Mass refactoring part 1/2: establishing multiple subprojects, moving source files to their new location, adding resources/templates to version control

This commit is contained in:
parax0
2015-12-14 18:33:16 -07:00
parent b4b134d55b
commit 8805baaee1
1116 changed files with 129200 additions and 546 deletions

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#include "CCollisionNode.h"
#include <Core/CDrawUtil.h>
#include <Core/CGraphics.h>
#include <Core/CRenderer.h>
CCollisionNode::CCollisionNode(CSceneManager *pScene, CSceneNode *pParent, CCollisionMeshGroup *pCollision)
: CSceneNode(pScene, pParent)
{
SetCollision(pCollision);
SetName("Collision");
}
ENodeType CCollisionNode::NodeType()
{
return eCollisionNode;
}
void CCollisionNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
{
if (!mpCollision) return;
if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
if (ViewInfo.GameMode) return;
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
if (mSelected)
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
}
void CCollisionNode::Draw(ERenderOptions /*Options*/, int /*ComponentIndex*/, const SViewInfo& ViewInfo)
{
if (!mpCollision) return;
LoadModelMatrix();
glBlendFunc(GL_ONE, GL_ZERO);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
CDrawUtil::UseCollisionShader(TintColor(ViewInfo));
mpCollision->Draw();
CDrawUtil::UseColorShader(CColor::skTransparentBlack);
mpCollision->DrawWireframe();
}
SRayIntersection CCollisionNode::RayNodeIntersectTest(const CRay& /*Ray*/, u32 /*AssetID*/, const SViewInfo& /*ViewInfo*/)
{
// todo
SRayIntersection Result;
Result.Hit = false;
return Result;
}
void CCollisionNode::SetCollision(CCollisionMeshGroup *pCollision)
{
mpCollision = pCollision;
}

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#ifndef CCOLLISIONNODE_H
#define CCOLLISIONNODE_H
#include "CSceneNode.h"
#include <Resource/CCollisionMeshGroup.h>
class CCollisionNode : public CSceneNode
{
TResPtr<CCollisionMeshGroup> mpCollision;
public:
CCollisionNode(CSceneManager *pScene, CSceneNode *pParent = 0, CCollisionMeshGroup *pCollision = 0);
ENodeType NodeType();
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
void Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
void SetCollision(CCollisionMeshGroup *pCollision);
};
#endif // CCOLLISIONNODE_H

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#include "CLightNode.h"
#include <Common/Math.h>
#include <Core/CDrawUtil.h>
#include <Core/CGraphics.h>
#include <Core/CRenderer.h>
CLightNode::CLightNode(CSceneManager *pScene, CSceneNode *pParent, CLight *Light)
: CSceneNode(pScene, pParent)
{
mpLight = Light;
mLocalAABox = CAABox::skOne;
mPosition = Light->GetPosition();
switch (Light->GetType())
{
case eLocalAmbient: SetName("Ambient Light"); break;
case eDirectional: SetName("Directional Light"); break;
case eSpot: SetName("Spot Light"); break;
case eCustom: SetName("Custom Light"); break;
}
}
ENodeType CLightNode::NodeType()
{
return eLightNode;
}
void CLightNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
{
if (ViewInfo.GameMode) return;
if (ViewInfo.ViewFrustum.BoxInFrustum(AABox()))
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
if (IsSelected() && mpLight->GetType() == eCustom)
{
CAABox RadiusBox = (CAABox::skOne * 2.f * mpLight->GetRadius()) + mPosition;
if (ViewInfo.ViewFrustum.BoxInFrustum(RadiusBox))
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
}
}
void CLightNode::Draw(ERenderOptions /*Options*/, int /*ComponentIndex*/, const SViewInfo& ViewInfo)
{
CDrawUtil::DrawLightBillboard(mpLight->GetType(), mpLight->GetColor(), mPosition, BillboardScale(), TintColor(ViewInfo));
}
void CLightNode::DrawSelection()
{
CDrawUtil::DrawWireSphere(mPosition, mpLight->GetRadius(), mpLight->GetColor());
}
void CLightNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& /*ViewInfo*/)
{
CVector2f BillScale = BillboardScale();
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));
std::pair<bool,float> BoxResult = BillBox.IntersectsRay(Tester.Ray());
if (BoxResult.first) Tester.AddNode(this, 0, BoxResult.second);
}
SRayIntersection CLightNode::RayNodeIntersectTest(const CRay& Ray, u32 AssetID, const SViewInfo& ViewInfo)
{
// todo: come up with a better way to share this code between CScriptNode and CLightNode
SRayIntersection out;
out.pNode = this;
out.ComponentIndex = AssetID;
CTexture *pBillboard = CDrawUtil::GetLightTexture(mpLight->GetType());
if (!pBillboard)
{
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);
if (PlaneTest.first)
{
// Step 2: transform the hit point into the plane's local space
CVector3f PlaneHitPoint = Ray.PointOnRay(PlaneTest.second);
CVector3f RelHitPoint = PlaneHitPoint - mPosition;
CVector3f PlaneForward = -ViewInfo.pCamera->Direction();
CVector3f PlaneRight = -ViewInfo.pCamera->RightVector();
CVector3f PlaneUp = ViewInfo.pCamera->UpVector();
CQuaternion PlaneRot = CQuaternion::FromAxes(PlaneRight, PlaneForward, PlaneUp);
CVector3f RotatedHitPoint = PlaneRot.Inverse() * RelHitPoint;
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))
{
// 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;
float TexelAlpha = pBillboard->ReadTexelAlpha(TexCoord);
if (TexelAlpha < 0.25f)
out.Hit = false;
else
{
// It's opaque... we have a hit!
out.Hit = true;
out.Distance = PlaneTest.second;
}
}
else
out.Hit = false;
}
else
out.Hit = false;
return out;
}
CLight* CLightNode::Light()
{
return mpLight;
}
CVector2f CLightNode::BillboardScale()
{
return AbsoluteScale().xz() * 0.75f;
}
void CLightNode::CalculateTransform(CTransform4f& rOut) const
{
// Billboards don't rotate and their scale is applied separately
rOut.Translate(AbsolutePosition());
}

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#ifndef CLIGHTNODE_H
#define CLIGHTNODE_H
#include "CSceneNode.h"
#include <Resource/CLight.h>
class CLightNode : public CSceneNode
{
CLight *mpLight;
public:
CLightNode(CSceneManager *pScene, CSceneNode *pParent = 0, CLight *Light = 0);
ENodeType NodeType();
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
void Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
void DrawSelection();
void RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo);
SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
bool AllowsRotate() const { return false; }
CLight* Light();
CVector2f BillboardScale();
protected:
void CalculateTransform(CTransform4f& rOut) const;
};
#endif // CLIGHTNODE_H

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#include "CModelNode.h"
#include <Common/Math.h>
#include <Core/CDrawUtil.h>
#include <Core/CRenderer.h>
#include <Core/CGraphics.h>
CModelNode::CModelNode(CSceneManager *pScene, CSceneNode *pParent, CModel *pModel) : CSceneNode(pScene, pParent)
{
SetModel(pModel);
mScale = CVector3f(1.f);
mLightingEnabled = true;
mForceAlphaOn = false;
}
ENodeType CModelNode::NodeType()
{
return eModelNode;
}
void CModelNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
{
if (!mpModel) return;
if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
if (ViewInfo.GameMode) return;
if (!mpModel->HasTransparency(mActiveMatSet))
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
else
AddSurfacesToRenderer(pRenderer, mpModel, mActiveMatSet, ViewInfo);
if (mSelected)
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
}
void CModelNode::Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo)
{
if (!mpModel) return;
if (mForceAlphaOn) Options = (ERenderOptions) (Options & ~eNoAlpha);
if (mLightingEnabled)
{
CGraphics::SetDefaultLighting();
CGraphics::UpdateLightBlock();
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
}
else
{
CGraphics::sNumLights = 0;
CGraphics::sVertexBlock.COLOR0_Amb = CColor::skBlack.ToVector4f();
}
CGraphics::sPixelBlock.TevColor = CVector4f(1,1,1,1);
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
LoadModelMatrix();
if (ComponentIndex < 0)
mpModel->Draw(Options, mActiveMatSet);
else
mpModel->DrawSurface(Options, ComponentIndex, mActiveMatSet);
}
void CModelNode::DrawSelection()
{
if (!mpModel) return;
LoadModelMatrix();
mpModel->DrawWireframe(eNoRenderOptions, WireframeColor());
}
void CModelNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& /*ViewInfo*/)
{
if (!mpModel) return;
const CRay& Ray = Tester.Ray();
std::pair<bool,float> BoxResult = AABox().IntersectsRay(Ray);
if (BoxResult.first)
Tester.AddNodeModel(this, mpModel);
}
SRayIntersection CModelNode::RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo)
{
SRayIntersection out;
out.pNode = this;
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;
}
void CModelNode::SetModel(CModel *pModel)
{
mpModel = pModel;
mActiveMatSet = 0;
if (pModel)
{
SetName(pModel->Source());
mLocalAABox = mpModel->AABox();
}
MarkTransformChanged();
}
void CModelNode::ForceAlphaEnabled(bool Enable)
{
mForceAlphaOn = Enable;
}

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#ifndef CMODELNODE_H
#define CMODELNODE_H
#include "CSceneNode.h"
#include <Resource/model/CModel.h>
class CModelNode : public CSceneNode
{
TResPtr<CModel> mpModel;
u32 mActiveMatSet;
bool mLightingEnabled;
bool mForceAlphaOn;
public:
explicit CModelNode(CSceneManager *pScene, CSceneNode *pParent = 0, CModel *pModel = 0);
virtual ENodeType NodeType();
virtual void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
virtual void Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
virtual void DrawSelection();
virtual void RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo);
virtual SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
void SetModel(CModel *pModel);
void SetMatSet(u32 MatSet);
void SetDynamicLighting(bool Enable);
void ForceAlphaEnabled(bool Enable);
CModel* Model();
u32 MatSet();
bool IsDynamicLightingEnabled();
};
// ************ INLINE FUNCTIONS ************
inline void CModelNode::SetMatSet(u32 MatSet)
{
mActiveMatSet = MatSet;
}
inline void CModelNode::SetDynamicLighting(bool Enable)
{
mLightingEnabled = Enable;
}
inline CModel* CModelNode::Model()
{
return mpModel;
}
inline u32 CModelNode::MatSet()
{
return mActiveMatSet;
}
inline bool CModelNode::IsDynamicLightingEnabled()
{
return mLightingEnabled;
}
#endif // CMODELNODE_H

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#ifndef CROOTNODE_H
#define CROOTNODE_H
#include "CSceneNode.h"
#include <iostream>
// CRootNode's main purpose is to manage groups of other nodes as its children.
class CRootNode : public CSceneNode
{
public:
explicit CRootNode(CSceneManager *pScene, CSceneNode *pParent = 0) : CSceneNode(pScene, pParent) {}
~CRootNode() {}
inline ENodeType NodeType() {
return eRootNode;
}
inline void RayAABoxIntersectTest(CRayCollisionTester&, const SViewInfo&) {}
inline SRayIntersection RayNodeIntersectTest(const CRay &, u32, const SViewInfo&) {
return SRayIntersection(false, 0.f, nullptr, 0);
}
inline void DrawSelection() {}
};
#endif // CROOTNODE_H

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#include "CSceneManager.h"
#include <list>
#include <string>
#include <Common/CRay.h>
#include <Common/CRayCollisionTester.h>
#include <Common/TString.h>
#include <Core/CGraphics.h>
#include <Core/CResCache.h>
#include <FileIO/CFileInStream.h>
#include <Resource/script/CScriptLayer.h>
/**
* This class direly needs a rewrite
* Future plan is to integrate a "scene layer" system, where nodes are grouped into layers
* We would have terrain layer, lights layer, collision layer, multiple script layers, etc
* Advantage of this is that I don't need to write separate functions for every single node type
* They can all be tracked together and the code could be streamlined a lot.
*/
CSceneManager::CSceneManager()
{
mSplitTerrain = true;
mNodeCount = 0;
mpSceneRootNode = new CRootNode(this, nullptr);
mpArea = nullptr;
mpWorld = nullptr;
mpAreaRootNode = nullptr;
}
CSceneManager::~CSceneManager()
{
ClearScene();
}
CModelNode* CSceneManager::AddModel(CModel *m)
{
if (m == nullptr) return nullptr;
CModelNode *node = new CModelNode(this, mpSceneRootNode, m);
mModelNodes.push_back(node);
mNodeCount++;
return node;
}
CStaticNode* CSceneManager::AddStaticModel(CStaticModel *mdl)
{
if (mdl == nullptr) return nullptr;
CStaticNode *node = new CStaticNode(this, mpAreaRootNode, mdl);
mStaticNodes.push_back(node);
mNodeCount++;
return node;
}
CCollisionNode* CSceneManager::AddCollision(CCollisionMeshGroup *mesh)
{
if (mesh == nullptr) return nullptr;
CCollisionNode *node = new CCollisionNode(this, mpAreaRootNode, mesh);
mCollisionNodes.push_back(node);
mNodeCount++;
return node;
}
CScriptNode* CSceneManager::AddScriptObject(CScriptObject *obj)
{
if (obj == nullptr) return nullptr;
CScriptNode *node = new CScriptNode(this, mpAreaRootNode, obj);
mScriptNodes.push_back(node);
mNodeCount++;
return node;
}
CLightNode* CSceneManager::AddLight(CLight *Light)
{
if (Light == nullptr) return nullptr;
CLightNode *node = new CLightNode(this, mpAreaRootNode, Light);
mLightNodes.push_back(node);
mNodeCount++;
return node;
}
void CSceneManager::SetActiveArea(CGameArea* _area)
{
// Clear existing area
delete mpAreaRootNode;
mModelNodes.clear();
mStaticNodes.clear();
mCollisionNodes.clear();
mScriptNodes.clear();
mLightNodes.clear();
mAreaAttributesObjects.clear();
mpActiveAreaAttributes = nullptr;
mScriptNodeMap.clear();
// Create nodes for new area
mpArea = _area;
mpAreaRootNode = new CRootNode(this, mpSceneRootNode);
if (mSplitTerrain)
{
u32 count = mpArea->GetStaticModelCount();
for (u32 m = 0; m < count; m++)
AddStaticModel(mpArea->GetStaticModel(m));
}
else
{
u32 count = mpArea->GetTerrainModelCount();
for (u32 m = 0; m < count; m++)
{
CModel *mdl = mpArea->GetTerrainModel(m);
CModelNode *node = AddModel(mdl);
node->SetDynamicLighting(false);
}
}
AddCollision(mpArea->GetCollision());
u32 NumLayers = mpArea->GetScriptLayerCount();
for (u32 l = 0; l < NumLayers; l++)
{
CScriptLayer *layer = mpArea->GetScriptLayer(l);
u32 NumObjects = layer->GetNumObjects();
mScriptNodes.reserve(mScriptNodes.size() + NumObjects);
for (u32 o = 0; o < NumObjects; o++)
{
CScriptObject *pObj = layer->ObjectByIndex(o);
CScriptNode *Node = AddScriptObject( pObj );
Node->BuildLightList(mpArea);
// Add to map
mScriptNodeMap[pObj->InstanceID()] = Node;
// AreaAttributes check
switch (pObj->ObjectTypeID())
{
case 0x4E: // MP1 AreaAttributes ID
case 0x52454141: // MP2/MP3/DKCR AreaAttributes ID ("REAA")
mAreaAttributesObjects.emplace_back( CAreaAttributes(pObj) );
break;
}
}
}
CScriptLayer *pGenLayer = mpArea->GetGeneratorLayer();
if (pGenLayer)
{
for (u32 o = 0; o < pGenLayer->GetNumObjects(); o++)
{
CScriptObject *pObj = pGenLayer->ObjectByIndex(o);
CScriptNode *Node = AddScriptObject(pObj);
// Add to map
mScriptNodeMap[pObj->InstanceID()] = Node;
}
}
PickEnvironmentObjects();
// Ensure script nodes have valid positions + build light lists
for (auto it = mScriptNodeMap.begin(); it != mScriptNodeMap.end(); it++)
{
it->second->GeneratePosition();
it->second->BuildLightList(mpArea);
}
u32 NumLightLayers = mpArea->GetLightLayerCount();
CGraphics::sAreaAmbientColor = CColor::skBlack;
for (u32 ly = 0; ly < NumLightLayers; ly++)
{
u32 NumLights = mpArea->GetLightCount(ly);
for (u32 l = 0; l < NumLights; l++)
{
CLight *Light = mpArea->GetLight(ly, l);
if (Light->GetType() == eLocalAmbient)
CGraphics::sAreaAmbientColor += Light->GetColor();
AddLight(Light);
}
}
std::cout << CSceneNode::NumNodes() << " nodes\n";
}
void CSceneManager::SetActiveWorld(CWorld* _world)
{
mpWorld = _world;
}
void CSceneManager::ClearScene()
{
if (mpAreaRootNode)
{
mpAreaRootNode->Unparent();
delete mpAreaRootNode;
}
mModelNodes.clear();
mStaticNodes.clear();
mCollisionNodes.clear();
mScriptNodes.clear();
mLightNodes.clear();
mpArea = nullptr;
mpWorld = nullptr;
mNodeCount = 0;
}
void CSceneManager::AddSceneToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
{
ERenderOptions Options = pRenderer->RenderOptions();
if (Options & eDrawWorld || ViewInfo.GameMode)
{
for (u32 n = 0; n < mModelNodes.size(); n++)
if (mModelNodes[n]->IsVisible())
mModelNodes[n]->AddToRenderer(pRenderer, ViewInfo);
for (u32 n = 0; n < mStaticNodes.size(); n++)
if (mStaticNodes[n]->IsVisible())
mStaticNodes[n]->AddToRenderer(pRenderer, ViewInfo);
}
if (Options & eDrawWorldCollision && !ViewInfo.GameMode)
{
for (u32 n = 0; n < mCollisionNodes.size(); n++)
if (mCollisionNodes[n]->IsVisible())
mCollisionNodes[n]->AddToRenderer(pRenderer, ViewInfo);
}
if (Options & eDrawLights && !ViewInfo.GameMode)
{
for (u32 n = 0; n < mLightNodes.size(); n++)
if (mLightNodes[n]->IsVisible())
mLightNodes[n]->AddToRenderer(pRenderer, ViewInfo);
}
if ((Options & eDrawObjects) || (Options & eDrawObjectCollision) || ViewInfo.GameMode)
{
for (u32 n = 0; n < mScriptNodes.size(); n++)
if (mScriptNodes[n]->IsVisible())
mScriptNodes[n]->AddToRenderer(pRenderer, ViewInfo);
}
}
SRayIntersection CSceneManager::SceneRayCast(const CRay& Ray, const SViewInfo& ViewInfo)
{
// Terribly hacky stuff to avoid having tons of redundant code
// because I'm too lazy to rewrite CSceneManager right now and fix it
// (I'm probably going to do it soon...)
ERenderOptions renderOptions = ViewInfo.pRenderer->RenderOptions();
std::vector<CSceneNode*> *pNodeVectors[5] = {
reinterpret_cast<std::vector<CSceneNode*>*>(&mModelNodes),
reinterpret_cast<std::vector<CSceneNode*>*>(&mStaticNodes),
reinterpret_cast<std::vector<CSceneNode*>*>(&mCollisionNodes),
reinterpret_cast<std::vector<CSceneNode*>*>(&mScriptNodes),
reinterpret_cast<std::vector<CSceneNode*>*>(&mLightNodes),
};
bool NodesVisible[5] = {
true, ((renderOptions & eDrawWorld) != 0), ((renderOptions & eDrawWorldCollision) != 0),
((renderOptions & ((ERenderOptions) (eDrawObjects | eDrawObjectCollision))) != 0), ((renderOptions & eDrawLights) != 0)
};
// Override visibility for game mode
if (ViewInfo.GameMode)
{
NodesVisible[0] = false;
NodesVisible[1] = true;
NodesVisible[2] = false;
NodesVisible[3] = true;
NodesVisible[4] = false;
}
// Less hacky stuff
CRayCollisionTester Tester(Ray);
for (u32 iVec = 0; iVec < 5; iVec++)
{
if (!NodesVisible[iVec]) continue;
std::vector<CSceneNode*>& vec = *pNodeVectors[iVec];
for (u32 iNode = 0; iNode < vec.size(); iNode++)
if (vec[iNode]->IsVisible())
vec[iNode]->RayAABoxIntersectTest(Tester, ViewInfo);
}
return Tester.TestNodes(ViewInfo);
}
void CSceneManager::PickEnvironmentObjects()
{
// Pick AreaAttributes
for (auto it = mAreaAttributesObjects.begin(); it != mAreaAttributesObjects.end(); it++)
{
if ((*it).IsLayerEnabled())
{
mpActiveAreaAttributes = &(*it);
break;
}
}
}
CScriptNode* CSceneManager::ScriptNodeByID(u32 InstanceID)
{
auto it = mScriptNodeMap.find(InstanceID);
if (it != mScriptNodeMap.end()) return it->second;
else return nullptr;
}
CScriptNode* CSceneManager::NodeForObject(CScriptObject *pObj)
{
return ScriptNodeByID(pObj->InstanceID());
}
CLightNode* CSceneManager::NodeForLight(CLight *pLight)
{
// Slow. Is there a better way to do this?
for (auto it = mLightNodes.begin(); it != mLightNodes.end(); it++)
if ((*it)->Light() == pLight) return *it;
return nullptr;
}
CModel* CSceneManager::GetActiveSkybox()
{
if (mpActiveAreaAttributes)
{
if (mpActiveAreaAttributes->IsSkyEnabled())
{
CModel *pSky = mpActiveAreaAttributes->SkyModel();
if (pSky) return pSky;
else return mpWorld->GetDefaultSkybox();
}
else
return nullptr;
}
else return nullptr;
}
CGameArea* CSceneManager::GetActiveArea()
{
return mpArea;
}

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#ifndef CSCENEMANAGER_h
#define CSCENEMANAGER_h
#include <string>
#include <vector>
#include <GL/glew.h>
#include "CAreaAttributes.h"
#include "CRenderer.h"
#include "SViewInfo.h"
#include <Common/SRayIntersection.h>
#include <Common/types.h>
#include <Scene/CSceneNode.h>
#include <Scene/CRootNode.h>
#include <Scene/CLightNode.h>
#include <Scene/CModelNode.h>
#include <Scene/CScriptNode.h>
#include <Scene/CStaticNode.h>
#include <Scene/CCollisionNode.h>
#include <Resource/CGameArea.h>
#include <Resource/CWorld.h>
class CSceneManager
{
bool mSplitTerrain;
u32 mNodeCount;
std::vector<CModelNode*> mModelNodes;
std::vector<CStaticNode*> mStaticNodes;
std::vector<CCollisionNode*> mCollisionNodes;
std::vector<CScriptNode*> mScriptNodes;
std::vector<CLightNode*> mLightNodes;
CRootNode *mpSceneRootNode;
TResPtr<CGameArea> mpArea;
TResPtr<CWorld> mpWorld;
CRootNode *mpAreaRootNode;
// Environment
std::vector<CAreaAttributes> mAreaAttributesObjects;
CAreaAttributes *mpActiveAreaAttributes;
// Objects
std::unordered_map<u32, CScriptNode*> mScriptNodeMap;
public:
CSceneManager();
~CSceneManager();
// Scene Management
CModelNode* AddModel(CModel *mdl);
CStaticNode* AddStaticModel(CStaticModel *mdl);
CCollisionNode* AddCollision(CCollisionMeshGroup *mesh);
CScriptNode* AddScriptObject(CScriptObject *obj);
CLightNode* AddLight(CLight *Light);
void SetActiveArea(CGameArea *_area);
void SetActiveWorld(CWorld *_world);
void ClearScene();
void AddSceneToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
SRayIntersection SceneRayCast(const CRay& Ray, const SViewInfo& ViewInfo);
void PickEnvironmentObjects();
CScriptNode* ScriptNodeByID(u32 InstanceID);
CScriptNode* NodeForObject(CScriptObject *pObj);
CLightNode* NodeForLight(CLight *pLight);
// Setters/Getters
CModel* GetActiveSkybox();
CGameArea* GetActiveArea();
};
#endif // CSCENEMANAGER_H

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#include "CSceneNode.h"
#include <Core/CRenderer.h>
#include <gtc/quaternion.hpp>
#include <gtx/transform.hpp>
#include <Common/AnimUtil.h>
#include <Common/CTransform4f.h>
#include <Resource/CGameArea.h>
#include <Core/CGraphics.h>
#include <Core/CDrawUtil.h>
#include <algorithm>
u32 CSceneNode::smNumNodes = 0;
CColor CSceneNode::skSelectionTint((u8) 39, 154, 167, 255);
CSceneNode::CSceneNode(CSceneManager *pScene, CSceneNode *pParent)
{
smNumNodes++;
mpScene = pScene;
mpParent = pParent;
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);
}
CSceneNode::~CSceneNode()
{
smNumNodes--;
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
delete (*it);
}
// ************ VIRTUAL ************
void CSceneNode::DrawSelection()
{
// Default implementation for virtual function
CDrawUtil::DrawWireCube(AABox(), CColor::skWhite);
}
void CSceneNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& /*ViewInfo*/)
{
// Default implementation for virtual function
std::pair<bool,float> result = AABox().IntersectsRay(Tester.Ray());
if (result.first)
Tester.AddNode(this, -1, result.second);
}
bool CSceneNode::IsVisible() const
{
// Default implementation for virtual function
return mVisible;
}
CColor CSceneNode::TintColor(const SViewInfo& ViewInfo) const
{
// Default implementation for virtual function
return (IsSelected() && !ViewInfo.GameMode ? skSelectionTint : CColor::skWhite);
}
CColor CSceneNode::WireframeColor() const
{
// Default implementation for virtual function
return CColor::skWhite;
}
// ************ MAIN FUNCTIONALITY ************
void CSceneNode::Unparent()
{
// May eventually want to reset XForm so global position = local position
// Seems like a waste performance wise for the time being though
if (mpParent)
mpParent->RemoveChild(this);
mpParent = nullptr;
}
void CSceneNode::RemoveChild(CSceneNode *pChild)
{
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
{
if (*it == pChild)
{
mChildren.erase(it);
break;
}
}
}
void CSceneNode::DeleteChildren()
{
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
delete *it;
mChildren.clear();
}
void CSceneNode::SetInheritance(bool InheritPos, bool InheritRot, bool InheritScale)
{
_mInheritsPosition = InheritPos;
_mInheritsRotation = InheritRot;
_mInheritsScale = InheritScale;
MarkTransformChanged();
}
void CSceneNode::LoadModelMatrix()
{
CGraphics::sMVPBlock.ModelMatrix = Transform().ToMatrix4f();
CGraphics::UpdateMVPBlock();
}
void CSceneNode::BuildLightList(CGameArea *pArea)
{
mLightCount = 0;
mAmbientColor = CColor::skBlack;
u32 index = mLightLayerIndex;
if ((pArea->GetLightLayerCount() <= index) || (pArea->GetLightCount(index) == 0)) index = 0;
struct SLightEntry {
CLight *pLight;
float Distance;
SLightEntry(CLight *_pLight, float _Distance)
: pLight(_pLight), Distance(_Distance) {}
bool operator<(const SLightEntry& other) {
return (Distance < other.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;
for (u32 iLight = 0; iLight < numLights; iLight++)
{
CLight* pLight = pArea->GetLight(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();
// Other lights will be used depending which are closest to the node
else
{
bool IsInRange = AABox().IntersectsSphere(pLight->GetPosition(), pLight->GetRadius());
if (IsInRange)
{
float Dist = mPosition.Distance(pLight->GetPosition());
LightEntries.push_back(SLightEntry(pLight, Dist));
}
}
}
// Determine which lights are closest
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;
}
void CSceneNode::LoadLights(const SViewInfo& ViewInfo)
{
CGraphics::sNumLights = 0;
if (CGraphics::sLightMode == CGraphics::eWorldLighting || ViewInfo.GameMode)
{
// World lighting: world ambient color, node dynamic lights
CGraphics::sVertexBlock.COLOR0_Amb = mAmbientColor.ToVector4f();
for (u32 iLight = 0; iLight < mLightCount; iLight++)
mLights[iLight]->Load();
}
else if (CGraphics::sLightMode == CGraphics::eBasicLighting)
{
// Basic lighting: default ambient color, default dynamic lights
CGraphics::SetDefaultLighting();
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
}
else if (CGraphics::sLightMode == CGraphics::eNoLighting)
{
// No lighting: default ambient color, no dynamic lights
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
}
CGraphics::UpdateLightBlock();
}
void CSceneNode::DrawBoundingBox() const
{
CDrawUtil::DrawWireCube(AABox(), CColor::skWhite);
}
void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo)
{
u32 SurfaceCount = pModel->GetSurfaceCount();
for (u32 iSurf = 0; iSurf < SurfaceCount; iSurf++)
{
CAABox TransformedBox = pModel->GetSurfaceAABox(iSurf).Transformed(Transform());
if (rkViewInfo.ViewFrustum.BoxInFrustum(TransformedBox))
{
if (!pModel->IsSurfaceTransparent(iSurf, MatSet))
pRenderer->AddOpaqueMesh(this, (int) iSurf, TransformedBox, eDrawMesh);
else
pRenderer->AddTransparentMesh(this, (int) iSurf, TransformedBox, eDrawMesh);
}
}
}
// ************ TRANSFORM ************
void CSceneNode::Translate(const CVector3f& translation, ETransformSpace transformSpace)
{
switch (transformSpace)
{
case eWorldTransform:
mPosition += translation;
break;
case eLocalTransform:
mPosition += mRotation * translation;
break;
}
MarkTransformChanged();
}
void CSceneNode::Rotate(const CQuaternion& rotation, ETransformSpace transformSpace)
{
switch (transformSpace)
{
case eWorldTransform:
mRotation = rotation * mRotation;
break;
case eLocalTransform:
mRotation *= rotation;
break;
}
MarkTransformChanged();
}
void CSceneNode::Scale(const CVector3f& scale)
{
// No support for stretch/skew world-space scaling; local only
mScale *= scale;
MarkTransformChanged();
}
void CSceneNode::ForceRecalculateTransform() const
{
_mCachedTransform = CTransform4f::skIdentity;
CalculateTransform(_mCachedTransform);
_mCachedAABox = mLocalAABox.Transformed(_mCachedTransform);
// Sync with children - only needed if caller hasn't marked transform changed already
// If so, the children will already be marked
if (!_mTransformDirty)
{
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
(*it)->MarkTransformChanged();
}
_mTransformDirty = false;
}
void CSceneNode::MarkTransformChanged() const
{
if (!_mTransformDirty)
{
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
(*it)->MarkTransformChanged();
}
_mTransformDirty = true;
}
const CTransform4f& CSceneNode::Transform() const
{
if (_mTransformDirty)
ForceRecalculateTransform();
return _mCachedTransform;
}
void CSceneNode::CalculateTransform(CTransform4f& rOut) const
{
// Default implementation for virtual function
rOut.Scale(AbsoluteScale());
rOut.Rotate(AbsoluteRotation());
rOut.Translate(AbsolutePosition());
}
// ************ GETTERS ************
TString CSceneNode::Name() const
{
return mName;
}
CSceneNode* CSceneNode::Parent() const
{
return mpParent;
}
CSceneManager* CSceneNode::Scene() const
{
return mpScene;
}
CVector3f CSceneNode::LocalPosition() const
{
return mPosition;
}
CVector3f CSceneNode::AbsolutePosition() const
{
CVector3f ret = mPosition;
if ((mpParent) && (InheritsPosition()))
ret += mpParent->AbsolutePosition();
return ret;
}
CQuaternion CSceneNode::LocalRotation() const
{
return mRotation;
}
CQuaternion CSceneNode::AbsoluteRotation() const
{
CQuaternion ret = mRotation;
if ((mpParent) && (InheritsRotation()))
ret *= mpParent->AbsoluteRotation();
return ret;
}
CVector3f CSceneNode::LocalScale() const
{
return mScale;
}
CVector3f CSceneNode::AbsoluteScale() const
{
CVector3f ret = mScale;
if ((mpParent) && (InheritsScale()))
ret *= mpParent->AbsoluteScale();
return ret;
}
CAABox CSceneNode::AABox() const
{
if (_mTransformDirty)
ForceRecalculateTransform();
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;
}

131
src/Core/Scene/CSceneNode.h Normal file
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#ifndef CSCENENODE_H
#define CSCENENODE_H
#include <Core/IRenderable.h>
#include "ENodeType.h"
#include <Common/CAABox.h>
#include <Common/CQuaternion.h>
#include <Common/CRay.h>
#include <Common/CRayCollisionTester.h>
#include <Common/CTransform4f.h>
#include <Common/CVector3f.h>
#include <Common/ETransformSpace.h>
#include <Common/types.h>
#include <Core/ERenderOptions.h>
#include <Resource/CLight.h>
#include <Resource/CGameArea.h>
class CRenderer;
class CSceneManager;
class CSceneNode : public IRenderable
{
private:
mutable CTransform4f _mCachedTransform;
mutable CAABox _mCachedAABox;
mutable bool _mTransformDirty;
bool _mInheritsPosition;
bool _mInheritsRotation;
bool _mInheritsScale;
protected:
static u32 smNumNodes;
TString mName;
CSceneNode *mpParent;
CSceneManager *mpScene;
CVector3f mPosition;
CQuaternion mRotation;
CVector3f mScale;
CAABox mLocalAABox;
bool mMouseHovering;
bool mSelected;
bool mVisible;
std::list<CSceneNode*> mChildren;
u32 mLightLayerIndex;
u32 mLightCount;
CLight* mLights[8];
CColor mAmbientColor;
public:
explicit CSceneNode(CSceneManager *pScene, CSceneNode *pParent = 0);
virtual ~CSceneNode();
virtual ENodeType NodeType() = 0;
virtual void AddToRenderer(CRenderer* /*pRenderer*/, const SViewInfo& /*ViewInfo*/) {}
virtual void DrawSelection();
virtual void RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo);
virtual SRayIntersection RayNodeIntersectTest(const CRay& Ray, u32 AssetID, const SViewInfo& ViewInfo) = 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 WireframeColor() const;
void Unparent();
void RemoveChild(CSceneNode *pChild);
void DeleteChildren();
void SetInheritance(bool InheritPos, bool InheritRot, bool InheritScale);
void LoadModelMatrix();
void BuildLightList(CGameArea *pArea);
void LoadLights(const SViewInfo& ViewInfo);
void DrawBoundingBox() const;
void AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& ViewInfo);
// Transform
void Translate(const CVector3f& translation, ETransformSpace transformSpace);
void Rotate(const CQuaternion& rotation, ETransformSpace transformSpace);
void Scale(const CVector3f& scale);
const CTransform4f& Transform() const;
protected:
void MarkTransformChanged() const;
void ForceRecalculateTransform() const;
virtual void CalculateTransform(CTransform4f& rOut) const;
public:
// Getters
TString Name() const;
CSceneNode* Parent() const;
CSceneManager* Scene() 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;
// 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);
// Static
static int NumNodes();
static CColor skSelectionTint;
};
// ************ INLINE FUNCTIONS ************
inline int CSceneNode::NumNodes()
{
return smNumNodes;
}
#endif // CSCENENODE_H

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#include "CScriptNode.h"
#include "script/CScriptExtra.h"
#include <Common/AnimUtil.h>
#include <Common/Math.h>
#include <Core/CDrawUtil.h>
#include <Core/CGraphics.h>
#include <Core/CRenderer.h>
#include <Core/CResCache.h>
#include <Core/CSceneManager.h>
#include <Resource/script/CMasterTemplate.h>
#include <Resource/script/CScriptLayer.h>
CScriptNode::CScriptNode(CSceneManager *pScene, CSceneNode *pParent, CScriptObject *pObject)
: CSceneNode(pScene, pParent)
{
mpVolumePreviewNode = nullptr;
// Evaluate instance
mpInstance = pObject;
mpActiveModel = nullptr;
mpBillboard = nullptr;
mpCollisionNode = new CCollisionNode(pScene, this);
mpCollisionNode->SetInheritance(true, true, false);
if (mpInstance)
{
CScriptTemplate *pTemp = mpInstance->Template();
// Determine transform
mPosition = mpInstance->Position();
mRotation = CQuaternion::FromEuler(mpInstance->Rotation());
mScale = mpInstance->Scale();
mScaleMultiplier = mpInstance->Template()->PreviewScale();
MarkTransformChanged();
SetName("[" + pTemp->TemplateName(mpInstance->NumProperties()) + "] " + mpInstance->InstanceName());
// Determine display assets
mpActiveModel = mpInstance->GetDisplayModel();
mpBillboard = mpInstance->GetBillboard();
mpCollisionNode->SetCollision(mpInstance->GetCollision());
// Create preview volume node
mHasValidPosition = pTemp->HasPosition();
mHasVolumePreview = (pTemp->ScaleType() == CScriptTemplate::eScaleVolume);
if (mHasVolumePreview)
{
EVolumeShape shape = mpInstance->VolumeShape();
TResPtr<CModel> pVolumeModel = nullptr;
if ((shape == eAxisAlignedBoxShape) || (shape == eBoxShape))
pVolumeModel = gResCache.GetResource("../resources/VolumeBox.cmdl");
else if (shape == eEllipsoidShape)
pVolumeModel = gResCache.GetResource("../resources/VolumeSphere.cmdl");
else if (shape == eCylinderShape)
pVolumeModel = gResCache.GetResource("../resources/VolumeCylinder.cmdl");
else if (shape == eCylinderLargeShape)
pVolumeModel = gResCache.GetResource("../resources/VolumeCylinderLarge.cmdl");
if (pVolumeModel)
{
mpVolumePreviewNode = new CModelNode(pScene, this, pVolumeModel);
mpVolumePreviewNode->SetInheritance(true, (shape != eAxisAlignedBoxShape), true);
mpVolumePreviewNode->ForceAlphaEnabled(true);
}
}
// Fetch LightParameters
mpLightParameters = new CLightParameters(mpInstance->LightParameters(), mpInstance->MasterTemplate()->GetGame());
SetLightLayerIndex(mpLightParameters->LightLayerIndex());
}
else
{
// Shouldn't ever happen
SetName("ScriptNode - NO INSTANCE");
}
if (mpActiveModel)
mLocalAABox = mpActiveModel->AABox();
else
mLocalAABox = CAABox::skOne;
mpExtra = CScriptExtra::CreateExtra(this);
}
ENodeType CScriptNode::NodeType()
{
return eScriptNode;
}
void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
{
if (!mpInstance) return;
// Add script extra to renderer first
if (mpExtra) mpExtra->AddToRenderer(pRenderer, ViewInfo);
// If we're in game mode, then override other visibility settings.
if (ViewInfo.GameMode)
{
if (!mpInstance->IsActive() || !mpInstance->HasInGameModel())
return;
}
// Check whether the script extra wants us to render before we render.
bool ShouldDraw = (!mpExtra || mpExtra->ShouldDrawNormalAssets());
if (ShouldDraw)
{
// Otherwise, we proceed as normal
ERenderOptions options = pRenderer->RenderOptions();
if ((options & eDrawObjectCollision) && (!ViewInfo.GameMode))
mpCollisionNode->AddToRenderer(pRenderer, ViewInfo);
if (options & eDrawObjects || ViewInfo.GameMode)
{
if (ViewInfo.ViewFrustum.BoxInFrustum(AABox()))
{
if (!mpActiveModel)
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
else
{
if (!mpActiveModel->HasTransparency(0))
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
else
AddSurfacesToRenderer(pRenderer, mpActiveModel, 0, ViewInfo);
}
}
}
}
if (IsSelected() && !ViewInfo.GameMode)
{
// Script nodes always draw their selections regardless of frustum planes
// in order to ensure that script connection lines don't get improperly culled.
if (ShouldDraw)
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
if (mHasVolumePreview && (!mpExtra || mpExtra->ShouldDrawVolume()))
mpVolumePreviewNode->AddToRenderer(pRenderer, ViewInfo);
}
}
void CScriptNode::Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo)
{
if (!mpInstance) return;
// Draw model
if (UsesModel())
{
CGraphics::SetupAmbientColor();
CGraphics::UpdateVertexBlock();
LoadModelMatrix();
LoadLights(ViewInfo);
// Draw model if possible!
if (mpActiveModel)
{
if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor().ToVector4f();
else CGraphics::sPixelBlock.TevColor = CColor::skWhite.ToVector4f();
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
CGraphics::UpdatePixelBlock();
if (ComponentIndex < 0)
mpActiveModel->Draw(Options, 0);
else
mpActiveModel->DrawSurface(Options, ComponentIndex, 0);
}
// If no model or billboard, default to drawing a purple box
else
{
glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ZERO);
glDepthMask(GL_TRUE);
CDrawUtil::DrawShadedCube(CColor::skTransparentPurple * TintColor(ViewInfo));
}
}
// Draw billboard
else if (mpBillboard)
{
CDrawUtil::DrawBillboard(mpBillboard, mPosition, BillboardScale(), TintColor(ViewInfo));
}
}
void CScriptNode::DrawSelection()
{
glBlendFunc(GL_ONE, GL_ZERO);
// Draw wireframe for models; billboards only get tinted
if (UsesModel())
{
LoadModelMatrix();
CModel *pModel = (mpActiveModel ? mpActiveModel : CDrawUtil::GetCubeModel());
pModel->DrawWireframe(eNoRenderOptions, WireframeColor());
}
if (mpInstance)
{
CGraphics::sMVPBlock.ModelMatrix = CMatrix4f::skIdentity;
CGraphics::UpdateMVPBlock();
for (u32 iIn = 0; iIn < mpInstance->NumInLinks(); iIn++)
{
// Don't draw in links if the other object is selected.
const SLink& con = mpInstance->InLink(iIn);
CScriptNode *pLinkNode = mpScene->ScriptNodeByID(con.ObjectID);
if (pLinkNode && !pLinkNode->IsSelected()) CDrawUtil::DrawLine(CenterPoint(), pLinkNode->CenterPoint(), CColor::skTransparentRed);
}
for (u32 iOut = 0; iOut < mpInstance->NumOutLinks(); iOut++)
{
const SLink& con = mpInstance->OutLink(iOut);
CScriptNode *pLinkNode = mpScene->ScriptNodeByID(con.ObjectID);
if (pLinkNode) CDrawUtil::DrawLine(CenterPoint(), pLinkNode->CenterPoint(), CColor::skTransparentGreen);
}
}
}
void CScriptNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo)
{
if (!mpInstance)
return;
// Let script extra do ray check first
if (mpExtra)
{
mpExtra->RayAABoxIntersectTest(Tester, ViewInfo);
// If the extra doesn't want us rendering, then don't do the ray test either
if (!mpExtra->ShouldDrawNormalAssets())
return;
}
// If we're in game mode, then check whether we're visible before proceeding with the ray test.
if (ViewInfo.GameMode)
{
if (!mpInstance->IsActive() || !mpInstance->HasInGameModel())
return;
}
// Otherwise, proceed with the ray test as normal...
const CRay& Ray = Tester.Ray();
if (UsesModel())
{
std::pair<bool,float> BoxResult = AABox().IntersectsRay(Ray);
if (BoxResult.first)
{
if (mpActiveModel) Tester.AddNodeModel(this, mpActiveModel);
else Tester.AddNode(this, 0, BoxResult.second);
}
}
else
{
// 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);
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);
}
}
SRayIntersection CScriptNode::RayNodeIntersectTest(const CRay& Ray, u32 AssetID, const SViewInfo& ViewInfo)
{
ERenderOptions options = ViewInfo.pRenderer->RenderOptions();
SRayIntersection out;
out.pNode = this;
out.ComponentIndex = AssetID;
if (options & eDrawObjects || ViewInfo.GameMode)
{
// Model test
if (UsesModel())
{
CModel *pModel = (mpActiveModel ? mpActiveModel : CDrawUtil::GetCubeModel());
CRay TransformedRay = Ray.Transformed(Transform().Inverse());
std::pair<bool,float> Result = pModel->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;
}
// Billboard test
// todo: come up with a better way to share this code between CScriptNode and CLightNode
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);
if (PlaneTest.first)
{
// Step 2: transform the hit point into the plane's local space
CVector3f PlaneHitPoint = Ray.PointOnRay(PlaneTest.second);
CVector3f RelHitPoint = PlaneHitPoint - mPosition;
CVector3f PlaneForward = -ViewInfo.pCamera->Direction();
CVector3f PlaneRight = -ViewInfo.pCamera->RightVector();
CVector3f PlaneUp = ViewInfo.pCamera->UpVector();
CQuaternion PlaneRot = CQuaternion::FromAxes(PlaneRight, PlaneForward, PlaneUp);
CVector3f RotatedHitPoint = PlaneRot.Inverse() * RelHitPoint;
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))
{
// 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;
float TexelAlpha = mpBillboard->ReadTexelAlpha(TexCoord);
if (TexelAlpha < 0.25f)
out.Hit = false;
else
{
// It's opaque... we have a hit!
out.Hit = true;
out.Distance = PlaneTest.second;
}
}
else
out.Hit = false;
}
else
out.Hit = false;
}
}
else out.Hit = false;
return out;
}
bool CScriptNode::AllowsRotate() const
{
CScriptTemplate *pTemp = mpInstance->Template();
return (pTemp->RotationType() == CScriptTemplate::eRotationEnabled);
}
bool CScriptNode::AllowsScale() const
{
CScriptTemplate *pTemp = mpInstance->Template();
return (pTemp->ScaleType() != CScriptTemplate::eScaleDisabled);
}
bool CScriptNode::IsVisible() const
{
// Reimplementation of CSceneNode::IsVisible() to allow for layer and template visiblity to be taken into account
return (mVisible && mpInstance->Layer()->IsVisible() && mpInstance->Template()->IsVisible());
}
CColor CScriptNode::TintColor(const SViewInfo &ViewInfo) const
{
CColor BaseColor = CSceneNode::TintColor(ViewInfo);
if (mpExtra) mpExtra->ModifyTintColor(BaseColor);
return BaseColor;
}
void CScriptNode::GeneratePosition()
{
if (!mHasValidPosition)
{
// Default to center of the active area; this is to preven recursion issues
CTransform4f& AreaTransform = mpScene->GetActiveArea()->GetTransform();
mPosition = CVector3f(AreaTransform[0][3], AreaTransform[1][3], AreaTransform[2][3]);
mHasValidPosition = true;
MarkTransformChanged();
// Ideal way to generate the position is to find a spot close to where it's being used.
// To do this I check the location of the objects that this one is linked to.
u32 NumLinks = mpInstance->NumInLinks() + mpInstance->NumOutLinks();
// In the case of one link, apply an offset so the new position isn't the same place as the object it's linked to
if (NumLinks == 1)
{
const SLink& link = (mpInstance->NumInLinks() > 0 ? mpInstance->InLink(0) : mpInstance->OutLink(0));
CScriptNode *pNode = mpScene->ScriptNodeByID(link.ObjectID);
pNode->GeneratePosition();
mPosition = pNode->AbsolutePosition();
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.
else if (NumLinks >= 2)
{
CVector3f NewPos = CVector3f::skZero;
for (u32 iIn = 0; iIn < mpInstance->NumInLinks(); iIn++)
{
CScriptNode *pNode = mpScene->ScriptNodeByID(mpInstance->InLink(iIn).ObjectID);
if (pNode)
{
pNode->GeneratePosition();
NewPos += pNode->AABox().Center();
}
}
for (u32 iOut = 0; iOut < mpInstance->NumOutLinks(); iOut++)
{
CScriptNode *pNode = mpScene->ScriptNodeByID(mpInstance->OutLink(iOut).ObjectID);
if (pNode)
{
pNode->GeneratePosition();
NewPos += pNode->AABox().Center();
}
}
mPosition = NewPos / (float) NumLinks;
mPosition.x += 2.f;
}
MarkTransformChanged();
}
}
CColor CScriptNode::WireframeColor() const
{
return CColor((u8) 12, 135, 194, 255);
}
CScriptObject* CScriptNode::Object() const
{
return mpInstance;
}
CModel* CScriptNode::ActiveModel() const
{
return mpActiveModel;
}
bool CScriptNode::UsesModel() const
{
return ((mpActiveModel != nullptr) || (mpBillboard == nullptr));
}
bool CScriptNode::HasPreviewVolume() const
{
return mHasVolumePreview;
}
CAABox CScriptNode::PreviewVolumeAABox() const
{
if (!mHasVolumePreview)
return CAABox::skZero;
else
return mpVolumePreviewNode->AABox();
}
CVector2f CScriptNode::BillboardScale() const
{
CVector2f out = (mpInstance->Template()->ScaleType() == CScriptTemplate::eScaleEnabled ? AbsoluteScale().xz() : CVector2f(1.f));
return out * 0.5f;
}
// ************ PROTECTED ************
void CScriptNode::CalculateTransform(CTransform4f& rOut) const
{
CScriptTemplate *pTemp = mpInstance->Template();
if (pTemp->ScaleType() != CScriptTemplate::eScaleDisabled)
{
CVector3f Scale = (HasPreviewVolume() ? CVector3f::skOne : AbsoluteScale());
rOut.Scale(Scale * mScaleMultiplier);
}
if (UsesModel() && pTemp->RotationType() == CScriptTemplate::eRotationEnabled)
rOut.Rotate(AbsoluteRotation());
rOut.Translate(AbsolutePosition());
}

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#ifndef CSCRIPTNODE_H
#define CSCRIPTNODE_H
#include "CSceneNode.h"
#include "CModelNode.h"
#include "CCollisionNode.h"
#include <Core/CLightParameters.h>
#include <Resource/script/CScriptObject.h>
class CScriptNode : public CSceneNode
{
CScriptObject *mpInstance;
class CScriptExtra *mpExtra;
TResPtr<CModel> mpActiveModel;
TResPtr<CTexture> mpBillboard;
CCollisionNode *mpCollisionNode;
bool mHasValidPosition;
bool mHasVolumePreview;
float mScaleMultiplier;
CModelNode *mpVolumePreviewNode;
CLightParameters *mpLightParameters;
public:
CScriptNode(CSceneManager *pScene, CSceneNode *pParent = 0, CScriptObject *pObject = 0);
ENodeType NodeType();
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
void Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
void DrawSelection();
void RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo);
SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
bool AllowsRotate() const;
bool AllowsScale() const;
bool IsVisible() const;
CColor TintColor(const SViewInfo &ViewInfo) const;
CColor WireframeColor() const;
void GeneratePosition();
CScriptObject* Object() const;
CModel* ActiveModel() const;
bool UsesModel() const;
bool HasPreviewVolume() const;
CAABox PreviewVolumeAABox() const;
CVector2f BillboardScale() const;
protected:
void CalculateTransform(CTransform4f& rOut) const;
};
#endif // CSCRIPTNODE_H

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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);
}
}
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());
}
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;
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;
}

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#ifndef CSTATICNODE_H
#define CSTATICNODE_H
#include "CSceneNode.h"
#include <Resource/model/CStaticModel.h>
class CStaticNode : public CSceneNode
{
CStaticModel *mpModel;
public:
CStaticNode(CSceneManager *pScene, CSceneNode *pParent = 0, CStaticModel *pModel = 0);
ENodeType NodeType();
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
void Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
void DrawSelection();
void RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo);
SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
};
#endif // CSTATICNODE_H

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#ifndef ENODETYPE
#define ENODETYPE
enum ENodeType
{
eRootNode,
eModelNode,
eStaticNode,
eCollisionNode,
eScriptNode,
eScriptExtraNode,
eLightNode
};
#endif // ENODETYPE