C" name="Unknown"/>
<property ID="0xC7A69A59" name="Unknown"/>
<property ID="0xC7A734CE" name="Unknown"/>
<property ID="0xC7A734CE" name="Credits Duration"/>
<property ID="0xC7A7F189" name="Unknown"/>
<property ID="0xC7B183B7" name="STRG"/>
<property ID="0xC7B1DD81" name="ShipDecalControllerStruct"/>
@ -10806,7 +10806,7 @@
<property ID="0xF19B113E" name="Unknown"/>
<property ID="0xF1A50D29" name="Unknown"/>
<property ID="0xF1ABB2C7" name="Unknown"/>
<property ID="0xF1AE2F13" name="Unknown"/>
<property ID="0xF1AE2F13" name="Event On Completion"/>
<property ID="0xF1AED43D" name="Unknown"/>
<property ID="0xF1BDD73E" name="Unknown"/>
<property ID="0xF1BF1C16" name="Unknown"/>

View File

@ -178,13 +178,13 @@
<state ID="CPTH" name="CameraPath"/>
<state ID="CTGT" name="CameraTarget"/>
<state ID="DAMG" name="Damage"/>
<state ID="DBNH" name="Invalid"/>
<state ID="DBNH" name="DBNH"/>
<state ID="DEAD" name="Dead"/>
<state ID="DSPN" name="Invalid"/>
<state ID="DSPN" name="DSPN"/>
<state ID="ENTR" name="Entered"/>
<state ID="EXIT" name="Exited"/>
<state ID="FOVP" name="FOVP"/>
<state ID="GIBB" name="Invalid"/>
<state ID="GIBB" name="GIBB"/>
<state ID="GRN0" name="GRN0"/>
<state ID="GRN1" name="GRN1"/>
<state ID="GRNT" name="Generate"/>
@ -210,57 +210,57 @@
<state ID="IS17" name="InternalState17"/>
<state ID="IS18" name="InternalState18"/>
<state ID="IS19" name="InternalState19"/>
<state ID="IS20" name="IS20"/>
<state ID="IS21" name="IS21"/>
<state ID="IS22" name="IS22"/>
<state ID="IS23" name="IS23"/>
<state ID="IS24" name="IS24"/>
<state ID="IS25" name="IS25"/>
<state ID="IS26" name="IS26"/>
<state ID="IS27" name="IS27"/>
<state ID="IS28" name="IS28"/>
<state ID="IS29" name="IS29"/>
<state ID="IS30" name="IS30"/>
<state ID="IS31" name="IS31"/>
<state ID="IS32" name="IS32"/>
<state ID="IS33" name="IS33"/>
<state ID="IS34" name="IS34"/>
<state ID="IS35" name="IS35"/>
<state ID="IS36" name="IS36"/>
<state ID="IS37" name="IS37"/>
<state ID="IS38" name="IS38"/>
<state ID="IS39" name="IS39"/>
<state ID="IS40" name="IS40"/>
<state ID="IS41" name="IS41"/>
<state ID="IS42" name="Invalid"/>
<state ID="IS43" name="Invalid"/>
<state ID="IS44" name="IS44"/>
<state ID="IS45" name="IS45"/>
<state ID="IS46" name="IS46"/>
<state ID="IS47" name="IS47"/>
<state ID="IS48" name="IS48"/>
<state ID="IS49" name="Invalid"/>
<state ID="IS50" name="Invalid"/>
<state ID="IS51" name="Invalid"/>
<state ID="IS52" name="Invalid"/>
<state ID="IS53" name="Invalid"/>
<state ID="IS54" name="Invalid"/>
<state ID="IS55" name="Invalid"/>
<state ID="IS56" name="Invalid"/>
<state ID="IS57" name="Invalid"/>
<state ID="IS62" name="Invalid"/>
<state ID="IS65" name="Invalid"/>
<state ID="IS66" name="Invalid"/>
<state ID="IS67" name="Invalid"/>
<state ID="IS68" name="Invalid"/>
<state ID="IS70" name="Invalid"/>
<state ID="IS72" name="Invalid"/>
<state ID="IS73" name="Invalid"/>
<state ID="IS77" name="Invalid"/>
<state ID="IS78" name="Invalid"/>
<state ID="IS79" name="Invalid"/>
<state ID="KBDD" name="Invalid"/>
<state ID="KBDK" name="Invalid"/>
<state ID="IS20" name="InternalState20"/>
<state ID="IS21" name="InternalState21"/>
<state ID="IS22" name="InternalState22"/>
<state ID="IS23" name="InternalState23"/>
<state ID="IS24" name="InternalState24"/>
<state ID="IS25" name="InternalState25"/>
<state ID="IS26" name="InternalState26"/>
<state ID="IS27" name="InternalState27"/>
<state ID="IS28" name="InternalState28"/>
<state ID="IS29" name="InternalState29"/>
<state ID="IS30" name="InternalState30"/>
<state ID="IS31" name="InternalState31"/>
<state ID="IS32" name="InternalState32"/>
<state ID="IS33" name="InternalState33"/>
<state ID="IS34" name="InternalState34"/>
<state ID="IS35" name="InternalState35"/>
<state ID="IS36" name="InternalState36"/>
<state ID="IS37" name="InternalState37"/>
<state ID="IS38" name="InternalState38"/>
<state ID="IS39" name="InternalState39"/>
<state ID="IS40" name="InternalState40"/>
<state ID="IS41" name="InternalState41"/>
<state ID="IS42" name="InternalState42"/>
<state ID="IS43" name="InternalState43"/>
<state ID="IS44" name="InternalState44"/>
<state ID="IS45" name="InternalState45"/>
<state ID="IS46" name="InternalState46"/>
<state ID="IS47" name="InternalState47"/>
<state ID="IS48" name="InternalState48"/>
<state ID="IS49" name="InternalState49"/>
<state ID="IS50" name="InternalState50"/>
<state ID="IS51" name="InternalState51"/>
<state ID="IS52" name="InternalState52"/>
<state ID="IS53" name="InternalState53"/>
<state ID="IS54" name="InternalState54"/>
<state ID="IS55" name="InternalState55"/>
<state ID="IS56" name="InternalState56"/>
<state ID="IS57" name="InternalState57"/>
<state ID="IS62" name="InternalState62"/>
<state ID="IS65" name="InternalState65"/>
<state ID="IS66" name="InternalState66"/>
<state ID="IS67" name="InternalState67"/>
<state ID="IS68" name="InternalState68"/>
<state ID="IS70" name="InternalState70"/>
<state ID="IS72" name="InternalState72"/>
<state ID="IS73" name="InternalState73"/>
<state ID="IS77" name="InternalState77"/>
<state ID="IS78" name="InternalState78"/>
<state ID="IS79" name="InternalState79"/>
<state ID="KBDD" name="KBDD"/>
<state ID="KBDK" name="KBDK"/>
<state ID="LDWA" name="DrawAfter"/>
<state ID="LDWB" name="DrawBefore"/>
<state ID="LTKA" name="ThinkAfter"/>
@ -268,12 +268,12 @@
<state ID="MAXR" name="MaxReached"/>
<state ID="MOTP" name="MOTP"/>
<state ID="MOTS" name="MOTS"/>
<state ID="NEXT" name="NEXT"/>
<state ID="OBJP" name="Invalid"/>
<state ID="NEXT" name="Next"/>
<state ID="OBJP" name="OBJP"/>
<state ID="OPEN" name="Open"/>
<state ID="PLAY" name="Play"/>
<state ID="PLRP" name="PLRP"/>
<state ID="PREV" name="Invalid"/>
<state ID="PREV" name="Previous"/>
<state ID="PTRL" name="Patrol"/>
<state ID="RATL" name="DeathRattle"/>
<state ID="RLAY" name="Relay"/>
@ -282,12 +282,12 @@
<state ID="SE01" name="SE01"/>
<state ID="SE02" name="SE02"/>
<state ID="SE03" name="SE03"/>
<state ID="SE05" name="Invalid"/>
<state ID="SE06" name="Invalid"/>
<state ID="SE07" name="Invalid"/>
<state ID="SE08" name="Invalid"/>
<state ID="SE09" name="Invalid"/>
<state ID="SE10" name="Invalid"/>
<state ID="SE05" name="SE05"/>
<state ID="SE06" name="SE06"/>
<state ID="SE07" name="SE07"/>
<state ID="SE08" name="SE08"/>
<state ID="SE09" name="SE09"/>
<state ID="SE10" name="SE10"/>
<state ID="SLAV" name="Slave"/>
<state ID="SQNC" name="Sequence"/>
<state ID="TGTO" name="TGTO"/>
@ -296,7 +296,7 @@
<state ID="ZERO" name="Zero"/>
</states>
<messages>
<message ID="ACMT" name="Invalid"/>
<message ID="ACMT" name="ACMT"/>
<message ID="ACTN" name="Action"/>
<message ID="ACTV" name="Activate"/>
<message ID="ATCH" name="Attach"/>
@ -326,40 +326,40 @@
<message ID="IM17" name="InternalMessage17"/>
<message ID="IM18" name="InternalMessage18"/>
<message ID="IM19" name="InternalMessage19"/>
<message ID="IM20" name="IM20"/>
<message ID="IM21" name="IM21"/>
<message ID="IM22" name="IM22"/>
<message ID="IM23" name="IM23"/>
<message ID="IM24" name="IM24"/>
<message ID="IM25" name="IM25"/>
<message ID="IM26" name="IM26"/>
<message ID="IM27" name="IM27"/>
<message ID="IM28" name="IM28"/>
<message ID="IM29" name="Invalid"/>
<message ID="IM30" name="Invalid"/>
<message ID="IM31" name="Invalid"/>
<message ID="IM32" name="Invalid"/>
<message ID="IM33" name="Invalid"/>
<message ID="IM34" name="Invalid"/>
<message ID="IM35" name="Invalid"/>
<message ID="IM36" name="Invalid"/>
<message ID="IM37" name="Invalid"/>
<message ID="IM38" name="Invalid"/>
<message ID="IM39" name="Invalid"/>
<message ID="IM40" name="Invalid"/>
<message ID="IM41" name="Invalid"/>
<message ID="IM50" name="Invalid"/>
<message ID="IM20" name="InternalMessage20"/>
<message ID="IM21" name="InternalMessage21"/>
<message ID="IM22" name="InternalMessage22"/>
<message ID="IM23" name="InternalMessage23"/>
<message ID="IM24" name="InternalMessage24"/>
<message ID="IM25" name="InternalMessage25"/>
<message ID="IM26" name="InternalMessage26"/>
<message ID="IM27" name="InternalMessage27"/>
<message ID="IM28" name="InternalMessage28"/>
<message ID="IM29" name="InternalMessage29"/>
<message ID="IM30" name="InternalMessage30"/>
<message ID="IM31" name="InternalMessage31"/>
<message ID="IM32" name="InternalMessage32"/>
<message ID="IM33" name="InternalMessage33"/>
<message ID="IM34" name="InternalMessage34"/>
<message ID="IM35" name="InternalMessage35"/>
<message ID="IM36" name="InternalMessage36"/>
<message ID="IM37" name="InternalMessage37"/>
<message ID="IM38" name="InternalMessage38"/>
<message ID="IM39" name="InternalMessage39"/>
<message ID="IM40" name="InternalMessage40"/>
<message ID="IM41" name="InternalMessage41"/>
<message ID="IM50" name="InternalMessage50"/>
<message ID="INCR" name="Increment"/>
<message ID="KILL" name="Kill"/>
<message ID="LOAD" name="Load"/>
<message ID="LOCK" name="Lock"/>
<message ID="NEXT" name="Next"/>
<message ID="OFF " name="OFF "/>
<message ID="ON " name="ON "/>
<message ID="OPEN" name="OPEN"/>
<message ID="PAUS" name="Invalid"/>
<message ID="PLAY" name="PLAY"/>
<message ID="RCMT" name="Invalid"/>
<message ID="OFF " name="Off"/>
<message ID="ON " name="On"/>
<message ID="OPEN" name="Open"/>
<message ID="PAUS" name="Pause"/>
<message ID="PLAY" name="Play"/>
<message ID="RCMT" name="RCMT"/>
<message ID="RMOV" name="RMOV"/>
<message ID="RSAN" name="RSAN"/>
<message ID="RSET" name="Reset"/>

View File

@ -15,14 +15,14 @@
<enum ID="0x8D3AB314">
<default>0x24E6FE6B</default>
<enumerators>
<enumerator ID="0x0BB40E5E" name="Unknown 1"/>
<enumerator ID="0x24E6FE6B" name="Unknown 2"/>
<enumerator ID="0xFB8DD144" name="Unknown 3"/>
<enumerator ID="0x060BCB31" name="Unknown 4"/>
<enumerator ID="0xC8068C4F" name="Unknown 5"/>
<enumerator ID="0xA5355C31" name="Unknown 6"/>
<enumerator ID="0x0CA17800" name="Unknown 7"/>
<enumerator ID="0x9DFC67D1" name="Unknown 8"/>
<enumerator ID="0x0BB40E5E" name="Start"/>
<enumerator ID="0x24E6FE6B" name="Stage"/>
<enumerator ID="0xFB8DD144" name="Boss"/>
<enumerator ID="0x060BCB31" name="Shop"/>
<enumerator ID="0xC8068C4F" name="Trophy"/>
<enumerator ID="0xA5355C31" name="Unknown"/>
<enumerator ID="0x0CA17800" name="Rocket"/>
<enumerator ID="0x9DFC67D1" name="Temple"/>
</enumerators>
</enum>
<property ID="0x6A02F05F" type="string"/>
@ -30,6 +30,7 @@
<property ID="0x3B83DD31" type="asset" extensions="STRG"/>
<property ID="0x30CBDB68" type="long">
<default>0</default>
<description>Seems to affect the number displayed on the file select screen for "last completed stage"</description>
</property>
<property ID="0xF344C0B0" type="vector3f">
<default>0.0, 0.0, 0.0</default>

View File

@ -45,7 +45,9 @@
<property name="Active" ID="0x255A4580:0x41435456"/>
<property name="LightParameters" ID="0x7E397FED:0xB028DB0E"/>
</properties>
<assets/>
<assets>
<model source="property">0xC27FFA8F</model>
</assets>
<rotation_type>enabled</rotation_type>
<scale_type>enabled</scale_type>
</editor>