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#pragma once
#include "editable.h"
#include "selectionlib.h"
#include "transformlib.h"
#include "irenderable.h"
#include "math/Ray.h"
#include "../target/TargetableNode.h"
#include "../EntityNode.h"
#include "../OriginKey.h"
#include "../AngleKey.h"
#include "../RotationKey.h"
#include "../SpawnArgs.h"
#include "../RenderableArrow.h"
#include "../RenderableEntityBox.h"
namespace entity
{
/**
* @brief EntityNode subclass for all entity types not handled by a specific
* class.
*
* Generic entity nodes represent entities which have no editor-specific
* functionality, beyond simply existing and pointing in a particular direction.
* They are rendered as boxes with an angle/rotation arrow. Common generic
* entities include "info_playerstart" and "info_location".
*/
class GenericEntityNode final : public EntityNode, public Snappable
{
OriginKey m_originKey;
Vector3 m_origin;
// The AngleKey wraps around the "angle" spawnarg
AngleKey m_angleKey;
// This is the "working copy" of the angle value
float m_angle;
// The RotationKey takes care of the "rotation" spawnarg
RotationKey m_rotationKey;
// This is the "working copy" of the rotation value
RotationMatrix m_rotation;
AABB m_aabb_local;
Ray m_ray;
RenderableArrow _renderableArrow;
RenderableEntityBox _renderableBox;
// TRUE if this entity's arrow can be rotated in all directions,
// FALSE if the arrow is caught in the xy plane
bool _allow3Drotations;
// TRUE if direction uses up after 3D rotation (only true for func_emitter/func_splat)
// FALSE if direction uses forward after 3D rotation (default)
bool _3DdirectionUsesUp;
public:
GenericEntityNode(const IEntityClassPtr& eclass);
private:
GenericEntityNode(const GenericEntityNode& other);
void rotate(const Quaternion& rotation);
// not to be confused with the methods inherited from Transformable
void _revertTransform();
void _freezeTransform();
void updateTransform();
void originChanged();
void angleChanged();
void rotationChanged();
public:
static std::shared_ptr<GenericEntityNode> Create(const IEntityClassPtr& eclass);
// Snappable implementation
void snapto(float snap) override;
// Bounded implementation
const AABB& localAABB() const override;
// SelectionTestable implementation
void testSelect(Selector& selector, SelectionTest& test) override;
scene::INodePtr clone() const override;
// Renderable implementation
void onPreRender(const VolumeTest& volume) override;
void renderHighlights(IRenderableCollector& collector, const VolumeTest& volume) override;
void setRenderSystem(const RenderSystemPtr& renderSystem) override;
// Override EntityNode::getDirection()
const Vector3& getDirection() const override;
// Returns the original "origin" value
const Vector3& getUntransformedOrigin() override;
const Vector3& getWorldPosition() const override;
void onChildAdded(const scene::INodePtr& child) override;
void onChildRemoved(const scene::INodePtr& child) override;
void onInsertIntoScene(scene::IMapRootNode& root) override;
void onRemoveFromScene(scene::IMapRootNode& root) override;
protected:
// Gets called by the Transformable implementation whenever
// scale, rotation or translation is changed.
void _onTransformationChanged() override;
// Called by the Transformable implementation before freezing
// or when reverting transformations.
void _applyTransformation() override;
// Override EntityNode::construct()
void construct() override;
void onVisibilityChanged(bool isVisibleNow) override;
void onRenderStateChanged() override;
void updateRenderables();
void clearRenderables();
};
} // namespace entity
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