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#include "NullModelNode.h"
#include "entitylib.h"
#include "NullModelBoxSurface.h"
namespace model
{
NullModelNode::NullModelNode() :
_nullModel(new NullModel),
_boxSurface(localAABB(), localToWorld())
{}
NullModelNode::NullModelNode(const NullModelPtr& nullModel) :
_nullModel(nullModel),
_boxSurface(localAABB(), localToWorld())
{}
std::string NullModelNode::name() const
{
return "Nullmodel";
}
const IModel& NullModelNode::getIModel() const
{
return *_nullModel;
}
IModel& NullModelNode::getIModel()
{
return *_nullModel;
}
bool NullModelNode::hasModifiedScale()
{
return false;
}
Vector3 NullModelNode::getModelScale()
{
return Vector3(1,1,1);
}
void NullModelNode::testSelect(Selector& selector, SelectionTest& test)
{
test.BeginMesh(localToWorld());
SelectionIntersection best;
aabb_testselect(_nullModel->localAABB(), test, best);
if (best.isValid())
{
selector.addIntersection(best);
}
}
void NullModelNode::createRenderableSurfaces()
{
emplaceRenderableSurface(std::make_shared<NullModelBoxSurface>(_boxSurface, _renderEntity, localToWorld()));
}
void NullModelNode::setRenderSystem(const RenderSystemPtr& renderSystem)
{
ModelNodeBase::setRenderSystem(renderSystem);
// Detach renderables on render system change
detachFromShaders();
}
const AABB& NullModelNode::localAABB() const
{
return _nullModel->localAABB();
}
void NullModelNode::onInsertIntoScene(scene::IMapRootNode& root)
{
ModelNodeBase::onInsertIntoScene(root);
// When inserted into the scene, the localToWorld matrix has to be re-evaluated
transformChanged();
}
} // namespace
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