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#include "TargetLineNode.h"
#include "../EntityNode.h"
#include "ilightnode.h"
namespace entity
{
TargetLineNode::TargetLineNode(EntityNode& owner) :
scene::Node(),
_owner(owner),
_targetLines(_owner, _owner.getTargetKeys())
{
_owner.getTargetKeys().signal_TargetPositionChanged().connect(
sigc::mem_fun(this, &TargetLineNode::queueRenderableUpdate)
);
}
TargetLineNode::TargetLineNode(TargetLineNode& other) :
scene::Node(other),
_owner(other._owner),
_targetLines(_owner, _owner.getTargetKeys())
{
_owner.getTargetKeys().signal_TargetPositionChanged().connect(
sigc::mem_fun(this, &TargetLineNode::queueRenderableUpdate)
);
}
scene::INode::Type TargetLineNode::getNodeType() const
{
return Type::EntityConnection;
}
const AABB& TargetLineNode::localAABB() const
{
static AABB _aabb;
return _aabb;
}
void TargetLineNode::onInsertIntoScene(scene::IMapRootNode& root)
{
Node::onInsertIntoScene(root);
_targetLines.clear();
}
void TargetLineNode::onRemoveFromScene(scene::IMapRootNode& root)
{
Node::onRemoveFromScene(root);
_targetLines.clear();
}
void TargetLineNode::onPreRender(const VolumeTest& volume)
{
// If the owner is hidden, the lines are hidden too
if (!_targetLines.hasTargets() || !_owner.visible() || getRenderState() == RenderState::Inactive)
{
// Hide ourselves
_targetLines.clear();
return;
}
_targetLines.update(_owner.getColourShader(), getOwnerPosition());
}
void TargetLineNode::renderHighlights(IRenderableCollector& collector, const VolumeTest& volume)
{
collector.addHighlightRenderable(_targetLines, Matrix4::getIdentity());
}
void TargetLineNode::onRenderSystemChanged()
{
_targetLines.clear();
_targetLines.queueUpdate();
}
void TargetLineNode::onVisibilityChanged(bool visible)
{
Node::onVisibilityChanged(visible);
if (!visible)
{
// Disconnect our renderable when the node is hidden
// Once this node is shown again, the onPreRender method will
// call RenderableTargetLines::update()
_targetLines.clear();
}
}
void TargetLineNode::onRenderStateChanged()
{
Node::onRenderStateChanged();
_targetLines.queueUpdate();
}
std::size_t TargetLineNode::getHighlightFlags()
{
// We don't need to return highlighting, since the render system will use
// the result of the parent entity node
return Highlight::NoHighlight;
}
Vector3 TargetLineNode::getOwnerPosition() const
{
// Try to use the origin if this is a light
auto* light = dynamic_cast<ILightNode*>(&_owner);
if (!light)
{
const AABB& bounds = _owner.worldAABB();
if (bounds.isValid())
{
return bounds.getOrigin();
}
return _owner.localToWorld().translation();
}
return light->getSelectAABB().getOrigin();
}
void TargetLineNode::queueRenderableUpdate()
{
_targetLines.queueUpdate();
}
}
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