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#include "EntityPreview.h"
#include "i18n.h"
#include "ieclass.h"
#include "ifilter.h"
#include "scene/BasicRootNode.h"
#include "../dialog/MessageBox.h"
#include "scene/PrefabBoundsAccumulator.h"
#include "string/convert.h"
namespace wxutil
{
EntityPreview::EntityPreview(wxWindow* parent) :
RenderPreview(parent, false),
_sceneIsReady(false),
_defaultCamDistanceFactor(2.8f)
{}
void EntityPreview::setDefaultCamDistanceFactor(float factor)
{
_defaultCamDistanceFactor = factor;
}
const IEntityNodePtr& EntityPreview::getEntity()
{
return _entity;
}
void EntityPreview::setEntity(const IEntityNodePtr& entity)
{
if (_entity == entity) return;
if (_entity)
{
// Use getScene to access the root node to ensure it's created
getScene()->root()->removeChildNode(_entity);
}
_entity = entity;
if (_entity)
{
getScene()->root()->addChildNode(_entity);
// Remember the entity bounds including children, but without light or speaker radii
scene::PrefabBoundsAccumulator accumulator;
accumulator.visit(_entity);
_entity->foreachNode([&](const scene::INodePtr& node)
{
accumulator.visit(node);
return true;
});
_untransformedEntityBounds = accumulator.getBounds();
}
else
{
_untransformedEntityBounds = AABB({ 0,0,0 }, { 64,64,64 });
}
queueSceneUpdate();
}
void EntityPreview::setupSceneGraph()
{
RenderPreview::setupSceneGraph();
try
{
_rootNode = std::make_shared<scene::BasicRootNode>();
// This entity is acting as our root node in the scene
getScene()->setRoot(_rootNode);
// Set up the light
_light = GlobalEntityModule().createEntity(
GlobalEntityClassManager().findClass("light"));
Node_getEntity(_light)->setKeyValue("light_radius", "600 600 600");
Node_getEntity(_light)->setKeyValue("origin", "0 0 300");
_rootNode->addChildNode(_light);
}
catch (std::runtime_error&)
{
Messagebox::ShowError(_("Unable to setup the preview,\ncould not find the entity class 'light'"));
}
}
AABB EntityPreview::getSceneBounds()
{
return _untransformedEntityBounds;
}
void EntityPreview::prepareScene()
{
if (_sceneIsReady) return;
// Clear the flag
_sceneIsReady = true;
// Reset the model rotation
resetModelRotation();
setupInitialViewPosition();
// Trigger an initial update of the subgraph
GlobalFilterSystem().updateSubgraph(getScene()->root());
}
void EntityPreview::setupInitialViewPosition()
{
if (_entity)
{
// Reset the default view, facing down to the model from diagonally above the bounding box
double distance = getSceneBounds().getRadius() * _defaultCamDistanceFactor;
setViewOrigin(Vector3(1, 1, 1) * distance);
setViewAngles(Vector3(34, 135, 0));
}
}
void EntityPreview::queueSceneUpdate()
{
_sceneIsReady = false;
queueDraw();
}
bool EntityPreview::onPreRender()
{
if (!_sceneIsReady)
{
prepareScene();
}
if (_light)
{
Vector3 lightOrigin = _viewOrigin + Vector3(0, 0, 20);
// Position the light just above the camera
Node_getEntity(_light)->setKeyValue("origin", string::to_string(lightOrigin));
// Let the light encompass the object
float radius = (getSceneBounds().getOrigin() - lightOrigin).getLength() * 2.0f;
radius = std::max(radius, 200.f);
std::ostringstream value;
value << radius << ' ' << radius << ' ' << radius;
Node_getEntity(_light)->setKeyValue("light_radius", value.str());
Node_getEntity(_light)->setKeyValue("_color", "0.6 0.6 0.6");
}
return _entity != nullptr;
}
void EntityPreview::onModelRotationChanged()
{
if (_entity)
{
// Update the model rotation on the entity
std::ostringstream value;
value << _modelRotation.xx() << ' '
<< _modelRotation.xy() << ' '
<< _modelRotation.xz() << ' '
<< _modelRotation.yx() << ' '
<< _modelRotation.yy() << ' '
<< _modelRotation.yz() << ' '
<< _modelRotation.zx() << ' '
<< _modelRotation.zy() << ' '
<< _modelRotation.zz();
Node_getEntity(_entity)->setKeyValue("rotation", value.str());
}
}
RenderStateFlags EntityPreview::getRenderFlagsFill()
{
return RenderPreview::getRenderFlagsFill() | RENDER_DEPTHWRITE | RENDER_DEPTHTEST;
}
}
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