PrimeWorldEditor/Scene/CStaticNode.cpp

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#include "CStaticNode.h"
#include <Core/CRenderer.h>
#include <Core/CGraphics.h>
#include <Common/AnimUtil.h>
#include <Common/Math.h>
#include <Core/CDrawUtil.h>
CStaticNode::CStaticNode(CSceneManager *pScene, CSceneNode *pParent, CStaticModel *pModel)
: CSceneNode(pScene, pParent)
{
mpModel = pModel;
mLocalAABox = mpModel->AABox();
mScale = CVector3f(1.f, 1.f, 1.f);
SetName("Static Node");
}
ENodeType CStaticNode::NodeType()
{
return eStaticNode;
}
void CStaticNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
{
if (!mpModel) return;
if (mpModel->IsOccluder()) return;
if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
if (!mpModel->IsTransparent())
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
else
{
u32 NumSurfaces = mpModel->GetSurfaceCount();
for (u32 iSurf = 0; iSurf < NumSurfaces; iSurf++)
{
CAABox TransformedBox = mpModel->GetSurfaceAABox(iSurf).Transformed(Transform());
if (ViewInfo.ViewFrustum.BoxInFrustum(TransformedBox))
pRenderer->AddTransparentMesh(this, iSurf, TransformedBox, eDrawMesh);
}
}
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if (mSelected && !ViewInfo.GameMode)
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
}
void CStaticNode::Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo)
{
if (!mpModel) return;
CGraphics::sVertexBlock.COLOR0_Amb = CVector4f(0, 0, 0, 1);
float Multiplier = CGraphics::sWorldLightMultiplier;
CGraphics::sPixelBlock.TevColor = CVector4f(Multiplier,Multiplier,Multiplier,1);
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
CGraphics::sNumLights = 0;
CGraphics::UpdateLightBlock();
LoadModelMatrix();
if (ComponentIndex < 0)
mpModel->Draw(Options);
else
mpModel->DrawSurface(Options, ComponentIndex);
}
void CStaticNode::DrawSelection()
{
if (!mpModel) return;
LoadModelMatrix();
mpModel->DrawWireframe(eNoRenderOptions, WireframeColor());
}
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void CStaticNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& /*ViewInfo*/)
{
if ((!mpModel) || (mpModel->IsOccluder()))
return;
const CRay& Ray = Tester.Ray();
std::pair<bool,float> BoxResult = AABox().IntersectsRay(Ray);
if (BoxResult.first)
{
for (u32 iSurf = 0; iSurf < mpModel->GetSurfaceCount(); iSurf++)
{
std::pair<bool,float> SurfResult = mpModel->GetSurfaceAABox(iSurf).Transformed(Transform()).IntersectsRay(Ray);
if (SurfResult.first)
Tester.AddNode(this, iSurf, SurfResult.second);
}
}
}
SRayIntersection CStaticNode::RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo)
{
SRayIntersection out;
out.pNode = this;
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out.ComponentIndex = AssetID;
CRay TransformedRay = Ray.Transformed(Transform().Inverse());
ERenderOptions options = ViewInfo.pRenderer->RenderOptions();
std::pair<bool,float> Result = mpModel->GetSurface(AssetID)->IntersectsRay(TransformedRay, ((options & eEnableBackfaceCull) == 0));
if (Result.first)
{
out.Hit = true;
CVector3f HitPoint = TransformedRay.PointOnRay(Result.second);
CVector3f WorldHitPoint = Transform() * HitPoint;
out.Distance = Math::Distance(Ray.Origin(), WorldHitPoint);
}
else
out.Hit = false;
return out;
}