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#include "SelectionTestWalkers.h"
#include "itextstream.h"
#include "iselectable.h"
#include "imodel.h"
#include "igroupnode.h"
#include "iselectiontest.h"
#include "entitylib.h"
#include "debugging/ScenegraphUtils.h"
namespace selection
{
void SelectionTestWalker::printNodeName(const scene::INodePtr& node)
{
rMessage() << "Node: " << getNameForNodeType(node->getNodeType()) << " ";
if (node->getNodeType() == scene::INode::Type::Entity)
{
rMessage() << " - " << Node_getEntity(node)->getKeyValue("name");
}
rMessage() << std::endl;
}
scene::INodePtr SelectionTestWalker::getEntityNode(const scene::INodePtr& node)
{
return (Node_isEntity(node)) ? node : scene::INodePtr();
}
scene::INodePtr SelectionTestWalker::getParentGroupEntity(const scene::INodePtr& node)
{
scene::INodePtr parent = node->getParent();
return (Node_getGroupNode(parent) != NULL) ? parent : scene::INodePtr();
}
bool SelectionTestWalker::entityIsWorldspawn(const scene::INodePtr& node)
{
return Node_isWorldspawn(node);
}
void SelectionTestWalker::performSelectionTest(const scene::INodePtr& selectableNode,
const scene::INodePtr& nodeToBeTested)
{
if (!nodeIsEligibleForTesting(nodeToBeTested))
{
return;
}
auto selectable = scene::node_cast<ISelectable>(selectableNode);
if (!selectable) return; // skip non-selectables
_selector.pushSelectable(*selectable);
// Test the node for selection, this will add an intersection to the selector
auto selectionTestable = Node_getSelectionTestable(nodeToBeTested);
if (selectionTestable)
{
selectionTestable->testSelect(_selector, _test);
}
_selector.popSelectable();
}
void EntitySelector::testNode(const scene::INodePtr& node)
{
// Check directly for an entity
scene::INodePtr entity = getEntityNode(node);
if (entity == NULL)
{
// Skip any models, the parent entity is taking care of the selection test
if (Node_isModel(node))
{
return;
}
// Second chance check: is the parent a group node?
entity = getParentGroupEntity(node);
}
// Skip worldspawn in any case
if (entity == NULL || entityIsWorldspawn(entity)) return;
// Comment out to hide debugging output
//printNodeName(node);
// The entity is the selectable, but the actual node will be tested for selection
performSelectionTest(entity, node);
}
void PrimitiveSelector::testNode(const scene::INodePtr& node)
{
// Skip all entities
if (Node_isEntity(node)) return;
// Node is not an entity, check parent
scene::INodePtr parent = getParentGroupEntity(node);
// Don't select primitives of non-worldspawn entities,
// the EntitySelector is taking care of that case
if (parent == NULL || entityIsWorldspawn(parent))
{
performSelectionTest(node, node);
}
}
void GroupChildPrimitiveSelector::testNode(const scene::INodePtr& node)
{
// Skip all entities
if (Node_isEntity(node)) return;
// Node is not an entity, check parent
scene::INodePtr parent = getParentGroupEntity(node);
if (parent != NULL && !entityIsWorldspawn(parent))
{
performSelectionTest(node, node);
}
}
void AnySelector::testNode(const scene::INodePtr& node)
{
scene::INodePtr entity = getEntityNode(node);
scene::INodePtr candidate;
if (entity != NULL)
{
// skip worldspawn
if (entityIsWorldspawn(entity)) return;
// Use this entity as selectable
candidate = entity;
}
else if (Node_isPrimitive(node))
{
// Primitives are ok, check for func_static children
scene::INodePtr parentEntity = getParentGroupEntity(node);
if (parentEntity != NULL)
{
// If this node is a child of worldspawn, it can be directly selected
// Otherwise this node is a child primitve of a non-worldspawn entity,
// in which case we want to select the parent entity
candidate = (entityIsWorldspawn(parentEntity)) ? node : parentEntity;
}
else
{
// A primitive without parent group entity? Error?
return; // skip
}
}
// The entity is the selectable, but the actual node will be tested for selection
performSelectionTest(candidate, node);
}
void ComponentSelector::testNode(const scene::INodePtr& node)
{
performComponentselectionTest(node);
}
// SelectionSystem::Visitor
void ComponentSelector::visit(const scene::INodePtr& node) const
{
performComponentselectionTest(node);
}
void ComponentSelector::performComponentselectionTest(const scene::INodePtr& node) const
{
ComponentSelectionTestablePtr testable = Node_getComponentSelectionTestable(node);
if (testable)
{
testable->testSelectComponents(_selector, _test, _mode);
}
}
MergeActionSelector::MergeActionSelector(Selector& selector, SelectionTest& test) :
SelectionTestWalker(selector, test)
{}
void MergeActionSelector::testNode(const scene::INodePtr& node)
{
performSelectionTest(node, node);
}
bool MergeActionSelector::nodeIsEligibleForTesting(const scene::INodePtr& node)
{
return node->getNodeType() == scene::INode::Type::MergeAction;
}
}
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