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#include "ParticleNode.h"
#include "ivolumetest.h"
#include "itextstream.h"
namespace particles
{
ParticleNode::ParticleNode(const RenderableParticlePtr& particle) :
_renderableParticle(particle),
_local2Parent(Matrix4::getIdentity())
{}
std::string ParticleNode::name() const
{
return "particle";
}
scene::INode::Type ParticleNode::getNodeType() const
{
return Type::Particle;
}
IRenderableParticlePtr ParticleNode::getParticle() const
{
return _renderableParticle;
}
const AABB& ParticleNode::localAABB() const
{
return _renderableParticle->getBounds();
}
std::size_t ParticleNode::getHighlightFlags()
{
return Highlight::NoHighlight;
}
Matrix4 ParticleNode::localToParent() const
{
scene::INodePtr parent = getParent();
if (parent == NULL)
{
_local2Parent = Matrix4::getIdentity();
}
else
{
_local2Parent = parent->localToWorld();
// compensate the parent rotation only
_local2Parent.tx() = 0;
_local2Parent.ty() = 0;
_local2Parent.tz() = 0;
_local2Parent.invert();
}
return _local2Parent;
}
void ParticleNode::onPreRender(const VolumeTest& volume)
{
if (!_renderableParticle) return;
// Update the particle system before rendering
update(volume);
}
void ParticleNode::renderHighlights(IRenderableCollector& collector, const VolumeTest& volume)
{
}
void ParticleNode::setRenderSystem(const RenderSystemPtr& renderSystem)
{
Node::setRenderSystem(renderSystem);
_renderableParticle->setRenderSystem(renderSystem);
}
void ParticleNode::update(const VolumeTest& viewVolume) const
{
if (!viewVolume.fill())
{
return;
}
// Get the view rotation and cancel out the translation part
Matrix4 viewRotation = viewVolume.GetModelview();
viewRotation.tx() = 0;
viewRotation.ty() = 0;
viewRotation.tz() = 0;
viewRotation.tw() = 1;
// Get the main direction of our parent entity
_renderableParticle->setMainDirection(_renderEntity->getDirection());
// Set entity colour, might be needed
_renderableParticle->setEntityColour(Vector3(
_renderEntity->getShaderParm(0), _renderEntity->getShaderParm(1), _renderEntity->getShaderParm(2)));
_renderableParticle->update(viewRotation, localToWorld(), _renderEntity);
}
void ParticleNode::onVisibilityChanged(bool isVisibleNow)
{
Node::onVisibilityChanged(isVisibleNow);
// Clear geometry when hidden. When shown, the particle will be updated every frame anyway
if (!isVisibleNow)
{
_renderableParticle->clearRenderables();
}
}
void ParticleNode::onRemoveFromScene(scene::IMapRootNode& root)
{
_renderableParticle->clearRenderables();
Node::onRemoveFromScene(root);
}
} // namespace
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