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#include "ModelPreview.h"
#include "../GLWidget.h"
#include "ifilter.h"
#include "imodelcache.h"
#include "i18n.h"
#include "ieclass.h"
#include "math/AABB.h"
#include "modelskin.h"
#include "entitylib.h"
#include "scenelib.h"
#include "scene/Node.h"
#include "scene/BasicRootNode.h"
#include "wxutil/dialog/MessageBox.h"
#include "string/convert.h"
#include "fmt/format.h"
namespace wxutil
{
namespace
{
constexpr const char* const FUNC_STATIC_CLASS = "func_static";
}
ModelPreview::ModelPreview(wxWindow* parent) :
EntityPreview(parent)
{}
ModelPreview::~ModelPreview()
{
_skinDeclChangedConn.disconnect();
}
const std::string& ModelPreview::getModel() const
{
return _model;
}
const std::string& ModelPreview::getSkin() const
{
return _skin;
}
void ModelPreview::setModel(const std::string& model)
{
// Remember the name and mark the scene as "not ready"
_model = model;
queueSceneUpdate();
if (!_model.empty())
{
// Reset time if the model has changed
if (_model != _lastModel)
{
// Reset preview time
stopPlayback();
}
// Redraw
queueDraw();
}
else
{
stopPlayback();
}
}
void ModelPreview::setSkin(const std::string& skin) {
_skin = skin;
_skinDeclChangedConn.disconnect();
queueSceneUpdate();
// Redraw
queueDraw();
}
void ModelPreview::setupSceneGraph()
{
EntityPreview::setupSceneGraph();
try
{
// Add a hidden func_static as preview entity
auto entity = GlobalEntityModule().createEntity(
GlobalEntityClassManager().findClass(FUNC_STATIC_CLASS));
setEntity(entity);
entity->enable(scene::Node::eHidden);
entity->getEntity().setKeyValue("model", "-");
}
catch (std::runtime_error&)
{
Messagebox::ShowError(fmt::format(
_("Unable to setup the preview,\ncould not find the entity class '{0}'"),
FUNC_STATIC_CLASS));
}
}
void ModelPreview::prepareScene()
{
EntityPreview::prepareScene();
// If the model name is empty, release the model
if (_model.empty())
{
if (_modelNode)
{
getEntity()->removeChildNode(_modelNode);
}
_modelNode.reset();
// Emit the signal carrying an empty pointer
_modelLoadedSignal.emit(model::ModelNodePtr());
return;
}
if (_modelNode)
{
getEntity()->removeChildNode(_modelNode);
}
// Check if the model key is pointing to a def
auto modelDef = GlobalEntityClassManager().findModel(_model);
_modelNode = GlobalModelCache().getModelNode(modelDef ? modelDef->getMesh() : _model);
if (_modelNode)
{
getEntity()->addChildNode(_modelNode);
// Apply the skin
applySkin();
// Apply the idle pose if possible
if (modelDef)
{
// Set the default skin to the one defined in the modelDef
auto skinned = std::dynamic_pointer_cast<SkinnedModel>(_modelNode);
if (skinned && !modelDef->getSkin().empty())
{
skinned->setDefaultSkin(modelDef->getSkin());
skinned->skinChanged(std::string()); // trigger a remap
}
scene::applyIdlePose(_modelNode, modelDef);
}
setupInitialViewPosition();
_lastModel = _model;
// Done loading, emit the signal
_modelLoadedSignal.emit(Node_getModel(_modelNode));
}
}
void ModelPreview::setupInitialViewPosition()
{
if (_lastModel != _model)
{
// Reset the model rotation
resetModelRotation();
// Reset the default view, facing down to the model from diagonally above the bounding box
double distance = getSceneBounds().getRadius() * _defaultCamDistanceFactor;
setViewOrigin(getSceneBounds().getOrigin() + Vector3(1, 1, 1) * distance);
setViewAngles(Vector3(34, 135, 0));
}
}
AABB ModelPreview::getSceneBounds()
{
if (!_modelNode)
{
return EntityPreview::getSceneBounds();
}
return _modelNode->localAABB();
}
sigc::signal<void, const model::ModelNodePtr&>& ModelPreview::signal_ModelLoaded()
{
return _modelLoadedSignal;
}
void ModelPreview::applySkin()
{
if (auto model = Node_getModel(_modelNode); model)
{
auto skin = GlobalModelSkinCache().findSkin(_skin);
if (skin)
{
_skinDeclChangedConn.disconnect();
_skinDeclChangedConn = skin->signal_DeclarationChanged().connect(
sigc::mem_fun(*this, &ModelPreview::onSkinDeclarationChanged));
}
model->getIModel().applySkin(skin);
}
}
void ModelPreview::onSkinDeclarationChanged()
{
applySkin();
queueDraw();
}
} // namespace ui
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