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#include "EntityNode.h"
#include "i18n.h"
#include "itextstream.h"
#include "icounter.h"
#include "imodel.h"
#include "imap.h"
#include "itransformable.h"
#include "math/Hash.h"
#include "string/case_conv.h"
#include "EntitySettings.h"
namespace entity
{
EntityNode::EntityNode(const IEntityClassPtr& eclass) :
TargetableNode(_spawnArgs, *this),
_eclass(eclass),
_spawnArgs(_eclass),
_namespaceManager(_spawnArgs),
_originKey(std::bind(&EntityNode::_originKeyChanged, this)),
_nameKey(_spawnArgs),
_renderableName(*this, _nameKey),
_colourKey(std::bind(&EntityNode::_colourKeyChanged, this, std::placeholders::_1)),
_modelKey(*this),
_keyObservers(_spawnArgs),
_shaderParms(_keyObservers, _colourKey),
_direction(1,0,0),
_isAttachedToRenderSystem(false),
_isShadowCasting(false)
{
}
EntityNode::EntityNode(const EntityNode& other) :
IEntityNode(other),
SelectableNode(other),
SelectionTestable(other),
Namespaced(other),
TargetableNode(_spawnArgs, *this),
Transformable(other),
_eclass(other._eclass),
_spawnArgs(other._spawnArgs),
_localToParent(other._localToParent),
_namespaceManager(_spawnArgs),
_originKey(std::bind(&EntityNode::_originKeyChanged, this)),
_nameKey(_spawnArgs),
_renderableName(*this, _nameKey),
_colourKey(std::bind(&EntityNode::_colourKeyChanged, this, std::placeholders::_1)),
_modelKey(*this),
_keyObservers(_spawnArgs),
_shaderParms(_keyObservers, _colourKey),
_direction(1,0,0),
_isAttachedToRenderSystem(false),
_isShadowCasting(false)
{
}
EntityNode::~EntityNode()
{
destruct();
}
void EntityNode::construct()
{
_eclassChangedConn = _eclass->changedSignal().connect([this]()
{
this->onEntityClassChanged();
});
TargetableNode::construct();
// Observe basic keys
static_assert(std::is_base_of_v<sigc::trackable, NameKey>);
static_assert(std::is_base_of_v<sigc::trackable, ColourKey>);
static_assert(std::is_base_of_v<sigc::trackable, OriginKey>);
observeKey("origin", sigc::mem_fun(_originKey, &OriginKey::onKeyValueChanged));
observeKey("name", sigc::mem_fun(_nameKey, &NameKey::onKeyValueChanged));
observeKey("_color", sigc::mem_fun(_colourKey, &ColourKey::onKeyValueChanged));
// Observe model-related keys
static_assert(std::is_base_of_v<sigc::trackable, EntityNode>);
static_assert(std::is_base_of_v<sigc::trackable, ModelKey>);
observeKey("model", sigc::mem_fun(this, &EntityNode::_modelKeyChanged));
observeKey("skin", sigc::mem_fun(_modelKey, &ModelKey::skinChanged));
observeKey("noshadows", sigc::mem_fun(this, &EntityNode::_onNoShadowsSettingsChanged));
_shaderParms.addKeyObservers();
// Construct all attached entities
createAttachedEntities();
}
void EntityNode::constructClone(const EntityNode& original)
{
// We just got cloned, it's possible that this node is the parent of a scaled model node
auto originalChildModel = original.getModelKey().getNode();
if (originalChildModel)
{
model::ModelNodePtr originalModel = Node_getModel(originalChildModel);
// Check if the original model node is scaled
if (originalModel && originalModel->hasModifiedScale())
{
assert(getModelKey().getNode()); // clone should have a child model like the original
auto transformable = scene::node_cast<ITransformable>(getModelKey().getNode());
if (transformable)
{
transformable->setType(TRANSFORM_PRIMITIVE);
transformable->setScale(originalModel->getModelScale());
transformable->freezeTransform();
}
}
}
}
void EntityNode::destruct()
{
// Disable model key handling, remove child nodes
_modelKey.destroy();
// Remove any attached entities before this EntityNode is defunct
// Particle node attachments might want to remove their renderables from
// this entity on destruction.
_attachedEnts.clear();
_eclassChangedConn.disconnect();
TargetableNode::destruct();
}
void EntityNode::createAttachedEntities()
{
_spawnArgs.forEachAttachment(
[this](const Entity::Attachment& a)
{
// Since we can't yet handle joint positions, ignore this attachment
// if it is attached to a joint
if (!a.joint.empty())
return;
// Check this is a valid entity class
auto cls = GlobalEntityClassManager().findClass(a.eclass);
if (!cls)
{
rWarning() << "EntityNode [" << _eclass->getDeclName()
<< "]: cannot attach non-existent entity class '"
<< a.eclass << "'\n";
return;
}
// Construct and store the attached entity
auto attachedEnt = GlobalEntityModule().createEntity(cls);
assert(attachedEnt);
_attachedEnts.push_back({attachedEnt, a.offset});
// Set ourselves as the parent of the attached entity (for
// localToParent transforms)
attachedEnt->setParent(shared_from_this());
// Set the attached entity's transform matrix according to the
// required offset
attachedEnt->setLocalToParent(Matrix4::getTranslation(a.offset));
}
);
}
void EntityNode::transformChanged()
{
Node::transformChanged();
TargetableNode::onTransformationChanged();
// Broadcast transformChanged to all attached entities so they can update
// their position
for (auto [node, offset]: _attachedEnts)
node->transformChanged();
}
void EntityNode::onEntityClassChanged()
{
// By default, we notify the KeyObservers attached to this entity
_keyObservers.refreshObservers();
// The colour might have changed too, so re-acquire the shaders if possible
acquireShaders();
}
void EntityNode::observeKey(const std::string& key, KeyObserverFunc func)
{
_keyObservers.observeKey(key, func);
}
void EntityNode::foreachAttachment(const std::function<void(const IEntityNodePtr&)>& functor)
{
for (const auto& [node, _] : _attachedEnts)
{
functor(node);
}
}
Entity& EntityNode::getEntity()
{
return _spawnArgs;
}
void EntityNode::refreshModel()
{
_modelKey.refreshModel();
}
std::string EntityNode::getEntityName() const
{
return getName();
}
float EntityNode::getShaderParm(int parmNum) const
{
return _shaderParms.getParmValue(parmNum);
}
const Vector3& EntityNode::getDirection() const
{
return _direction;
}
void EntityNode::addRenderable(const render::IRenderableObject::Ptr& object, Shader* shader)
{
_renderObjects.addRenderable(object, shader);
}
void EntityNode::removeRenderable(const render::IRenderableObject::Ptr& object)
{
_renderObjects.removeRenderable(object);
}
void EntityNode::foreachRenderable(const IRenderEntity::ObjectVisitFunction& functor)
{
_renderObjects.foreachRenderable(functor);
}
void EntityNode::foreachRenderableTouchingBounds(const AABB& bounds,
const ObjectVisitFunction& functor)
{
_renderObjects.foreachRenderableTouchingBounds(bounds, functor);
}
bool EntityNode::isShadowCasting() const
{
return _isShadowCasting;
}
std::string EntityNode::getFingerprint()
{
std::map<std::string, std::string> sortedKeyValues;
// Entities are just a collection of key/value pairs,
// use them in lower case form, ignore inherited keys, sort before hashing
_spawnArgs.forEachKeyValue([&](const std::string& key, const std::string& value)
{
sortedKeyValues.emplace(string::to_lower_copy(key), string::to_lower_copy(value));
}, false);
math::Hash hash;
for (const auto& pair : sortedKeyValues)
{
hash.addString(pair.first);
hash.addString(pair.second);
}
// Entities need to include any child hashes, but be insensitive to their order
std::set<std::string> childFingerprints;
foreachNode([&](const scene::INodePtr& child)
{
auto comparable = std::dynamic_pointer_cast<scene::IComparableNode>(child);
if (comparable)
{
childFingerprints.insert(comparable->getFingerprint());
}
return true;
});
for (auto childFingerprint : childFingerprints)
{
hash.addString(childFingerprint);
}
return hash;
}
void EntityNode::testSelect(Selector& selector, SelectionTest& test)
{
test.BeginMesh(localToWorld());
// Pass the call down to the model node, if applicable
SelectionTestablePtr selectionTestable = Node_getSelectionTestable(_modelKey.getNode());
if (selectionTestable)
{
selectionTestable->testSelect(selector, test);
}
}
std::string EntityNode::getName() const {
return _namespaceManager.getName();
}
void EntityNode::setNamespace(INamespace* space) {
_namespaceManager.setNamespace(space);
}
INamespace* EntityNode::getNamespace() const {
return _namespaceManager.getNamespace();
}
void EntityNode::connectNameObservers() {
_namespaceManager.connectNameObservers();
}
void EntityNode::disconnectNameObservers() {
_namespaceManager.disconnectNameObservers();
}
void EntityNode::attachNames() {
_namespaceManager.attachNames();
}
void EntityNode::detachNames() {
_namespaceManager.detachNames();
}
void EntityNode::changeName(const std::string& newName) {
_namespaceManager.changeName(newName);
}
void EntityNode::onInsertIntoScene(scene::IMapRootNode& root)
{
GlobalCounters().getCounter(counterEntities).increment();
_spawnArgs.connectUndoSystem(root.getUndoSystem());
_modelKey.connectUndoSystem(root.getUndoSystem());
attachToRenderSystem();
for (const auto& [node, _] : _attachedEnts)
{
node->onInsertIntoScene(root);
}
SelectableNode::onInsertIntoScene(root);
TargetableNode::onInsertIntoScene(root);
}
void EntityNode::onRemoveFromScene(scene::IMapRootNode& root)
{
TargetableNode::onRemoveFromScene(root);
SelectableNode::onRemoveFromScene(root);
detachFromRenderSystem();
for (const auto& [node, _] : _attachedEnts)
{
node->onRemoveFromScene(root);
}
_modelKey.disconnectUndoSystem(root.getUndoSystem());
_spawnArgs.disconnectUndoSystem(root.getUndoSystem());
GlobalCounters().getCounter(counterEntities).decrement();
}
void EntityNode::onChildAdded(const scene::INodePtr& child)
{
// Let the child know which renderEntity it has - this has to happen before onChildAdded()
child->setRenderEntity(this);
Node::onChildAdded(child);
}
void EntityNode::onChildRemoved(const scene::INodePtr& child)
{
Node::onChildRemoved(child);
// Leave the renderEntity on the child until this point - this has to happen after onChildRemoved()
// greebo: Double-check that we're the currently assigned renderentity - in some cases nodes on the undostack
// keep references to child nodes - we should never NULLify renderentities of nodes that are not assigned to us
IRenderEntity* curRenderEntity = child->getRenderEntity();
if (curRenderEntity && curRenderEntity == this)
{
child->setRenderEntity(nullptr);
}
else
{
rWarning() << "[EntityNode] the child being removed is already assigned to a different render entity." << std::endl;
}
}
std::string EntityNode::name() const
{
return _nameKey.getName();
}
scene::INode::Type EntityNode::getNodeType() const
{
return Type::Entity;
}
void EntityNode::onPreRender(const VolumeTest& volume)
{
if (EntitySettings::InstancePtr()->getRenderEntityNames())
{
_renderableName.update(_textRenderer);
}
else
{
_renderableName.clear();
}
// Render any attached entities
renderAttachments(
[&](const scene::INodePtr& n) { n->onPreRender(volume); }
);
}
void EntityNode::renderHighlights(IRenderableCollector& collector, const VolumeTest& volume)
{
renderAttachments(
[&](const scene::INodePtr& n) { n->renderHighlights(collector, volume); }
);
}
void EntityNode::acquireShaders()
{
acquireShaders(getRenderSystem());
}
void EntityNode::acquireShaders(const RenderSystemPtr& renderSystem)
{
if (renderSystem)
{
const auto& colour = _spawnArgs.getEntityClass()->getColour();
_fillShader = renderSystem->capture(ColourShaderType::CameraSolid, colour);
_wireShader = renderSystem->capture(ColourShaderType::OrthoviewSolid, colour);
_colourShader = renderSystem->capture(ColourShaderType::CameraAndOrthoview, colour);
_textRenderer = renderSystem->captureTextRenderer(IGLFont::Style::Sans, 14);
_inactiveShader = renderSystem->capture(BuiltInShaderType::WireframeInactive);
}
else
{
_fillShader.reset();
_wireShader.reset();
_colourShader.reset();
_textRenderer.reset();
_inactiveShader.reset();
}
}
void EntityNode::setRenderSystem(const RenderSystemPtr& renderSystem)
{
// Detach from any existing render system first
detachFromRenderSystem();
SelectableNode::setRenderSystem(renderSystem);
if (renderSystem)
{
attachToRenderSystem();
}
acquireShaders(renderSystem);
// The colour key is maintaining a shader object as well
_colourKey.setRenderSystem(renderSystem);
// Make sure any attached entities have a render system too
for (auto [node, offset]: _attachedEnts)
node->setRenderSystem(renderSystem);
TargetableNode::onRenderSystemChanged();
}
std::size_t EntityNode::getHighlightFlags()
{
if (!isSelected()) return Highlight::NoHighlight;
return isGroupMember() ? (Highlight::Selected | Highlight::GroupMember) : Highlight::Selected;
}
void EntityNode::onVisibilityChanged(bool isVisibleNow)
{
SelectableNode::onVisibilityChanged(isVisibleNow);
TargetableNode::onVisibilityChanged(isVisibleNow);
for (const auto& [node, _] : _attachedEnts)
{
if (isVisibleNow)
{
scene::showSubgraph(node);
}
else
{
scene::hideSubgraph(node);
}
}
}
ModelKey& EntityNode::getModelKey()
{
return _modelKey;
}
const ModelKey& EntityNode::getModelKey() const
{
return _modelKey;
}
void EntityNode::onModelKeyChanged(const std::string& value)
{
// Default implementation suitable for Light, Generic and EClassModel
// Dispatch the call to the key observer, which will create the child node
_modelKey.modelChanged(value);
}
void EntityNode::_modelKeyChanged(const std::string& value)
{
// Wrap the call to the virtual event
onModelKeyChanged(value);
}
void EntityNode::_originKeyChanged()
{
// TODO: add virtual callout for subclasses
}
void EntityNode::_colourKeyChanged(const std::string& value)
{
onColourKeyChanged(value);
}
void EntityNode::_onNoShadowsSettingsChanged(const std::string& noShadowsValue)
{
_isShadowCasting = noShadowsValue != "1";
}
const ShaderPtr& EntityNode::getWireShader() const
{
return _wireShader;
}
const ShaderPtr& EntityNode::getColourShader() const
{
return _colourShader;
}
const ShaderPtr& EntityNode::getFillShader() const
{
return _fillShader;
}
const ShaderPtr& EntityNode::getInactiveShader()
{
return _inactiveShader;
}
Vector4 EntityNode::getEntityColour() const
{
return _spawnArgs.getEntityClass()->getColour();
}
void EntityNode::onPostUndo()
{
// After undo operations there might remain some child nodes
// without renderentity, rectify that
foreachNode([&] (const scene::INodePtr& child)->bool
{
child->setRenderEntity(this);
return true;
});
}
void EntityNode::onPostRedo()
{
// After redo operations there might remain some child nodes
// without renderentity, rectify that
foreachNode([&] (const scene::INodePtr& child)->bool
{
child->setRenderEntity(this);
return true;
});
}
void EntityNode::onEntitySettingsChanged()
{
if (!EntitySettings::InstancePtr()->getRenderEntityNames())
{
_renderableName.clear();
}
// Notify all attached entities
foreachAttachment([](const IEntityNodePtr& node)
{
if (auto attachedEntity = std::dynamic_pointer_cast<EntityNode>(node); attachedEntity)
{
attachedEntity->onEntitySettingsChanged();
}
});
}
void EntityNode::attachToRenderSystem()
{
if (_isAttachedToRenderSystem) return;
auto renderSystem = getRenderSystem();
if (renderSystem)
{
renderSystem->addEntity(std::dynamic_pointer_cast<IRenderEntity>(shared_from_this()));
_isAttachedToRenderSystem = true;
}
}
void EntityNode::detachFromRenderSystem()
{
if (!_isAttachedToRenderSystem) return;
auto renderSystem = getRenderSystem();
if (renderSystem)
{
renderSystem->removeEntity(std::dynamic_pointer_cast<IRenderEntity>(shared_from_this()));
_isAttachedToRenderSystem = false;
}
}
void EntityNode::setRenderState(RenderState state)
{
SelectableNode::setRenderState(state);
// Propagate to attachments
foreachAttachment([=](const IEntityNodePtr& attachment)
{
attachment->setRenderState(state);
});
}
} // namespace entity
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