Mass code cleanup

This commit is contained in:
parax0
2016-03-27 13:09:38 -06:00
parent 6b79ef2f3f
commit 82ad4fb5c8
279 changed files with 5702 additions and 7227 deletions

View File

@@ -15,11 +15,11 @@ ENodeType CCollisionNode::NodeType()
return eCollisionNode;
}
void CCollisionNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
void CCollisionNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo)
{
if (!mpCollision) return;
if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
if (ViewInfo.GameMode) return;
if (!rkViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
if (rkViewInfo.GameMode) return;
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
@@ -27,7 +27,7 @@ void CCollisionNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewIn
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
}
void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, const SViewInfo& ViewInfo)
void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, const SViewInfo& rkViewInfo)
{
if (!mpCollision) return;
@@ -37,13 +37,13 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, co
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
CDrawUtil::UseCollisionShader(TintColor(ViewInfo));
CDrawUtil::UseCollisionShader(TintColor(rkViewInfo));
mpCollision->Draw();
CDrawUtil::UseColorShader(CColor::skTransparentBlack);
mpCollision->DrawWireframe();
}
SRayIntersection CCollisionNode::RayNodeIntersectTest(const CRay& /*Ray*/, u32 /*AssetID*/, const SViewInfo& /*ViewInfo*/)
SRayIntersection CCollisionNode::RayNodeIntersectTest(const CRay& /*rkRay*/, u32 /*AssetID*/, const SViewInfo& /*rkViewInfo*/)
{
// todo
SRayIntersection Result;

View File

@@ -11,9 +11,9 @@ class CCollisionNode : public CSceneNode
public:
CCollisionNode(CScene *pScene, u32 NodeID, CSceneNode *pParent = 0, CCollisionMeshGroup *pCollision = 0);
ENodeType NodeType();
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
void Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo);
void Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& rkViewInfo);
SRayIntersection RayNodeIntersectTest(const CRay& rkRay, u32 AssetID, const SViewInfo& rkViewInfo);
void SetCollision(CCollisionMeshGroup *pCollision);
};

View File

@@ -4,14 +4,14 @@
#include "Core/Render/CRenderer.h"
#include <Math/MathUtil.h>
CLightNode::CLightNode(CScene *pScene, u32 NodeID, CSceneNode *pParent, CLight *Light)
CLightNode::CLightNode(CScene *pScene, u32 NodeID, CSceneNode *pParent, CLight *pLight)
: CSceneNode(pScene, NodeID, pParent)
, mpLight(pLight)
{
mpLight = Light;
mLocalAABox = CAABox::skOne;
mPosition = Light->GetPosition();
mPosition = pLight->Position();
switch (Light->GetType())
switch (pLight->Type())
{
case eLocalAmbient: SetName("Ambient Light"); break;
case eDirectional: SetName("Directional Light"); break;
@@ -25,104 +25,104 @@ ENodeType CLightNode::NodeType()
return eLightNode;
}
void CLightNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
void CLightNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo)
{
if (ViewInfo.GameMode) return;
if (rkViewInfo.GameMode) return;
if (ViewInfo.ViewFrustum.BoxInFrustum(AABox()))
if (rkViewInfo.ViewFrustum.BoxInFrustum(AABox()))
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
if (IsSelected() && mpLight->GetType() == eCustom)
if (IsSelected() && mpLight->Type() == eCustom)
{
CAABox RadiusBox = (CAABox::skOne * 2.f * mpLight->GetRadius()) + mPosition;
if (ViewInfo.ViewFrustum.BoxInFrustum(RadiusBox))
if (rkViewInfo.ViewFrustum.BoxInFrustum(RadiusBox))
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
}
}
void CLightNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, const SViewInfo& ViewInfo)
void CLightNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, const SViewInfo& rkViewInfo)
{
CDrawUtil::DrawLightBillboard(mpLight->GetType(), mpLight->GetColor(), mPosition, BillboardScale(), TintColor(ViewInfo));
CDrawUtil::DrawLightBillboard(mpLight->Type(), mpLight->Color(), mPosition, BillboardScale(), TintColor(rkViewInfo));
}
void CLightNode::DrawSelection()
{
CDrawUtil::DrawWireSphere(mPosition, mpLight->GetRadius(), mpLight->GetColor());
CDrawUtil::DrawWireSphere(mPosition, mpLight->GetRadius(), mpLight->Color());
}
void CLightNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& /*ViewInfo*/)
void CLightNode::RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& /*ViewInfo*/)
{
CVector2f BillScale = BillboardScale();
float ScaleXY = (BillScale.x > BillScale.y ? BillScale.x : BillScale.y);
float ScaleXY = (BillScale.X > BillScale.Y ? BillScale.X : BillScale.Y);
CAABox BillBox = CAABox(mPosition + CVector3f(-ScaleXY, -ScaleXY, -BillScale.y),
mPosition + CVector3f( ScaleXY, ScaleXY, BillScale.y));
CAABox BillBox = CAABox(mPosition + CVector3f(-ScaleXY, -ScaleXY, -BillScale.Y),
mPosition + CVector3f( ScaleXY, ScaleXY, BillScale.Y));
std::pair<bool,float> BoxResult = BillBox.IntersectsRay(Tester.Ray());
if (BoxResult.first) Tester.AddNode(this, 0, BoxResult.second);
std::pair<bool,float> BoxResult = BillBox.IntersectsRay(rTester.Ray());
if (BoxResult.first) rTester.AddNode(this, 0, BoxResult.second);
}
SRayIntersection CLightNode::RayNodeIntersectTest(const CRay& Ray, u32 AssetID, const SViewInfo& ViewInfo)
SRayIntersection CLightNode::RayNodeIntersectTest(const CRay& rkRay, u32 AssetID, const SViewInfo& rkViewInfo)
{
// todo: come up with a better way to share this code between CScriptNode and CLightNode
SRayIntersection out;
out.pNode = this;
out.ComponentIndex = AssetID;
SRayIntersection Out;
Out.pNode = this;
Out.ComponentIndex = AssetID;
CTexture *pBillboard = CDrawUtil::GetLightTexture(mpLight->GetType());
CTexture *pBillboard = CDrawUtil::GetLightTexture(mpLight->Type());
if (!pBillboard)
{
out.Hit = false;
return out;
Out.Hit = false;
return Out;
}
// Step 1: check whether the ray intersects with the plane the billboard is on
CPlane BillboardPlane(-ViewInfo.pCamera->Direction(), mPosition);
std::pair<bool,float> PlaneTest = Math::RayPlaneIntersecton(Ray, BillboardPlane);
CPlane BillboardPlane(-rkViewInfo.pCamera->Direction(), mPosition);
std::pair<bool,float> PlaneTest = Math::RayPlaneIntersecton(rkRay, BillboardPlane);
if (PlaneTest.first)
{
// Step 2: transform the hit point into the plane's local space
CVector3f PlaneHitPoint = Ray.PointOnRay(PlaneTest.second);
CVector3f PlaneHitPoint = rkRay.PointOnRay(PlaneTest.second);
CVector3f RelHitPoint = PlaneHitPoint - mPosition;
CVector3f PlaneForward = -ViewInfo.pCamera->Direction();
CVector3f PlaneRight = -ViewInfo.pCamera->RightVector();
CVector3f PlaneUp = ViewInfo.pCamera->UpVector();
CVector3f PlaneForward = -rkViewInfo.pCamera->Direction();
CVector3f PlaneRight = -rkViewInfo.pCamera->RightVector();
CVector3f PlaneUp = rkViewInfo.pCamera->UpVector();
CQuaternion PlaneRot = CQuaternion::FromAxes(PlaneRight, PlaneForward, PlaneUp);
CVector3f RotatedHitPoint = PlaneRot.Inverse() * RelHitPoint;
CVector2f LocalHitPoint = RotatedHitPoint.xz() / BillboardScale();
CVector2f LocalHitPoint = RotatedHitPoint.XZ() / BillboardScale();
// Step 3: check whether the transformed hit point is in the -1 to 1 range
if ((LocalHitPoint.x >= -1.f) && (LocalHitPoint.x <= 1.f) && (LocalHitPoint.y >= -1.f) && (LocalHitPoint.y <= 1.f))
if ((LocalHitPoint.X >= -1.f) && (LocalHitPoint.X <= 1.f) && (LocalHitPoint.Y >= -1.f) && (LocalHitPoint.Y <= 1.f))
{
// Step 4: look up the hit texel and check whether it's transparent or opaque
CVector2f TexCoord = (LocalHitPoint + CVector2f(1.f)) * 0.5f;
TexCoord.x = -TexCoord.x + 1.f;
TexCoord.X = -TexCoord.X + 1.f;
float TexelAlpha = pBillboard->ReadTexelAlpha(TexCoord);
if (TexelAlpha < 0.25f)
out.Hit = false;
Out.Hit = false;
else
{
// It's opaque... we have a hit!
out.Hit = true;
out.Distance = PlaneTest.second;
Out.Hit = true;
Out.Distance = PlaneTest.second;
}
}
else
out.Hit = false;
Out.Hit = false;
}
else
out.Hit = false;
Out.Hit = false;
return out;
return Out;
}
CLight* CLightNode::Light()
@@ -132,7 +132,7 @@ CLight* CLightNode::Light()
CVector2f CLightNode::BillboardScale()
{
return AbsoluteScale().xz() * 0.75f;
return AbsoluteScale().XZ() * 0.75f;
}
void CLightNode::CalculateTransform(CTransform4f& rOut) const

View File

@@ -6,13 +6,13 @@
CModelNode::CModelNode(CScene *pScene, u32 NodeID, CSceneNode *pParent, CModel *pModel)
: CSceneNode(pScene, NodeID, pParent)
, mWorldModel(false)
, mForceAlphaOn(false)
, mEnableScanOverlay(false)
, mTintColor(CColor::skWhite)
{
mScale = CVector3f::skOne;
SetModel(pModel);
mScale = CVector3f(1.f);
mWorldModel = false;
mForceAlphaOn = false;
mEnableScanOverlay = false;
mTintColor = CColor::skWhite;
}
ENodeType CModelNode::NodeType()
@@ -29,22 +29,22 @@ void CModelNode::PostLoad()
}
}
void CModelNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
void CModelNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo)
{
if (!mpModel) return;
if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
if (ViewInfo.GameMode) return;
if (!rkViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
if (rkViewInfo.GameMode) return;
if (!mpModel->HasTransparency(mActiveMatSet))
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
else
AddSurfacesToRenderer(pRenderer, mpModel, mActiveMatSet, ViewInfo);
AddSurfacesToRenderer(pRenderer, mpModel, mActiveMatSet, rkViewInfo);
if (mSelected)
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
}
void CModelNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo)
void CModelNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& rkViewInfo)
{
if (!mpModel) return;
if (mForceAlphaOn) Options = (FRenderOptions) (Options & ~eNoAlpha);
@@ -59,7 +59,7 @@ void CModelNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewInf
}
else
{
bool IsLightingEnabled = CGraphics::sLightMode == CGraphics::eWorldLighting || ViewInfo.GameMode;
bool IsLightingEnabled = CGraphics::sLightMode == CGraphics::eWorldLighting || rkViewInfo.GameMode;
if (IsLightingEnabled)
{
@@ -71,7 +71,7 @@ void CModelNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewInf
else
{
LoadLights(ViewInfo);
LoadLights(rkViewInfo);
if (CGraphics::sLightMode == CGraphics::eNoLighting)
CGraphics::sVertexBlock.COLOR0_Amb = CColor::skWhite;
}
@@ -80,7 +80,7 @@ void CModelNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewInf
CGraphics::sPixelBlock.TevColor = CColor(Mul,Mul,Mul);
}
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo);
CGraphics::sPixelBlock.TintColor = TintColor(rkViewInfo);
LoadModelMatrix();
if (ComponentIndex < 0)
@@ -108,40 +108,40 @@ void CModelNode::DrawSelection()
mpModel->DrawWireframe(eNoRenderOptions, WireframeColor());
}
void CModelNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& /*ViewInfo*/)
void CModelNode::RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& /*rkViewInfo*/)
{
if (!mpModel) return;
const CRay& Ray = Tester.Ray();
std::pair<bool,float> BoxResult = AABox().IntersectsRay(Ray);
const CRay& rkRay = rTester.Ray();
std::pair<bool,float> BoxResult = AABox().IntersectsRay(rkRay);
if (BoxResult.first)
Tester.AddNodeModel(this, mpModel);
rTester.AddNodeModel(this, mpModel);
}
SRayIntersection CModelNode::RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo)
SRayIntersection CModelNode::RayNodeIntersectTest(const CRay& rkRay, u32 AssetID, const SViewInfo& rkViewInfo)
{
SRayIntersection out;
out.pNode = this;
out.ComponentIndex = AssetID;
SRayIntersection Out;
Out.pNode = this;
Out.ComponentIndex = AssetID;
CRay TransformedRay = Ray.Transformed(Transform().Inverse());
FRenderOptions options = ViewInfo.pRenderer->RenderOptions();
std::pair<bool,float> Result = mpModel->GetSurface(AssetID)->IntersectsRay(TransformedRay, ((options & eEnableBackfaceCull) == 0));
CRay TransformedRay = rkRay.Transformed(Transform().Inverse());
FRenderOptions Options = rkViewInfo.pRenderer->RenderOptions();
std::pair<bool,float> Result = mpModel->GetSurface(AssetID)->IntersectsRay(TransformedRay, ((Options & eEnableBackfaceCull) == 0));
if (Result.first)
{
out.Hit = true;
Out.Hit = true;
CVector3f HitPoint = TransformedRay.PointOnRay(Result.second);
CVector3f WorldHitPoint = Transform() * HitPoint;
out.Distance = Math::Distance(Ray.Origin(), WorldHitPoint);
Out.Distance = Math::Distance(rkRay.Origin(), WorldHitPoint);
}
else
out.Hit = false;
Out.Hit = false;
return out;
return Out;
}
CColor CModelNode::TintColor(const SViewInfo& /*rkViewInfo*/) const

View File

@@ -19,11 +19,11 @@ public:
virtual ENodeType NodeType();
virtual void PostLoad();
virtual void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
virtual void Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
virtual void AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo);
virtual void Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& rkViewInfo);
virtual void DrawSelection();
virtual void RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo);
virtual SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
virtual void RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& rkViewInfo);
virtual SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& rkViewInfo);
virtual CColor TintColor(const SViewInfo& rkViewInfo) const;
// Setters

View File

@@ -12,13 +12,15 @@ public:
: CSceneNode(pScene, NodeID, pParent) {}
~CRootNode() {}
ENodeType NodeType() {
ENodeType NodeType()
{
return eRootNode;
}
inline void RayAABoxIntersectTest(CRayCollisionTester&, const SViewInfo&) {}
inline SRayIntersection RayNodeIntersectTest(const CRay &, u32, const SViewInfo&) {
inline SRayIntersection RayNodeIntersectTest(const CRay &, u32, const SViewInfo&)
{
return SRayIntersection();
}

View File

@@ -147,17 +147,17 @@ void CScene::DeleteNode(CSceneNode *pNode)
{
CScriptNode *pScript = static_cast<CScriptNode*>(pNode);
auto it = mScriptMap.find(pScript->Object()->InstanceID());
auto it = mScriptMap.find(pScript->Instance()->InstanceID());
if (it != mScriptMap.end())
mScriptMap.erase(it);
switch (pScript->Object()->ObjectTypeID())
switch (pScript->Instance()->ObjectTypeID())
{
case 0x4E:
case 0x52454141:
for (auto it = mAreaAttributesObjects.begin(); it != mAreaAttributesObjects.end(); it++)
{
if ((*it).Instance() == pScript->Object())
if ((*it).Instance() == pScript->Instance())
{
mAreaAttributesObjects.erase(it);
break;
@@ -182,32 +182,32 @@ void CScene::SetActiveArea(CGameArea *pArea)
mpAreaRootNode = new CRootNode(this, -1, mpSceneRootNode);
// Create static nodes
u32 Count = mpArea->GetStaticModelCount();
u32 Count = mpArea->NumStaticModels();
for (u32 iMdl = 0; iMdl < Count; iMdl++)
{
CStaticNode *pNode = CreateStaticNode(mpArea->GetStaticModel(iMdl));
CStaticNode *pNode = CreateStaticNode(mpArea->StaticModel(iMdl));
pNode->SetName("Static World Model " + TString::FromInt32(iMdl, 0, 10));
}
// Create model nodes
Count = mpArea->GetTerrainModelCount();
Count = mpArea->NumWorldModels();
for (u32 iMdl = 0; iMdl < Count; iMdl++)
{
CModel *pModel = mpArea->GetTerrainModel(iMdl);
CModel *pModel = mpArea->TerrainModel(iMdl);
CModelNode *pNode = CreateModelNode(pModel);
pNode->SetName("World Model " + TString::FromInt32(iMdl, 0, 10));
pNode->SetWorldModel(true);
}
CreateCollisionNode(mpArea->GetCollision());
CreateCollisionNode(mpArea->Collision());
u32 NumLayers = mpArea->GetScriptLayerCount();
u32 NumLayers = mpArea->NumScriptLayers();
for (u32 iLyr = 0; iLyr < NumLayers; iLyr++)
{
CScriptLayer *pLayer = mpArea->GetScriptLayer(iLyr);
CScriptLayer *pLayer = mpArea->ScriptLayer(iLyr);
u32 NumObjects = pLayer->NumInstances();
mNodes[eScriptNode].reserve(mNodes[eScriptNode].size() + NumObjects);
@@ -218,7 +218,7 @@ void CScene::SetActiveArea(CGameArea *pArea)
}
}
CScriptLayer *pGenLayer = mpArea->GetGeneratorLayer();
CScriptLayer *pGenLayer = mpArea->GeneratedObjectsLayer();
if (pGenLayer)
{
for (u32 iObj = 0; iObj < pGenLayer->NumInstances(); iObj++)
@@ -236,19 +236,19 @@ void CScene::SetActiveArea(CGameArea *pArea)
pScript->BuildLightList(mpArea);
}
u32 NumLightLayers = mpArea->GetLightLayerCount();
u32 NumLightLayers = mpArea->NumLightLayers();
CGraphics::sAreaAmbientColor = CColor::skBlack;
for (u32 iLyr = 0; iLyr < NumLightLayers; iLyr++)
{
u32 NumLights = mpArea->GetLightCount(iLyr);
u32 NumLights = mpArea->NumLights(iLyr);
for (u32 iLit = 0; iLit < NumLights; iLit++)
{
CLight *pLight = mpArea->GetLight(iLyr, iLit);
CLight *pLight = mpArea->Light(iLyr, iLit);
if (pLight->GetType() == eLocalAmbient)
CGraphics::sAreaAmbientColor += pLight->GetColor();
if (pLight->Type() == eLocalAmbient)
CGraphics::sAreaAmbientColor += pLight->Color();
CreateLightNode(pLight);
}
@@ -285,36 +285,36 @@ void CScene::ClearScene()
mpArea = nullptr;
}
void CScene::AddSceneToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
void CScene::AddSceneToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo)
{
// Call PostLoad the first time the scene is rendered to ensure the OpenGL context has been created before it runs.
if (!mRanPostLoad)
PostLoad();
// Override show flags in game mode
FShowFlags ShowFlags = (ViewInfo.GameMode ? gkGameModeShowFlags : ViewInfo.ShowFlags);
FShowFlags ShowFlags = (rkViewInfo.GameMode ? gkGameModeShowFlags : rkViewInfo.ShowFlags);
FNodeFlags NodeFlags = NodeFlagsForShowFlags(ShowFlags);
for (CSceneIterator It(this, NodeFlags, false); It; ++It)
{
if (ViewInfo.GameMode || It->IsVisible())
It->AddToRenderer(pRenderer, ViewInfo);
if (rkViewInfo.GameMode || It->IsVisible())
It->AddToRenderer(pRenderer, rkViewInfo);
}
}
SRayIntersection CScene::SceneRayCast(const CRay& Ray, const SViewInfo& ViewInfo)
SRayIntersection CScene::SceneRayCast(const CRay& rkRay, const SViewInfo& rkViewInfo)
{
FShowFlags ShowFlags = (ViewInfo.GameMode ? gkGameModeShowFlags : ViewInfo.ShowFlags);
FShowFlags ShowFlags = (rkViewInfo.GameMode ? gkGameModeShowFlags : rkViewInfo.ShowFlags);
FNodeFlags NodeFlags = NodeFlagsForShowFlags(ShowFlags);
CRayCollisionTester Tester(Ray);
CRayCollisionTester Tester(rkRay);
for (CSceneIterator It(this, NodeFlags, false); It; ++It)
{
if (It->IsVisible())
It->RayAABoxIntersectTest(Tester, ViewInfo);
It->RayAABoxIntersectTest(Tester, rkViewInfo);
}
return Tester.TestNodes(ViewInfo);
return Tester.TestNodes(rkViewInfo);
}
CSceneNode* CScene::NodeByID(u32 NodeID)
@@ -333,7 +333,7 @@ CScriptNode* CScene::NodeForInstanceID(u32 InstanceID)
else return nullptr;
}
CScriptNode* CScene::NodeForObject(CScriptObject *pObj)
CScriptNode* CScene::NodeForInstance(CScriptObject *pObj)
{
return NodeForInstanceID(pObj->InstanceID());
}
@@ -352,7 +352,7 @@ CLightNode* CScene::NodeForLight(CLight *pLight)
return nullptr;
}
CModel* CScene::GetActiveSkybox()
CModel* CScene::ActiveSkybox()
{
bool SkyEnabled = false;
@@ -372,11 +372,11 @@ CModel* CScene::GetActiveSkybox()
}
}
if (SkyEnabled) return mpWorld->GetDefaultSkybox();
if (SkyEnabled) return mpWorld->DefaultSkybox();
else return nullptr;
}
CGameArea* CScene::GetActiveArea()
CGameArea* CScene::ActiveArea()
{
return mpArea;
}

View File

@@ -64,12 +64,10 @@ public:
SRayIntersection SceneRayCast(const CRay& rkRay, const SViewInfo& rkViewInfo);
CSceneNode* NodeByID(u32 NodeID);
CScriptNode* NodeForInstanceID(u32 InstanceID);
CScriptNode* NodeForObject(CScriptObject *pObj);
CScriptNode* NodeForInstance(CScriptObject *pObj);
CLightNode* NodeForLight(CLight *pLight);
// Setters/Getters
CModel* GetActiveSkybox();
CGameArea* GetActiveArea();
CModel* ActiveSkybox();
CGameArea* ActiveArea();
// Static
static FShowFlags ShowFlagsForNodeFlags(FNodeFlags NodeFlags);

View File

@@ -4,7 +4,6 @@
#include "Core/Render/CDrawUtil.h"
#include "Core/Resource/CGameArea.h"
#include "Core/Resource/CResCache.h"
#include <Common/AnimUtil.h>
#include <Math/CTransform4f.h>
#include <algorithm>
@@ -13,27 +12,23 @@ u32 CSceneNode::smNumNodes = 0;
CColor CSceneNode::skSelectionTint = CColor::Integral(39, 154, 167);
CSceneNode::CSceneNode(CScene *pScene, u32 NodeID, CSceneNode *pParent)
: mpScene(pScene)
, mpParent(pParent)
, _mID(NodeID)
, mPosition(CVector3f::skZero)
, mRotation(CQuaternion::skIdentity)
, mScale(CVector3f::skOne)
, _mTransformDirty(true)
, _mInheritsPosition(true)
, _mInheritsRotation(true)
, _mInheritsScale(true)
, mLightLayerIndex(0)
, mLightCount(0)
, mMouseHovering(false)
, mSelected(false)
, mVisible(true)
{
smNumNodes++;
mpScene = pScene;
mpParent = pParent;
_mID = NodeID;
mPosition = CVector3f::skZero;
mRotation = CQuaternion::skIdentity;
mScale = CVector3f::skOne;
_mTransformDirty = true;
_mInheritsPosition = true;
_mInheritsRotation = true;
_mInheritsScale = true;
mLightLayerIndex = 0;
mLightCount = 0;
mMouseHovering = false;
mSelected = false;
mVisible = true;
if (mpParent)
mpParent->mChildren.push_back(this);
@@ -53,13 +48,13 @@ void CSceneNode::DrawSelection()
CDrawUtil::DrawWireCube(AABox(), CColor::skWhite);
}
void CSceneNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& /*ViewInfo*/)
void CSceneNode::RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& /*rkViewInfo*/)
{
// Default implementation for virtual function
std::pair<bool,float> result = AABox().IntersectsRay(Tester.Ray());
std::pair<bool,float> Result = AABox().IntersectsRay(rTester.Ray());
if (result.first)
Tester.AddNode(this, -1, result.second);
if (Result.first)
rTester.AddNode(this, -1, Result.second);
}
bool CSceneNode::IsVisible() const
@@ -68,10 +63,10 @@ bool CSceneNode::IsVisible() const
return mVisible;
}
CColor CSceneNode::TintColor(const SViewInfo& ViewInfo) const
CColor CSceneNode::TintColor(const SViewInfo& rkViewInfo) const
{
// Default implementation for virtual function
return (IsSelected() && !ViewInfo.GameMode ? skSelectionTint : CColor::skWhite);
return (IsSelected() && !rkViewInfo.GameMode ? skSelectionTint : CColor::skWhite);
}
CColor CSceneNode::WireframeColor() const
@@ -138,8 +133,8 @@ void CSceneNode::BuildLightList(CGameArea *pArea)
mLightCount = 0;
mAmbientColor = CColor::skBlack;
u32 index = mLightLayerIndex;
if ((pArea->GetLightLayerCount() <= index) || (pArea->GetLightCount(index) == 0)) index = 0;
u32 Index = mLightLayerIndex;
if ((pArea->NumLightLayers() <= Index) || (pArea->NumLights(Index) == 0)) Index = 0;
struct SLightEntry {
CLight *pLight;
@@ -148,32 +143,32 @@ void CSceneNode::BuildLightList(CGameArea *pArea)
SLightEntry(CLight *_pLight, float _Distance)
: pLight(_pLight), Distance(_Distance) {}
bool operator<(const SLightEntry& other) {
return (Distance < other.Distance);
bool operator<(const SLightEntry& rkOther) {
return (Distance < rkOther.Distance);
}
};
std::vector<SLightEntry> LightEntries;
// Default ambient color to white if there are no lights on the selected layer
u32 numLights = pArea->GetLightCount(index);
if (numLights == 0) mAmbientColor = CColor::skWhite;
u32 NumLights = pArea->NumLights(Index);
if (NumLights == 0) mAmbientColor = CColor::skWhite;
for (u32 iLight = 0; iLight < numLights; iLight++)
for (u32 iLight = 0; iLight < NumLights; iLight++)
{
CLight* pLight = pArea->GetLight(index, iLight);
CLight* pLight = pArea->Light(Index, iLight);
// Ambient lights should only be present one per layer; need to check how the game deals with multiple ambients
if (pLight->GetType() == eLocalAmbient)
mAmbientColor = pLight->GetColor();
if (pLight->Type() == eLocalAmbient)
mAmbientColor = pLight->Color();
// Other lights will be used depending which are closest to the node
else
{
bool IsInRange = AABox().IntersectsSphere(pLight->GetPosition(), pLight->GetRadius());
bool IsInRange = AABox().IntersectsSphere(pLight->Position(), pLight->GetRadius());
if (IsInRange)
{
float Dist = mPosition.Distance(pLight->GetPosition());
float Dist = mPosition.Distance(pLight->Position());
LightEntries.push_back(SLightEntry(pLight, Dist));
}
}
@@ -183,14 +178,14 @@ void CSceneNode::BuildLightList(CGameArea *pArea)
std::sort(LightEntries.begin(), LightEntries.end());
mLightCount = (LightEntries.size() > 8) ? 8 : LightEntries.size();
for (u32 i = 0; i < mLightCount; i++)
mLights[i] = LightEntries[i].pLight;
for (u32 iLight = 0; iLight < mLightCount; iLight++)
mLights[iLight] = LightEntries[iLight].pLight;
}
void CSceneNode::LoadLights(const SViewInfo& ViewInfo)
void CSceneNode::LoadLights(const SViewInfo& rkViewInfo)
{
CGraphics::sNumLights = 0;
CGraphics::ELightingMode Mode = (ViewInfo.GameMode ? CGraphics::eWorldLighting : CGraphics::sLightMode);
CGraphics::ELightingMode Mode = (rkViewInfo.GameMode ? CGraphics::eWorldLighting : CGraphics::sLightMode);
switch (Mode)
{
@@ -248,38 +243,38 @@ void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32
}
// ************ TRANSFORM ************
void CSceneNode::Translate(const CVector3f& translation, ETransformSpace transformSpace)
void CSceneNode::Translate(const CVector3f& rkTranslation, ETransformSpace TransformSpace)
{
switch (transformSpace)
switch (TransformSpace)
{
case eWorldTransform:
mPosition += translation;
mPosition += rkTranslation;
break;
case eLocalTransform:
mPosition += mRotation * translation;
mPosition += mRotation * rkTranslation;
break;
}
MarkTransformChanged();
}
void CSceneNode::Rotate(const CQuaternion& rotation, ETransformSpace transformSpace)
void CSceneNode::Rotate(const CQuaternion& rkRotation, ETransformSpace TransformSpace)
{
switch (transformSpace)
switch (TransformSpace)
{
case eWorldTransform:
mRotation = rotation * mRotation;
mRotation = rkRotation * mRotation;
break;
case eLocalTransform:
mRotation *= rotation;
mRotation *= rkRotation;
break;
}
MarkTransformChanged();
}
void CSceneNode::Scale(const CVector3f& scale)
void CSceneNode::Scale(const CVector3f& rkScale)
{
// No support for stretch/skew world-space scaling; local only
mScale *= scale;
mScale *= rkScale;
MarkTransformChanged();
}
@@ -327,31 +322,6 @@ void CSceneNode::CalculateTransform(CTransform4f& rOut) const
}
// ************ GETTERS ************
TString CSceneNode::Name() const
{
return mName;
}
CSceneNode* CSceneNode::Parent() const
{
return mpParent;
}
CScene* CSceneNode::Scene() const
{
return mpScene;
}
u32 CSceneNode::ID() const
{
return _mID;
}
CVector3f CSceneNode::LocalPosition() const
{
return mPosition;
}
CVector3f CSceneNode::AbsolutePosition() const
{
CVector3f ret = mPosition;
@@ -362,11 +332,6 @@ CVector3f CSceneNode::AbsolutePosition() const
return ret;
}
CQuaternion CSceneNode::LocalRotation() const
{
return mRotation;
}
CQuaternion CSceneNode::AbsoluteRotation() const
{
CQuaternion ret = mRotation;
@@ -377,11 +342,6 @@ CQuaternion CSceneNode::AbsoluteRotation() const
return ret;
}
CVector3f CSceneNode::LocalScale() const
{
return mScale;
}
CVector3f CSceneNode::AbsoluteScale() const
{
CVector3f ret = mScale;
@@ -399,96 +359,3 @@ CAABox CSceneNode::AABox() const
return _mCachedAABox;
}
CVector3f CSceneNode::CenterPoint() const
{
return AABox().Center();
}
u32 CSceneNode::LightLayerIndex() const
{
return mLightLayerIndex;
}
bool CSceneNode::MarkedVisible() const
{
// The reason I have this function is because the instance view needs to know whether a node is marked
// visible independently from other factors that may affect node visibility (as returned by IsVisible()).
// It's a little confusing, so maybe there's a better way to set this up.
return mVisible;
}
bool CSceneNode::IsMouseHovering() const
{
return mMouseHovering;
}
bool CSceneNode::IsSelected() const
{
return mSelected;
}
bool CSceneNode::InheritsPosition() const
{
return _mInheritsPosition;
}
bool CSceneNode::InheritsRotation() const
{
return _mInheritsRotation;
}
bool CSceneNode::InheritsScale() const
{
return _mInheritsScale;
}
// ************ SETTERS ************
void CSceneNode::SetName(const TString& Name)
{
mName = Name;
}
void CSceneNode::SetPosition(const CVector3f& position)
{
mPosition = position;
MarkTransformChanged();
}
void CSceneNode::SetRotation(const CQuaternion& rotation)
{
mRotation = rotation;
MarkTransformChanged();
}
void CSceneNode::SetRotation(const CVector3f& rotEuler)
{
mRotation = CQuaternion::FromEuler(rotEuler);
MarkTransformChanged();
}
void CSceneNode::SetScale(const CVector3f& scale)
{
mScale = scale;
MarkTransformChanged();
}
void CSceneNode::SetLightLayerIndex(u32 index)
{
mLightLayerIndex = index;
}
void CSceneNode::SetMouseHovering(bool Hovering)
{
mMouseHovering = Hovering;
}
void CSceneNode::SetSelected(bool Selected)
{
mSelected = Selected;
}
void CSceneNode::SetVisible(bool Visible)
{
mVisible = Visible;
}

View File

@@ -58,15 +58,15 @@ public:
virtual ENodeType NodeType() = 0;
virtual void PostLoad() {}
virtual void OnTransformed() {}
virtual void AddToRenderer(CRenderer* /*pRenderer*/, const SViewInfo& /*ViewInfo*/) {}
virtual void AddToRenderer(CRenderer* /*pRenderer*/, const SViewInfo& /*rkViewInfo*/) {}
virtual void DrawSelection();
virtual void RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo);
virtual SRayIntersection RayNodeIntersectTest(const CRay& Ray, u32 AssetID, const SViewInfo& ViewInfo) = 0;
virtual void RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& rkViewInfo);
virtual SRayIntersection RayNodeIntersectTest(const CRay& rkRay, u32 AssetID, const SViewInfo& rkViewInfo) = 0;
virtual bool AllowsTranslate() const { return true; }
virtual bool AllowsRotate() const { return true; }
virtual bool AllowsScale() const { return true; }
virtual bool IsVisible() const;
virtual CColor TintColor(const SViewInfo& ViewInfo) const;
virtual CColor TintColor(const SViewInfo& rkViewInfo) const;
virtual CColor WireframeColor() const;
void OnLoadFinished();
@@ -76,15 +76,15 @@ public:
void SetInheritance(bool InheritPos, bool InheritRot, bool InheritScale);
void LoadModelMatrix();
void BuildLightList(CGameArea *pArea);
void LoadLights(const SViewInfo& ViewInfo);
void LoadLights(const SViewInfo& rkViewInfo);
void DrawBoundingBox() const;
void DrawRotationArrow() const;
void AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& ViewInfo);
void AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo);
// Transform
void Translate(const CVector3f& translation, ETransformSpace transformSpace);
void Rotate(const CQuaternion& rotation, ETransformSpace transformSpace);
void Scale(const CVector3f& scale);
void Translate(const CVector3f& rkTranslation, ETransformSpace TransformSpace);
void Rotate(const CQuaternion& rkRotation, ETransformSpace TransformSpace);
void Scale(const CVector3f& rkScale);
const CTransform4f& Transform() const;
protected:
void MarkTransformChanged() const;
@@ -92,37 +92,38 @@ protected:
virtual void CalculateTransform(CTransform4f& rOut) const;
public:
// Getters
TString Name() const;
CSceneNode* Parent() const;
CScene* Scene() const;
u32 ID() const;
CVector3f LocalPosition() const;
CVector3f AbsolutePosition() const;
CQuaternion LocalRotation() const;
CQuaternion AbsoluteRotation() const;
CVector3f LocalScale() const;
CVector3f AbsoluteScale() const;
CAABox AABox() const;
CVector3f CenterPoint() const;
u32 LightLayerIndex() const;
bool MarkedVisible() const;
bool IsMouseHovering() const;
bool IsSelected() const;
bool InheritsPosition() const;
bool InheritsRotation() const;
bool InheritsScale() const;
// Inline Accessors
TString Name() const { return mName; }
CSceneNode* Parent() const { return mpParent; }
CScene* Scene() const { return mpScene; }
u32 ID() const { return _mID; }
CVector3f LocalPosition() const { return mPosition; }
CQuaternion LocalRotation() const { return mRotation; }
CVector3f LocalScale() const { return mScale; }
CVector3f CenterPoint() const { return AABox().Center(); }
u32 LightLayerIndex() const { return mLightLayerIndex; }
bool MarkedVisible() const { return mVisible; }
bool IsMouseHovering() const { return mMouseHovering; }
bool IsSelected() const { return mSelected; }
bool InheritsPosition() const { return _mInheritsPosition; }
bool InheritsRotation() const { return _mInheritsRotation; }
bool InheritsScale() const { return _mInheritsScale; }
// Setters
void SetName(const TString& Name);
void SetPosition(const CVector3f& position);
void SetRotation(const CQuaternion& rotation);
void SetRotation(const CVector3f& rotEuler);
void SetScale(const CVector3f& scale);
void SetLightLayerIndex(u32 index);
void SetMouseHovering(bool Hovering);
void SetSelected(bool Selected);
void SetVisible(bool Visible);
void SetName(const TString& rkName) { mName = rkName; }
void SetPosition(const CVector3f& rkPosition) { mPosition = rkPosition; MarkTransformChanged(); }
void SetRotation(const CQuaternion& rkRotation) { mRotation = rkRotation; MarkTransformChanged(); }
void SetRotation(const CVector3f& rkRotEuler) { mRotation = CQuaternion::FromEuler(rkRotEuler); MarkTransformChanged(); }
void SetScale(const CVector3f& rkScale) { mScale = rkScale; MarkTransformChanged(); }
void SetLightLayerIndex(u32 Index) { mLightLayerIndex = Index; }
void SetMouseHovering(bool Hovering) { mMouseHovering = Hovering; }
void SetSelected(bool Selected) { mSelected = Selected; }
void SetVisible(bool Visible) { mVisible = Visible; }
// Static
inline static int NumNodes() { return smNumNodes; }

View File

@@ -7,20 +7,19 @@
#include "Core/Resource/Script/CMasterTemplate.h"
#include "Core/Resource/Script/CScriptLayer.h"
#include "Core/ScriptExtra/CScriptExtra.h"
#include <Common/AnimUtil.h>
#include <Math/MathUtil.h>
CScriptNode::CScriptNode(CScene *pScene, u32 NodeID, CSceneNode *pParent, CScriptObject *pObject)
CScriptNode::CScriptNode(CScene *pScene, u32 NodeID, CSceneNode *pParent, CScriptObject *pInstance)
: CSceneNode(pScene, NodeID, pParent)
, mGameModeVisibility(eUntested)
, mpVolumePreviewNode(nullptr)
, mHasVolumePreview(false)
, mpInstance(pInstance)
, mpBillboard(nullptr)
{
mpVolumePreviewNode = nullptr;
mHasVolumePreview = false;
// Evaluate instance
mpInstance = pObject;
SetActiveModel(nullptr);
mpBillboard = nullptr;
mpCollisionNode = new CCollisionNode(pScene, -1, this);
mpCollisionNode->SetInheritance(true, true, false);
@@ -57,7 +56,7 @@ CScriptNode::CScriptNode(CScene *pScene, u32 NodeID, CSceneNode *pParent, CScrip
}
// Fetch LightParameters
mpLightParameters = new CLightParameters(mpInstance->LightParameters(), mpInstance->MasterTemplate()->GetGame());
mpLightParameters = new CLightParameters(mpInstance->LightParameters(), mpInstance->MasterTemplate()->Game());
SetLightLayerIndex(mpLightParameters->LightLayerIndex());
}
@@ -104,15 +103,15 @@ void CScriptNode::OnTransformed()
mpExtra->OnTransformed();
}
void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo)
{
if (!mpInstance) return;
// Add script extra to renderer first
if (mpExtra) mpExtra->AddToRenderer(pRenderer, ViewInfo);
if (mpExtra) mpExtra->AddToRenderer(pRenderer, rkViewInfo);
// If we're in game mode, then override other visibility settings.
if (ViewInfo.GameMode)
if (rkViewInfo.GameMode)
{
if (mGameModeVisibility == eUntested)
TestGameModeVisibility();
@@ -127,12 +126,12 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
if (ShouldDraw)
{
// Otherwise, we proceed as normal
if ((ViewInfo.ShowFlags & eShowObjectCollision) && (!ViewInfo.GameMode))
mpCollisionNode->AddToRenderer(pRenderer, ViewInfo);
if ((rkViewInfo.ShowFlags & eShowObjectCollision) && (!rkViewInfo.GameMode))
mpCollisionNode->AddToRenderer(pRenderer, rkViewInfo);
if (ViewInfo.ShowFlags & eShowObjectGeometry || ViewInfo.GameMode)
if (rkViewInfo.ShowFlags & eShowObjectGeometry || rkViewInfo.GameMode)
{
if (ViewInfo.ViewFrustum.BoxInFrustum(AABox()))
if (rkViewInfo.ViewFrustum.BoxInFrustum(AABox()))
{
if (!mpActiveModel)
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
@@ -142,13 +141,13 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
if (!mpActiveModel->HasTransparency(0))
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
else
AddSurfacesToRenderer(pRenderer, mpActiveModel, 0, ViewInfo);
AddSurfacesToRenderer(pRenderer, mpActiveModel, 0, rkViewInfo);
}
}
}
}
if (IsSelected() && !ViewInfo.GameMode)
if (IsSelected() && !rkViewInfo.GameMode)
{
// Script nodes always draw their selections regardless of frustum planes
// in order to ensure that script connection lines don't get improperly culled.
@@ -156,11 +155,11 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
if (mHasVolumePreview && (!mpExtra || mpExtra->ShouldDrawVolume()))
mpVolumePreviewNode->AddToRenderer(pRenderer, ViewInfo);
mpVolumePreviewNode->AddToRenderer(pRenderer, rkViewInfo);
}
}
void CScriptNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo)
void CScriptNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& rkViewInfo)
{
if (!mpInstance) return;
@@ -187,7 +186,7 @@ void CScriptNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewIn
}
else
LoadLights(ViewInfo);
LoadLights(rkViewInfo);
}
LoadModelMatrix();
@@ -198,7 +197,7 @@ void CScriptNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewIn
if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor();
else CGraphics::sPixelBlock.TevColor = CColor::skWhite;
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo);
CGraphics::sPixelBlock.TintColor = TintColor(rkViewInfo);
CGraphics::UpdatePixelBlock();
if (ComponentIndex < 0)
@@ -214,14 +213,14 @@ void CScriptNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewIn
glDepthMask(GL_TRUE);
CGraphics::UpdateVertexBlock();
CGraphics::UpdatePixelBlock();
CDrawUtil::DrawShadedCube(CColor::skTransparentPurple * TintColor(ViewInfo));
CDrawUtil::DrawShadedCube(CColor::skTransparentPurple * TintColor(rkViewInfo));
}
}
// Draw billboard
else if (mpBillboard)
{
CDrawUtil::DrawBillboard(mpBillboard, mPosition, BillboardScale(), TintColor(ViewInfo));
CDrawUtil::DrawBillboard(mpBillboard, mPosition, BillboardScale(), TintColor(rkViewInfo));
}
}
@@ -275,7 +274,7 @@ void CScriptNode::DrawSelection()
}
}
void CScriptNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo)
void CScriptNode::RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& rkViewInfo)
{
if (!mpInstance)
return;
@@ -283,7 +282,7 @@ void CScriptNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SView
// Let script extra do ray check first
if (mpExtra)
{
mpExtra->RayAABoxIntersectTest(Tester, ViewInfo);
mpExtra->RayAABoxIntersectTest(rTester, rkViewInfo);
// If the extra doesn't want us rendering, then don't do the ray test either
if (!mpExtra->ShouldDrawNormalAssets())
@@ -291,7 +290,7 @@ void CScriptNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SView
}
// If we're in game mode, then check whether we're visible before proceeding with the ray test.
if (ViewInfo.GameMode)
if (rkViewInfo.GameMode)
{
if (mGameModeVisibility == eUntested)
TestGameModeVisibility();
@@ -301,16 +300,16 @@ void CScriptNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SView
}
// Otherwise, proceed with the ray test as normal...
const CRay& Ray = Tester.Ray();
const CRay& rkRay = rTester.Ray();
if (UsesModel())
{
std::pair<bool,float> BoxResult = AABox().IntersectsRay(Ray);
std::pair<bool,float> BoxResult = AABox().IntersectsRay(rkRay);
if (BoxResult.first)
{
if (mpActiveModel) Tester.AddNodeModel(this, mpActiveModel);
else Tester.AddNode(this, 0, BoxResult.second);
if (mpActiveModel) rTester.AddNodeModel(this, mpActiveModel);
else rTester.AddNode(this, 0, BoxResult.second);
}
}
@@ -318,43 +317,43 @@ void CScriptNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SView
{
// Because the billboard rotates a lot, expand the AABox on the X/Y axes to cover any possible orientation
CVector2f BillScale = BillboardScale();
float ScaleXY = (BillScale.x > BillScale.y ? BillScale.x : BillScale.y);
float ScaleXY = (BillScale.X > BillScale.Y ? BillScale.X : BillScale.Y);
CAABox BillBox = CAABox(mPosition + CVector3f(-ScaleXY, -ScaleXY, -BillScale.y),
mPosition + CVector3f( ScaleXY, ScaleXY, BillScale.y));
CAABox BillBox = CAABox(mPosition + CVector3f(-ScaleXY, -ScaleXY, -BillScale.Y),
mPosition + CVector3f( ScaleXY, ScaleXY, BillScale.Y));
std::pair<bool,float> BoxResult = BillBox.IntersectsRay(Ray);
if (BoxResult.first) Tester.AddNode(this, 0, BoxResult.second);
std::pair<bool,float> BoxResult = BillBox.IntersectsRay(rkRay);
if (BoxResult.first) rTester.AddNode(this, 0, BoxResult.second);
}
}
SRayIntersection CScriptNode::RayNodeIntersectTest(const CRay& Ray, u32 AssetID, const SViewInfo& ViewInfo)
SRayIntersection CScriptNode::RayNodeIntersectTest(const CRay& rkRay, u32 AssetID, const SViewInfo& rkViewInfo)
{
FRenderOptions Options = ViewInfo.pRenderer->RenderOptions();
FRenderOptions Options = rkViewInfo.pRenderer->RenderOptions();
SRayIntersection out;
out.pNode = this;
out.ComponentIndex = AssetID;
SRayIntersection Out;
Out.pNode = this;
Out.ComponentIndex = AssetID;
// Model test
if (UsesModel())
{
CModel *pModel = (mpActiveModel ? mpActiveModel : CDrawUtil::GetCubeModel());
CRay TransformedRay = Ray.Transformed(Transform().Inverse());
CRay TransformedRay = rkRay.Transformed(Transform().Inverse());
std::pair<bool,float> Result = pModel->GetSurface(AssetID)->IntersectsRay(TransformedRay, ((Options & eEnableBackfaceCull) == 0));
if (Result.first)
{
out.Hit = true;
Out.Hit = true;
CVector3f HitPoint = TransformedRay.PointOnRay(Result.second);
CVector3f WorldHitPoint = Transform() * HitPoint;
out.Distance = Math::Distance(Ray.Origin(), WorldHitPoint);
Out.Distance = Math::Distance(rkRay.Origin(), WorldHitPoint);
}
else
out.Hit = false;
Out.Hit = false;
}
// Billboard test
@@ -362,51 +361,51 @@ SRayIntersection CScriptNode::RayNodeIntersectTest(const CRay& Ray, u32 AssetID,
else
{
// Step 1: check whether the ray intersects with the plane the billboard is on
CPlane BillboardPlane(-ViewInfo.pCamera->Direction(), mPosition);
std::pair<bool,float> PlaneTest = Math::RayPlaneIntersecton(Ray, BillboardPlane);
CPlane BillboardPlane(-rkViewInfo.pCamera->Direction(), mPosition);
std::pair<bool,float> PlaneTest = Math::RayPlaneIntersecton(rkRay, BillboardPlane);
if (PlaneTest.first)
{
// Step 2: transform the hit point into the plane's local space
CVector3f PlaneHitPoint = Ray.PointOnRay(PlaneTest.second);
CVector3f PlaneHitPoint = rkRay.PointOnRay(PlaneTest.second);
CVector3f RelHitPoint = PlaneHitPoint - mPosition;
CVector3f PlaneForward = -ViewInfo.pCamera->Direction();
CVector3f PlaneRight = -ViewInfo.pCamera->RightVector();
CVector3f PlaneUp = ViewInfo.pCamera->UpVector();
CVector3f PlaneForward = -rkViewInfo.pCamera->Direction();
CVector3f PlaneRight = -rkViewInfo.pCamera->RightVector();
CVector3f PlaneUp = rkViewInfo.pCamera->UpVector();
CQuaternion PlaneRot = CQuaternion::FromAxes(PlaneRight, PlaneForward, PlaneUp);
CVector3f RotatedHitPoint = PlaneRot.Inverse() * RelHitPoint;
CVector2f LocalHitPoint = RotatedHitPoint.xz() / BillboardScale();
CVector2f LocalHitPoint = RotatedHitPoint.XZ() / BillboardScale();
// Step 3: check whether the transformed hit point is in the -1 to 1 range
if ((LocalHitPoint.x >= -1.f) && (LocalHitPoint.x <= 1.f) && (LocalHitPoint.y >= -1.f) && (LocalHitPoint.y <= 1.f))
if ((LocalHitPoint.X >= -1.f) && (LocalHitPoint.X <= 1.f) && (LocalHitPoint.Y >= -1.f) && (LocalHitPoint.Y <= 1.f))
{
// Step 4: look up the hit texel and check whether it's transparent or opaque
CVector2f TexCoord = (LocalHitPoint + CVector2f(1.f)) * 0.5f;
TexCoord.x = -TexCoord.x + 1.f;
TexCoord.X = -TexCoord.X + 1.f;
float TexelAlpha = mpBillboard->ReadTexelAlpha(TexCoord);
if (TexelAlpha < 0.25f)
out.Hit = false;
Out.Hit = false;
else
{
// It's opaque... we have a hit!
out.Hit = true;
out.Distance = PlaneTest.second;
Out.Hit = true;
Out.Distance = PlaneTest.second;
}
}
else
out.Hit = false;
Out.Hit = false;
}
else
out.Hit = false;
Out.Hit = false;
}
return out;
return Out;
}
bool CScriptNode::AllowsRotate() const
@@ -539,7 +538,7 @@ void CScriptNode::GeneratePosition()
if (!mHasValidPosition)
{
// Default to center of the active area; this is to preven recursion issues
CTransform4f& AreaTransform = mpScene->GetActiveArea()->GetTransform();
CTransform4f& AreaTransform = mpScene->ActiveArea()->Transform();
mPosition = CVector3f(AreaTransform[0][3], AreaTransform[1][3], AreaTransform[2][3]);
mHasValidPosition = true;
MarkTransformChanged();
@@ -555,9 +554,9 @@ void CScriptNode::GeneratePosition()
CScriptNode *pNode = mpScene->NodeForInstanceID(LinkedID);
pNode->GeneratePosition();
mPosition = pNode->AbsolutePosition();
mPosition.z += (pNode->AABox().Size().z / 2.f);
mPosition.z += (AABox().Size().z / 2.f);
mPosition.z += 2.f;
mPosition.Z += (pNode->AABox().Size().Z / 2.f);
mPosition.Z += (AABox().Size().Z / 2.f);
mPosition.Z += 2.f;
}
// For two or more links, average out the position of the connected objects.
@@ -588,7 +587,7 @@ void CScriptNode::GeneratePosition()
}
mPosition = NewPos / (float) NumLinks;
mPosition.x += 2.f;
mPosition.X += 2.f;
}
MarkTransformChanged();
@@ -611,7 +610,7 @@ CColor CScriptNode::WireframeColor() const
return CColor::Integral(12, 135, 194);
}
CScriptObject* CScriptNode::Object() const
CScriptObject* CScriptNode::Instance() const
{
return mpInstance;
}
@@ -651,8 +650,8 @@ CAABox CScriptNode::PreviewVolumeAABox() const
CVector2f CScriptNode::BillboardScale() const
{
CVector2f out = (Template()->ScaleType() == CScriptTemplate::eScaleEnabled ? AbsoluteScale().xz() : CVector2f(1.f));
return out * 0.5f * Template()->PreviewScale();
CVector2f Out = (Template()->ScaleType() == CScriptTemplate::eScaleEnabled ? AbsoluteScale().XZ() : CVector2f(1.f));
return Out * 0.5f * Template()->PreviewScale();
}
// ************ PROTECTED ************

View File

@@ -34,15 +34,15 @@ public:
ENodeType NodeType();
void PostLoad();
void OnTransformed();
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
void Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo);
void Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& rkViewInfo);
void DrawSelection();
void RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo);
SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
void RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& rkViewInfo);
SRayIntersection RayNodeIntersectTest(const CRay& rkRay, u32 AssetID, const SViewInfo& rkViewInfo);
bool AllowsRotate() const;
bool AllowsScale() const;
bool IsVisible() const;
CColor TintColor(const SViewInfo &ViewInfo) const;
CColor TintColor(const SViewInfo& rkViewInfo) const;
CColor WireframeColor() const;
void LinksModified();
@@ -50,7 +50,7 @@ public:
void UpdatePreviewVolume();
void GeneratePosition();
void TestGameModeVisibility();
CScriptObject* Object() const;
CScriptObject* Instance() const;
CScriptTemplate* Template() const;
CScriptExtra* Extra() const;
CModel* ActiveModel() const;

View File

@@ -2,15 +2,14 @@
#include "Core/Render/CGraphics.h"
#include "Core/Render/CDrawUtil.h"
#include "Core/Render/CRenderer.h"
#include <Common/AnimUtil.h>
#include <Math/MathUtil.h>
CStaticNode::CStaticNode(CScene *pScene, u32 NodeID, CSceneNode *pParent, CStaticModel *pModel)
: CSceneNode(pScene, NodeID, pParent)
, mpModel(pModel)
{
mpModel = pModel;
mLocalAABox = mpModel->AABox();
mScale = CVector3f(1.f, 1.f, 1.f);
mScale = CVector3f::skOne;
SetName("Static Node");
}
@@ -28,11 +27,11 @@ void CStaticNode::PostLoad()
}
}
void CStaticNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
void CStaticNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo)
{
if (!mpModel) return;
if (mpModel->IsOccluder()) return;
if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
if (!rkViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
if (!mpModel->IsTransparent())
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
@@ -44,20 +43,20 @@ void CStaticNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
{
CAABox TransformedBox = mpModel->GetSurfaceAABox(iSurf).Transformed(Transform());
if (ViewInfo.ViewFrustum.BoxInFrustum(TransformedBox))
if (rkViewInfo.ViewFrustum.BoxInFrustum(TransformedBox))
pRenderer->AddTransparentMesh(this, iSurf, TransformedBox, eDrawMesh);
}
}
if (mSelected && !ViewInfo.GameMode)
if (mSelected && !rkViewInfo.GameMode)
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
}
void CStaticNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo)
void CStaticNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& rkViewInfo)
{
if (!mpModel) return;
bool IsLightingEnabled = CGraphics::sLightMode == CGraphics::eWorldLighting || ViewInfo.GameMode;
bool IsLightingEnabled = CGraphics::sLightMode == CGraphics::eWorldLighting || rkViewInfo.GameMode;
bool UseWhiteAmbient = (mpModel->GetMaterial()->Options() & CMaterial::eDrawWhiteAmbientDKCR) != 0;
if (IsLightingEnabled)
@@ -70,14 +69,14 @@ void CStaticNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewIn
else
{
LoadLights(ViewInfo);
LoadLights(rkViewInfo);
if (CGraphics::sLightMode == CGraphics::eNoLighting || UseWhiteAmbient)
CGraphics::sVertexBlock.COLOR0_Amb = CColor::skWhite;
}
float Mul = CGraphics::sWorldLightMultiplier;
CGraphics::sPixelBlock.TevColor = CColor(Mul,Mul,Mul);
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo);
CGraphics::sPixelBlock.TintColor = TintColor(rkViewInfo);
LoadModelMatrix();
if (ComponentIndex < 0)
@@ -93,47 +92,47 @@ void CStaticNode::DrawSelection()
mpModel->DrawWireframe(eNoRenderOptions, WireframeColor());
}
void CStaticNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& /*ViewInfo*/)
void CStaticNode::RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& /*rkViewInfo*/)
{
if ((!mpModel) || (mpModel->IsOccluder()))
return;
const CRay& Ray = Tester.Ray();
std::pair<bool,float> BoxResult = AABox().IntersectsRay(Ray);
const CRay& rkRay = rTester.Ray();
std::pair<bool,float> BoxResult = AABox().IntersectsRay(rkRay);
if (BoxResult.first)
{
for (u32 iSurf = 0; iSurf < mpModel->GetSurfaceCount(); iSurf++)
{
std::pair<bool,float> SurfResult = mpModel->GetSurfaceAABox(iSurf).Transformed(Transform()).IntersectsRay(Ray);
std::pair<bool,float> SurfResult = mpModel->GetSurfaceAABox(iSurf).Transformed(Transform()).IntersectsRay(rkRay);
if (SurfResult.first)
Tester.AddNode(this, iSurf, SurfResult.second);
rTester.AddNode(this, iSurf, SurfResult.second);
}
}
}
SRayIntersection CStaticNode::RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo)
SRayIntersection CStaticNode::RayNodeIntersectTest(const CRay& rkRay, u32 AssetID, const SViewInfo& rkViewInfo)
{
SRayIntersection out;
out.pNode = this;
out.ComponentIndex = AssetID;
SRayIntersection Out;
Out.pNode = this;
Out.ComponentIndex = AssetID;
CRay TransformedRay = Ray.Transformed(Transform().Inverse());
FRenderOptions options = ViewInfo.pRenderer->RenderOptions();
std::pair<bool,float> Result = mpModel->GetSurface(AssetID)->IntersectsRay(TransformedRay, ((options & eEnableBackfaceCull) == 0));
CRay TransformedRay = rkRay.Transformed(Transform().Inverse());
FRenderOptions Options = rkViewInfo.pRenderer->RenderOptions();
std::pair<bool,float> Result = mpModel->GetSurface(AssetID)->IntersectsRay(TransformedRay, ((Options & eEnableBackfaceCull) == 0));
if (Result.first)
{
out.Hit = true;
Out.Hit = true;
CVector3f HitPoint = TransformedRay.PointOnRay(Result.second);
CVector3f WorldHitPoint = Transform() * HitPoint;
out.Distance = Math::Distance(Ray.Origin(), WorldHitPoint);
Out.Distance = Math::Distance(rkRay.Origin(), WorldHitPoint);
}
else
out.Hit = false;
Out.Hit = false;
return out;
return Out;
}

View File

@@ -12,11 +12,11 @@ public:
CStaticNode(CScene *pScene, u32 NodeID, CSceneNode *pParent = 0, CStaticModel *pModel = 0);
ENodeType NodeType();
void PostLoad();
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
void Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo);
void Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& rkViewInfo);
void DrawSelection();
void RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo);
SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
void RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& rkViewInfo);
SRayIntersection RayNodeIntersectTest(const CRay& rkRay, u32 AssetID, const SViewInfo& rkViewInfo);
};
#endif // CSTATICNODE_H