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#include "GenericEntityNode.h"
#include "../EntitySettings.h"
#include "math/Frustum.h"
namespace entity
{
GenericEntityNode::GenericEntityNode(const IEntityClassPtr& eclass) :
EntityNode(eclass),
m_originKey(std::bind(&GenericEntityNode::originChanged, this)),
m_origin(ORIGINKEY_IDENTITY),
m_angleKey(std::bind(&GenericEntityNode::angleChanged, this)),
m_angle(AngleKey::IDENTITY),
m_rotationKey(std::bind(&GenericEntityNode::rotationChanged, this)),
_renderableArrow(*this),
_renderableBox(*this, localAABB(), m_origin),
_allow3Drotations(_spawnArgs.getKeyValue("editor_rotatable") == "1"),
_3DdirectionUsesUp(eclass->isOfType("func_emitter") || eclass->isOfType("func_splat"))
{}
GenericEntityNode::GenericEntityNode(const GenericEntityNode& other) :
EntityNode(other),
Snappable(other),
m_originKey(std::bind(&GenericEntityNode::originChanged, this)),
m_origin(ORIGINKEY_IDENTITY),
m_angleKey(std::bind(&GenericEntityNode::angleChanged, this)),
m_angle(AngleKey::IDENTITY),
m_rotationKey(std::bind(&GenericEntityNode::rotationChanged, this)),
_renderableArrow(*this),
_renderableBox(*this, localAABB(), m_origin),
_allow3Drotations(_spawnArgs.getKeyValue("editor_rotatable") == "1"),
_3DdirectionUsesUp(other._eclass->isOfType("func_emitter") || other._eclass->isOfType("func_splat"))
{}
std::shared_ptr<GenericEntityNode> GenericEntityNode::Create(const IEntityClassPtr& eclass)
{
auto instance = std::make_shared<GenericEntityNode>(eclass);
instance->construct();
return instance;
}
void GenericEntityNode::construct()
{
EntityNode::construct();
m_aabb_local = _spawnArgs.getEntityClass()->getBounds();
m_ray.origin = m_aabb_local.getOrigin();
m_ray.direction = Vector3(1, 0, 0);
m_rotation.setIdentity();
if (!_allow3Drotations)
{
// Ordinary rotation (2D around z axis), use angle key observer
static_assert(std::is_base_of_v<sigc::trackable, AngleKey>);
observeKey("angle", sigc::mem_fun(m_angleKey, &AngleKey::angleChanged));
}
else
{
// Full 3D rotations allowed, observe both keys using the rotation key observer
static_assert(std::is_base_of_v<sigc::trackable, RotationKey>);
observeKey("angle", sigc::mem_fun(m_rotationKey, &RotationKey::angleChanged));
observeKey("rotation", sigc::mem_fun(m_rotationKey, &RotationKey::rotationChanged));
}
static_assert(std::is_base_of_v<sigc::trackable, OriginKey>);
observeKey("origin", sigc::mem_fun(m_originKey, &OriginKey::onKeyValueChanged));
}
void GenericEntityNode::snapto(float snap)
{
m_originKey.snap(snap);
m_originKey.write(_spawnArgs);
}
const AABB& GenericEntityNode::localAABB() const
{
return m_aabb_local;
}
void GenericEntityNode::testSelect(Selector& selector, SelectionTest& test)
{
EntityNode::testSelect(selector, test);
test.BeginMesh(localToWorld());
SelectionIntersection best;
aabb_testselect(m_aabb_local, test, best);
if(best.isValid()) {
selector.addIntersection(best);
}
}
scene::INodePtr GenericEntityNode::clone() const
{
auto node = std::shared_ptr<GenericEntityNode>(new GenericEntityNode(*this));
node->construct();
node->constructClone(*this);
// When we clone objects which allow 3D rotations, if it uses angle instead of rotation
// as a key, the angle will get clobbered with a default rotation key of "", so we
// need to set it properly
if (_allow3Drotations)
{
std::string angleKey = _spawnArgs.getKeyValue("angle");
if (!angleKey.empty())
{
node->m_rotationKey.angleChanged(angleKey);
}
}
return node;
}
void GenericEntityNode::onPreRender(const VolumeTest& volume)
{
EntityNode::onPreRender(volume);
const auto& shader = getRenderState() == RenderState::Active ? getColourShader() : getInactiveShader();
_renderableBox.update(shader);
_renderableArrow.update(shader);
}
void GenericEntityNode::renderHighlights(IRenderableCollector& collector, const VolumeTest& volume)
{
EntityNode::renderHighlights(collector, volume);
collector.addHighlightRenderable(_renderableArrow, Matrix4::getIdentity());
collector.addHighlightRenderable(_renderableBox, Matrix4::getIdentity());
}
void GenericEntityNode::setRenderSystem(const RenderSystemPtr& renderSystem)
{
EntityNode::setRenderSystem(renderSystem);
// Clear the geometry from any previous shader
clearRenderables();
}
const Vector3& GenericEntityNode::getDirection() const
{
return m_ray.direction;
}
void GenericEntityNode::rotate(const Quaternion& rotation)
{
if (_allow3Drotations)
{
m_rotation.rotate(rotation);
}
else
{
m_angle = AngleKey::getRotatedValue(m_angle, rotation);
}
}
void GenericEntityNode::_revertTransform()
{
m_origin = m_originKey.get();
if (_allow3Drotations)
{
m_rotation = m_rotationKey.m_rotation;
}
else
{
m_angle = m_angleKey.getValue();
}
}
void GenericEntityNode::_freezeTransform()
{
m_originKey.set(m_origin);
m_originKey.write(_spawnArgs);
if (_allow3Drotations)
{
m_rotationKey.m_rotation = m_rotation;
m_rotationKey.m_rotation.writeToEntity(&_spawnArgs);
}
else
{
m_angleKey.setValue(m_angle);
m_angleKey.write(&_spawnArgs);
}
}
void GenericEntityNode::updateTransform()
{
setLocalToParent(Matrix4::getTranslation(m_origin));
if (_allow3Drotations)
{
// Almost all entities should use forward (x-axis)
Vector3 axis = g_vector3_axis_x;
if (_3DdirectionUsesUp)
{
axis = g_vector3_axis_z;
}
m_ray.direction = m_rotation.getMatrix4().transformDirection(Vector3(axis));
}
else
{
m_ray.direction = Matrix4::getRotationAboutZ(math::Degrees(m_angle))
.transformDirection(Vector3(1, 0, 0));
}
updateRenderables();
transformChanged();
}
void GenericEntityNode::_onTransformationChanged()
{
if (getType() == TRANSFORM_PRIMITIVE)
{
_revertTransform();
m_origin += getTranslation();
rotate(getRotation());
updateTransform();
}
}
void GenericEntityNode::_applyTransformation()
{
if (getType() == TRANSFORM_PRIMITIVE)
{
_revertTransform();
m_origin += getTranslation();
rotate(getRotation());
_freezeTransform();
}
}
const Vector3& GenericEntityNode::getUntransformedOrigin()
{
return m_originKey.get();
}
const Vector3& GenericEntityNode::getWorldPosition() const
{
return m_origin;
}
void GenericEntityNode::onChildAdded(const scene::INodePtr& child)
{
EntityNode::onChildAdded(child);
_renderableBox.setFillMode(true);
// Check if this node has any actual models/particles as children
Node::foreachNode([&](const scene::INodePtr& node)
{
// We consider all non-path-connection childnodes as "models"
if (child->getNodeType() != scene::INode::Type::EntityConnection)
{
_renderableBox.setFillMode(false);
return false; // stop traversal
}
return true;
});
}
void GenericEntityNode::onChildRemoved(const scene::INodePtr& child)
{
EntityNode::onChildRemoved(child);
_renderableBox.setFillMode(true);
// Check if this node has any actual models/particles as children
Node::foreachNode([&](const scene::INodePtr& node)
{
// We consider all non-path-connection childnodes as "models"
// Ignore the child itself as this event is raised before the node is actually removed.
if (node != child && child->getNodeType() != scene::INode::Type::EntityConnection)
{
_renderableBox.setFillMode(false);
return false; // stop traversal
}
return true;
});
}
void GenericEntityNode::onInsertIntoScene(scene::IMapRootNode& root)
{
// Call the base class first
EntityNode::onInsertIntoScene(root);
updateRenderables();
}
void GenericEntityNode::onRemoveFromScene(scene::IMapRootNode& root)
{
// Call the base class first
EntityNode::onRemoveFromScene(root);
clearRenderables();
}
void GenericEntityNode::onVisibilityChanged(bool isVisibleNow)
{
EntityNode::onVisibilityChanged(isVisibleNow);
if (isVisibleNow)
{
updateRenderables();
}
else
{
clearRenderables();
}
}
void GenericEntityNode::originChanged()
{
m_origin = m_originKey.get();
updateTransform();
}
void GenericEntityNode::angleChanged()
{
// Ignore the angle key when 3D rotations are enabled
if (_allow3Drotations) return;
m_angle = m_angleKey.getValue();
updateTransform();
}
void GenericEntityNode::rotationChanged()
{
// Ignore the rotation key, when in 2D "angle" mode
if (!_allow3Drotations) return;
m_rotation = m_rotationKey.m_rotation;
updateTransform();
}
void GenericEntityNode::updateRenderables()
{
_renderableBox.queueUpdate();
_renderableArrow.queueUpdate();
}
void GenericEntityNode::clearRenderables()
{
_renderableBox.clear();
_renderableArrow.clear();
}
void GenericEntityNode::onRenderStateChanged()
{
EntityNode::onRenderStateChanged();
clearRenderables();
updateRenderables();
}
} // namespace entity
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