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#pragma once
#include "inode.h"
#include "ipath.h"
#include "irender.h"
#include <list>
#include "TraversableNodeSet.h"
#include "math/AABB.h"
#include "math/Matrix4.h"
#include "generic/callback.h"
class IUndoSystem;
namespace scene
{
class Graph;
typedef std::weak_ptr<Graph> GraphWeakPtr;
/// Main implementation of INode
class Node : public virtual INode, public std::enable_shared_from_this<Node>
{
public:
enum {
eVisible = 0,
eHidden = 1 << 0, // manually hidden by the user
eFiltered = 1 << 1, // excluded due to filter settings
eExcluded = 1 << 2, // excluded due to regioning or merging
eLayered = 1 << 3, // invisible at the current layer settings
};
private:
unsigned int _state;
bool _isRoot;
unsigned long _id;
// Auto-incrementing ID (contains the largest ID in use)
static unsigned long _maxNodeId;
TraversableNodeSet _children;
// A weak reference to the parent node
INodeWeakPtr _parent;
mutable AABB _bounds;
mutable AABB _childBounds;
mutable bool _boundsChanged;
mutable bool _boundsMutex;
mutable bool _childBoundsChanged;
mutable bool _childBoundsMutex;
mutable bool _transformChanged;
mutable bool _transformMutex;
mutable Matrix4 _local2world;
// Is true when the node is part of the scenegraph
bool _instantiated;
// A special flag capable of overriding the ordinary state flags
// We use this to force the rendering of hidden but selected nodes
bool _forceVisible;
// The list of layers this object is associated to
LayerList _layers;
RenderState _renderState;
protected:
// If this node is attached to a parent entity, this is the reference to it
IRenderEntity* _renderEntity;
// The render system for passing down the child hierarchy later on
RenderSystemWeakPtr _renderSystem;
// The scene::Graph we're belonging to (weak reference to avoid circular references)
GraphWeakPtr _sceneGraph;
public:
Node();
Node(const Node& other);
virtual ~Node() {}
static void resetIds();
static unsigned long getNewId();
// Default name for generic nodes
std::string name() const override { return "node"; }
void setSceneGraph(const GraphPtr& sceneGraph) override;
bool isRoot() const override;
void setIsRoot(bool isRoot) override;
IMapRootNodePtr getRootNode() override;
void enable(unsigned int state) override;
void disable(unsigned int state) override;
bool checkStateFlag(unsigned int state) const override;
virtual bool supportsStateFlag(unsigned int state) const override;
bool visible() const override;
bool excluded() const override;
// Layered implementation
void addToLayer(int layerId) override;
void removeFromLayer(int layerId) override;
void moveToLayer(int layerId) override;
const LayerList& getLayers() const override;
void assignToLayers(const LayerList& newLayers) override;
void addChildNode(const INodePtr& node) override;
void addChildNodeToFront(const INodePtr& node) override;
void removeChildNode(const INodePtr& node) override;
bool hasChildNodes() const override;
void traverse(NodeVisitor& visitor) override;
void traverseChildren(NodeVisitor& visitor) const override;
bool foreachNode(const VisitorFunc& functor) const override;
void setParent(const INodePtr& parent) override;
INodePtr getParent() const override;
const AABB& worldAABB() const override;
const AABB& childBounds() const;
void boundsChanged() override;
/**
* Return the filtered status of this Instance.
*/
bool isFiltered() const override
{
return (_state & eFiltered) != 0;
}
/**
* Set the filtered status of this Node. Setting filtered to true will
* prevent the node from being rendered.
*/
void setFiltered(bool filtered) override
{
if (filtered)
{
enable(eFiltered);
}
else
{
disable(eFiltered);
}
}
const Matrix4& localToWorld() const override;
void transformChangedLocal() override;
void transformChanged() override;
// greebo: This gets called as soon as a scene::Node gets inserted into
// the TraversableNodeSet. This triggers an instantiation call on the child node.
virtual void onChildAdded(const INodePtr& child);
virtual void onChildRemoved(const INodePtr& child);
// Gets called when this node is inserted into a scene graph
void onInsertIntoScene(IMapRootNode& root) override;
void onRemoveFromScene(IMapRootNode& root) override;
// Returns TRUE if this node is inserted in the scene, FALSE otherwise
bool inScene() const override
{
return _instantiated;
}
/**
* greebo: Constructs the scene path to this node. This will walk up the
* ancestors until it reaches the top node, so don't expect this to be
* super fast.
*/
scene::Path getPath();
// Returns a shared reference to this node
scene::INodePtr getSelf() override;
IRenderEntity* getRenderEntity() const override
{
return _renderEntity;
}
// Set the render entity this node is attached to
void setRenderEntity(IRenderEntity* entity) override
{
_renderEntity = entity;
}
// Base renderable implementation
virtual RenderSystemPtr getRenderSystem() const;
void setRenderSystem(const RenderSystemPtr& renderSystem) override;
// The default implementation doesn't react to this call
void onFiltersChanged() override
{}
RenderState getRenderState() const override;
void setRenderState(RenderState state) override;
protected:
virtual void onRenderStateChanged()
{}
// Set the "forced visible" flag, only to be used internally by subclasses
virtual void setForcedVisibility(bool forceVisible, bool includeChildren) override;
// Method for subclasses to check whether this node is forcedly visible
bool isForcedVisible() const;
// Overridable method to get notified on visibility changes of this node
virtual void onVisibilityChanged(bool isVisibleNow)
{}
// Fills in the ancestors and self (in this order) into the given targetPath.
void getPathRecursively(scene::Path& targetPath);
TraversableNodeSet& getTraversable();
// Clears the TraversableNodeSet
virtual void removeAllChildNodes();
private:
void connectUndoSystem(IUndoSystem& undoSystem);
void disconnectUndoSystem(IUndoSystem& undoSystem);
void evaluateBounds() const;
void evaluateChildBounds() const;
void evaluateTransform() const;
};
typedef std::shared_ptr<Node> NodePtr;
} // namespace scene
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