Reorganized CScene; better organization, less redundant code, responsibility for show/hide shifted to other classes, and in position to implement CSceneIterator
This commit is contained in:
parent
3fa109d5b8
commit
d66b3dee8e
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@ -17,12 +17,12 @@ void CAreaAttributes::SetObject(CScriptObject *pObj)
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mGame = pObj->Template()->MasterTemplate()->GetGame();
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}
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bool CAreaAttributes::IsLayerEnabled()
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bool CAreaAttributes::IsLayerEnabled() const
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{
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return mpObj->Layer()->IsActive();
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}
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bool CAreaAttributes::IsSkyEnabled()
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bool CAreaAttributes::IsSkyEnabled() const
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{
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CPropertyStruct *pBaseStruct = mpObj->Properties();
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@ -39,7 +39,7 @@ bool CAreaAttributes::IsSkyEnabled()
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}
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}
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CModel* CAreaAttributes::SkyModel()
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CModel* CAreaAttributes::SkyModel() const
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{
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CPropertyStruct *pBaseStruct = mpObj->Properties();
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@ -12,9 +12,9 @@ public:
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CAreaAttributes(CScriptObject *pObj);
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~CAreaAttributes();
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void SetObject(CScriptObject *pObj);
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bool IsLayerEnabled();
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bool IsSkyEnabled();
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CModel* SkyModel();
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bool IsLayerEnabled() const;
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bool IsSkyEnabled() const;
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CModel* SkyModel() const;
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};
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#endif // CAREAATTRIBUTES_H
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@ -179,6 +179,7 @@ HEADERS += \
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Resource/Script/IProperty.h \
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Resource/Model/EVertexAttribute.h \
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Render/FRenderOptions.h \
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Scene/FShowFlags.h \
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Scene/CScene.h
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# Source Files
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@ -263,4 +264,5 @@ SOURCES += \
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Resource/Cooker/CAreaCooker.cpp \
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Resource/Script/IPropertyTemplate.cpp \
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Resource/Script/IProperty.cpp \
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Scene/FShowFlags.cpp \
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Scene/CScene.cpp
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@ -20,8 +20,7 @@ u32 CRenderer::sNumRenderers = 0;
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// ************ INITIALIZATION ************
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CRenderer::CRenderer()
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{
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mOptions = eDrawWorld | eDrawObjects | eDrawLights | eDrawSky |
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eEnableUVScroll | eEnableBackfaceCull;
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mOptions = eEnableUVScroll | eEnableBackfaceCull;
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mBloomMode = eNoBloom;
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mDrawGrid = true;
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mInitialized = false;
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@ -58,42 +57,6 @@ FRenderOptions CRenderer::RenderOptions() const
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return mOptions;
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}
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void CRenderer::ToggleWorld(bool b)
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{
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if (b) mOptions |= eDrawWorld;
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else mOptions &= ~eDrawWorld;
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}
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void CRenderer::ToggleWorldCollision(bool b)
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{
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if (b) mOptions |= eDrawWorldCollision;
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else mOptions &= ~eDrawWorldCollision;
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}
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void CRenderer::ToggleObjects(bool b)
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{
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if (b) mOptions |= eDrawObjects;
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else mOptions &= ~eDrawObjects;
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}
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void CRenderer::ToggleObjectCollision(bool b)
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{
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if (b) mOptions |= eDrawObjectCollision;
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else mOptions &= ~eDrawObjectCollision;
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}
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void CRenderer::ToggleLights(bool b)
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{
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if (b) mOptions |= eDrawLights;
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else mOptions &= ~eDrawLights;
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}
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void CRenderer::ToggleSky(bool b)
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{
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if (b) mOptions |= eDrawSky;
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else mOptions &= ~eDrawSky;
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}
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void CRenderer::ToggleBackfaceCull(bool b)
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{
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if (b) mOptions |= eEnableBackfaceCull;
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@ -55,12 +55,6 @@ public:
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// Getters/Setters
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FRenderOptions RenderOptions() const;
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void ToggleWorld(bool b);
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void ToggleWorldCollision(bool b);
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void ToggleObjects(bool b);
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void ToggleObjectCollision(bool b);
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void ToggleLights(bool b);
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void ToggleSky(bool b);
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void ToggleBackfaceCull(bool b);
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void ToggleUVAnimation(bool b);
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void ToggleGrid(bool b);
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@ -6,18 +6,12 @@
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enum ERenderOption
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{
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eNoRenderOptions = 0x0,
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eDrawWorld = 0x1,
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eDrawWorldCollision = 0x2,
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eDrawObjects = 0x4,
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eDrawObjectCollision = 0x8,
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eDrawLights = 0x10,
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eDrawSky = 0x20,
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eEnableUVScroll = 0x40,
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eEnableBackfaceCull = 0x80,
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eEnableOccluders = 0x100,
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eNoMaterialSetup = 0x200,
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eEnableBloom = 0x400,
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eNoAlpha = 0x800
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eEnableUVScroll = 0x1,
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eEnableBackfaceCull = 0x2,
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eEnableOccluders = 0x4,
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eNoMaterialSetup = 0x8,
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eEnableBloom = 0x10,
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eNoAlpha = 0x20
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};
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DECLARE_FLAGS(ERenderOption, FRenderOptions)
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@ -1,6 +1,7 @@
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#ifndef SVIEWINFO
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#define SVIEWINFO
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#include "Core/Scene/FShowFlags.h"
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#include <Math/CFrustumPlanes.h>
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#include <Math/CMatrix4f.h>
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#include <Math/CRay.h>
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@ -12,6 +13,7 @@ struct SViewInfo
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class CCamera *pCamera;
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bool GameMode;
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FShowFlags ShowFlags;
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CFrustumPlanes ViewFrustum;
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CMatrix4f RotationOnlyViewMatrix;
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};
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@ -11,21 +11,14 @@
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#include <list>
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#include <string>
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/**
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* This class direly needs a rewrite
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* Future plan is to integrate a "scene layer" system, where nodes are grouped into layers
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* We would have terrain layer, lights layer, collision layer, multiple script layers, etc
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* Advantage of this is that I don't need to write separate functions for every single node type
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* They can all be tracked together and the code could be streamlined a lot.
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*/
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CScene::CScene()
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: mSplitTerrain(true)
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, mNumNodes(0)
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, mpSceneRootNode(new CRootNode(this, nullptr))
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, mpArea(nullptr)
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, mpWorld(nullptr)
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, mpAreaRootNode(nullptr)
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{
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mSplitTerrain = true;
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mNodeCount = 0;
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mpSceneRootNode = new CRootNode(this, nullptr);
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mpArea = nullptr;
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mpWorld = nullptr;
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mpAreaRootNode = nullptr;
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}
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CScene::~CScene()
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@ -33,107 +26,105 @@ CScene::~CScene()
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ClearScene();
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}
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CModelNode* CScene::AddModel(CModel *m)
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CModelNode* CScene::CreateModelNode(CModel *pModel)
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{
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if (m == nullptr) return nullptr;
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if (pModel == nullptr) return nullptr;
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CModelNode *node = new CModelNode(this, mpSceneRootNode, m);
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mModelNodes.push_back(node);
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mNodeCount++;
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return node;
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CModelNode *pNode = new CModelNode(this, mpSceneRootNode, pModel);
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mNodes[eShowObjects].push_back(pNode);
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mNumNodes++;
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return pNode;
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}
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CStaticNode* CScene::AddStaticModel(CStaticModel *mdl)
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CStaticNode* CScene::CreateStaticNode(CStaticModel *pModel)
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{
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if (mdl == nullptr) return nullptr;
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if (pModel == nullptr) return nullptr;
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CStaticNode *node = new CStaticNode(this, mpAreaRootNode, mdl);
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mStaticNodes.push_back(node);
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mNodeCount++;
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return node;
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CStaticNode *pNode = new CStaticNode(this, mpAreaRootNode, pModel);
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mNodes[eShowWorld].push_back(pNode);
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mNumNodes++;
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return pNode;
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}
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CCollisionNode* CScene::AddCollision(CCollisionMeshGroup *mesh)
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CCollisionNode* CScene::CreateCollisionNode(CCollisionMeshGroup *pMesh)
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{
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if (mesh == nullptr) return nullptr;
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if (pMesh == nullptr) return nullptr;
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CCollisionNode *node = new CCollisionNode(this, mpAreaRootNode, mesh);
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mCollisionNodes.push_back(node);
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mNodeCount++;
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return node;
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CCollisionNode *pNode = new CCollisionNode(this, mpAreaRootNode, pMesh);
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mNodes[eShowWorldCollision].push_back(pNode);
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mNumNodes++;
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return pNode;
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}
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CScriptNode* CScene::AddScriptObject(CScriptObject *obj)
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CScriptNode* CScene::CreateScriptNode(CScriptObject *pObj)
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{
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if (obj == nullptr) return nullptr;
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if (pObj == nullptr) return nullptr;
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CScriptNode *node = new CScriptNode(this, mpAreaRootNode, obj);
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mScriptNodes.push_back(node);
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mNodeCount++;
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return node;
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CScriptNode *pNode = new CScriptNode(this, mpAreaRootNode, pObj);
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mNodes[eShowObjects].push_back(pNode);
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mNumNodes++;
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return pNode;
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}
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CLightNode* CScene::AddLight(CLight *Light)
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CLightNode* CScene::CreateLightNode(CLight *pLight)
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{
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if (Light == nullptr) return nullptr;
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if (pLight == nullptr) return nullptr;
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CLightNode *node = new CLightNode(this, mpAreaRootNode, Light);
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mLightNodes.push_back(node);
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mNodeCount++;
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return node;
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CLightNode *pNode = new CLightNode(this, mpAreaRootNode, pLight);
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mNodes[eShowLights].push_back(pNode);
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mNumNodes++;
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return pNode;
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}
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void CScene::SetActiveArea(CGameArea* _area)
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void CScene::SetActiveArea(CGameArea *pArea)
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{
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// Clear existing area
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delete mpAreaRootNode;
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mModelNodes.clear();
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mStaticNodes.clear();
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mCollisionNodes.clear();
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mScriptNodes.clear();
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mLightNodes.clear();
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mNodes.clear();
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mAreaAttributesObjects.clear();
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mpActiveAreaAttributes = nullptr;
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mScriptNodeMap.clear();
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// Create nodes for new area
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mpArea = _area;
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mpArea = pArea;
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mpAreaRootNode = new CRootNode(this, mpSceneRootNode);
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if (mSplitTerrain)
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{
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u32 count = mpArea->GetStaticModelCount();
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for (u32 m = 0; m < count; m++)
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AddStaticModel(mpArea->GetStaticModel(m));
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u32 Count = mpArea->GetStaticModelCount();
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for (u32 iMdl = 0; iMdl < Count; iMdl++)
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CreateStaticNode(mpArea->GetStaticModel(iMdl));
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}
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else
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{
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u32 count = mpArea->GetTerrainModelCount();
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for (u32 m = 0; m < count; m++)
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u32 Count = mpArea->GetTerrainModelCount();
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for (u32 iMdl = 0; iMdl < Count; iMdl++)
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{
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CModel *mdl = mpArea->GetTerrainModel(m);
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CModelNode *node = AddModel(mdl);
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node->SetDynamicLighting(false);
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CModel *pModel = mpArea->GetTerrainModel(iMdl);
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CModelNode *pNode = CreateModelNode(pModel);
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pNode->SetDynamicLighting(false);
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}
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}
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AddCollision(mpArea->GetCollision());
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CreateCollisionNode(mpArea->GetCollision());
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u32 NumLayers = mpArea->GetScriptLayerCount();
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for (u32 l = 0; l < NumLayers; l++)
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{
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CScriptLayer *layer = mpArea->GetScriptLayer(l);
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u32 NumObjects = layer->GetNumObjects();
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mScriptNodes.reserve(mScriptNodes.size() + NumObjects);
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for (u32 o = 0; o < NumObjects; o++)
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for (u32 iLyr = 0; iLyr < NumLayers; iLyr++)
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{
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CScriptLayer *pLayer = mpArea->GetScriptLayer(iLyr);
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u32 NumObjects = pLayer->GetNumObjects();
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mNodes[eShowObjects].reserve(mNodes[eShowObjects].size() + NumObjects);
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for (u32 iObj = 0; iObj < NumObjects; iObj++)
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{
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CScriptObject *pObj = layer->ObjectByIndex(o);
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CScriptNode *Node = AddScriptObject( pObj );
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Node->BuildLightList(mpArea);
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CScriptObject *pObj = pLayer->ObjectByIndex(iObj);
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CScriptNode *pNode = CreateScriptNode(pObj);
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pNode->BuildLightList(mpArea);
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// Add to map
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mScriptNodeMap[pObj->InstanceID()] = Node;
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mScriptNodeMap[pObj->InstanceID()] = pNode;
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// AreaAttributes check
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switch (pObj->ObjectTypeID())
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@ -149,16 +140,15 @@ void CScene::SetActiveArea(CGameArea* _area)
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CScriptLayer *pGenLayer = mpArea->GetGeneratorLayer();
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if (pGenLayer)
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{
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for (u32 o = 0; o < pGenLayer->GetNumObjects(); o++)
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for (u32 iObj = 0; iObj < pGenLayer->GetNumObjects(); iObj++)
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{
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CScriptObject *pObj = pGenLayer->ObjectByIndex(o);
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CScriptNode *Node = AddScriptObject(pObj);
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CScriptObject *pObj = pGenLayer->ObjectByIndex(iObj);
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CScriptNode *pNode = CreateScriptNode(pObj);
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// Add to map
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mScriptNodeMap[pObj->InstanceID()] = Node;
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mScriptNodeMap[pObj->InstanceID()] = pNode;
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}
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}
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PickEnvironmentObjects();
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// Ensure script nodes have valid positions + build light lists
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for (auto it = mScriptNodeMap.begin(); it != mScriptNodeMap.end(); it++)
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@ -170,27 +160,27 @@ void CScene::SetActiveArea(CGameArea* _area)
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u32 NumLightLayers = mpArea->GetLightLayerCount();
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CGraphics::sAreaAmbientColor = CColor::skBlack;
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for (u32 ly = 0; ly < NumLightLayers; ly++)
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for (u32 iLyr = 0; iLyr < NumLightLayers; iLyr++)
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{
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u32 NumLights = mpArea->GetLightCount(ly);
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u32 NumLights = mpArea->GetLightCount(iLyr);
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for (u32 l = 0; l < NumLights; l++)
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for (u32 iLit = 0; iLit < NumLights; iLit++)
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{
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CLight *Light = mpArea->GetLight(ly, l);
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CLight *pLight = mpArea->GetLight(iLyr, iLit);
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if (Light->GetType() == eLocalAmbient)
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CGraphics::sAreaAmbientColor += Light->GetColor();
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if (pLight->GetType() == eLocalAmbient)
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CGraphics::sAreaAmbientColor += pLight->GetColor();
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AddLight(Light);
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CreateLightNode(pLight);
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}
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}
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std::cout << CSceneNode::NumNodes() << " nodes\n";
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Log::Write( TString::FromInt32(CSceneNode::NumNodes()) + " nodes" );
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}
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void CScene::SetActiveWorld(CWorld* _world)
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void CScene::SetActiveWorld(CWorld* pWorld)
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{
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mpWorld = _world;
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mpWorld = pWorld;
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}
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void CScene::ClearScene()
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@ -201,113 +191,51 @@ void CScene::ClearScene()
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delete mpAreaRootNode;
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}
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mModelNodes.clear();
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mStaticNodes.clear();
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mCollisionNodes.clear();
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mScriptNodes.clear();
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mLightNodes.clear();
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mNodes.clear();
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mNumNodes = 0;
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mpArea = nullptr;
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mpWorld = nullptr;
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mNodeCount = 0;
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}
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void CScene::AddSceneToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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{
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FRenderOptions Options = pRenderer->RenderOptions();
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// Override show flags in game mode
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FShowFlags ShowFlags = (ViewInfo.GameMode ? gGameModeShowFlags : ViewInfo.ShowFlags);
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if (Options & eDrawWorld || ViewInfo.GameMode)
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for (auto it = mNodes.begin(); it != mNodes.end(); it++)
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{
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for (u32 n = 0; n < mModelNodes.size(); n++)
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if (mModelNodes[n]->IsVisible())
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mModelNodes[n]->AddToRenderer(pRenderer, ViewInfo);
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if (ShowFlags & it->first)
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{
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std::vector<CSceneNode*>& rNodeVec = it->second;
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for (u32 n = 0; n < mStaticNodes.size(); n++)
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if (mStaticNodes[n]->IsVisible())
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mStaticNodes[n]->AddToRenderer(pRenderer, ViewInfo);
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}
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if (Options & eDrawWorldCollision && !ViewInfo.GameMode)
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{
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for (u32 n = 0; n < mCollisionNodes.size(); n++)
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if (mCollisionNodes[n]->IsVisible())
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mCollisionNodes[n]->AddToRenderer(pRenderer, ViewInfo);
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}
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if (Options & eDrawLights && !ViewInfo.GameMode)
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{
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for (u32 n = 0; n < mLightNodes.size(); n++)
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if (mLightNodes[n]->IsVisible())
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mLightNodes[n]->AddToRenderer(pRenderer, ViewInfo);
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}
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if ((Options & eDrawObjects) || (Options & eDrawObjectCollision) || ViewInfo.GameMode)
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{
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for (u32 n = 0; n < mScriptNodes.size(); n++)
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if (mScriptNodes[n]->IsVisible())
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mScriptNodes[n]->AddToRenderer(pRenderer, ViewInfo);
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for (u32 iNode = 0; iNode < rNodeVec.size(); iNode++)
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if (rNodeVec[iNode]->IsVisible())
|
||||
rNodeVec[iNode]->AddToRenderer(pRenderer, ViewInfo);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SRayIntersection CScene::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...)
|
||||
FRenderOptions 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 & ((FRenderOptions) (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
|
||||
FShowFlags ShowFlags = (ViewInfo.GameMode ? gGameModeShowFlags : ViewInfo.ShowFlags);
|
||||
CRayCollisionTester Tester(Ray);
|
||||
|
||||
for (u32 iVec = 0; iVec < 5; iVec++)
|
||||
for (auto it = mNodes.begin(); it != mNodes.end(); it++)
|
||||
{
|
||||
if (!NodesVisible[iVec]) continue;
|
||||
if (ShowFlags & it->first)
|
||||
{
|
||||
std::vector<CSceneNode*>& rNodeVec = it->second;
|
||||
|
||||
std::vector<CSceneNode*>& vec = *pNodeVectors[iVec];
|
||||
|
||||
for (u32 iNode = 0; iNode < vec.size(); iNode++)
|
||||
if (vec[iNode]->IsVisible())
|
||||
vec[iNode]->RayAABoxIntersectTest(Tester, ViewInfo);
|
||||
for (u32 iNode = 0; iNode < rNodeVec.size(); iNode++)
|
||||
if (rNodeVec[iNode]->IsVisible())
|
||||
rNodeVec[iNode]->RayAABoxIntersectTest(Tester, ViewInfo);
|
||||
}
|
||||
}
|
||||
|
||||
return Tester.TestNodes(ViewInfo);
|
||||
}
|
||||
|
||||
void CScene::PickEnvironmentObjects()
|
||||
{
|
||||
// Pick AreaAttributes
|
||||
for (auto it = mAreaAttributesObjects.begin(); it != mAreaAttributesObjects.end(); it++)
|
||||
{
|
||||
if ((*it).IsLayerEnabled())
|
||||
{
|
||||
mpActiveAreaAttributes = &(*it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CScriptNode* CScene::ScriptNodeByID(u32 InstanceID)
|
||||
{
|
||||
auto it = mScriptNodeMap.find(InstanceID);
|
||||
|
@ -324,26 +252,38 @@ CScriptNode* CScene::NodeForObject(CScriptObject *pObj)
|
|||
CLightNode* CScene::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;
|
||||
std::vector<CSceneNode*>& rLights = mNodes[eShowLights];
|
||||
|
||||
for (auto it = rLights.begin(); it != rLights.end(); it++)
|
||||
{
|
||||
CLightNode *pNode = static_cast<CLightNode*>(*it);
|
||||
if (pNode->Light() == pLight) return pNode;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
CModel* CScene::GetActiveSkybox()
|
||||
{
|
||||
if (mpActiveAreaAttributes)
|
||||
bool SkyEnabled = false;
|
||||
|
||||
for (u32 iAtt = 0; iAtt < mAreaAttributesObjects.size(); iAtt++)
|
||||
{
|
||||
if (mpActiveAreaAttributes->IsSkyEnabled())
|
||||
const CAreaAttributes& rkAttributes = mAreaAttributesObjects[iAtt];
|
||||
if (rkAttributes.IsSkyEnabled()) SkyEnabled = true;
|
||||
|
||||
if (rkAttributes.IsLayerEnabled())
|
||||
{
|
||||
CModel *pSky = mpActiveAreaAttributes->SkyModel();
|
||||
if (pSky) return pSky;
|
||||
else return mpWorld->GetDefaultSkybox();
|
||||
if (rkAttributes.IsSkyEnabled())
|
||||
{
|
||||
SkyEnabled = true;
|
||||
CModel *pSky = rkAttributes.SkyModel();
|
||||
if (pSky) return pSky;
|
||||
}
|
||||
}
|
||||
else
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (SkyEnabled) return mpWorld->GetDefaultSkybox();
|
||||
else return nullptr;
|
||||
}
|
||||
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
#include "CScriptNode.h"
|
||||
#include "CStaticNode.h"
|
||||
#include "CCollisionNode.h"
|
||||
#include "FShowFlags.h"
|
||||
#include "Core/Render/CRenderer.h"
|
||||
#include "Core/Render/SViewInfo.h"
|
||||
#include "Core/Resource/CGameArea.h"
|
||||
|
@ -23,13 +24,9 @@ class CScene
|
|||
{
|
||||
bool mSplitTerrain;
|
||||
|
||||
u32 mNodeCount;
|
||||
std::vector<CModelNode*> mModelNodes;
|
||||
std::vector<CStaticNode*> mStaticNodes;
|
||||
std::vector<CCollisionNode*> mCollisionNodes;
|
||||
std::vector<CScriptNode*> mScriptNodes;
|
||||
std::vector<CLightNode*> mLightNodes;
|
||||
u32 mNumNodes;
|
||||
CRootNode *mpSceneRootNode;
|
||||
std::unordered_map<EShowFlag, std::vector<CSceneNode*>> mNodes;
|
||||
|
||||
TResPtr<CGameArea> mpArea;
|
||||
TResPtr<CWorld> mpWorld;
|
||||
|
@ -37,7 +34,6 @@ class CScene
|
|||
|
||||
// Environment
|
||||
std::vector<CAreaAttributes> mAreaAttributesObjects;
|
||||
CAreaAttributes *mpActiveAreaAttributes;
|
||||
|
||||
// Objects
|
||||
std::unordered_map<u32, CScriptNode*> mScriptNodeMap;
|
||||
|
@ -47,17 +43,16 @@ public:
|
|||
~CScene();
|
||||
|
||||
// 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);
|
||||
CModelNode* CreateModelNode(CModel *pModel);
|
||||
CStaticNode* CreateStaticNode(CStaticModel *pModel);
|
||||
CCollisionNode* CreateCollisionNode(CCollisionMeshGroup *pMesh);
|
||||
CScriptNode* CreateScriptNode(CScriptObject *pObj);
|
||||
CLightNode* CreateLightNode(CLight *pLight);
|
||||
void SetActiveArea(CGameArea *pArea);
|
||||
void SetActiveWorld(CWorld *pWorld);
|
||||
void ClearScene();
|
||||
void AddSceneToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
|
||||
SRayIntersection SceneRayCast(const CRay& Ray, const SViewInfo& ViewInfo);
|
||||
void PickEnvironmentObjects();
|
||||
void AddSceneToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo);
|
||||
SRayIntersection SceneRayCast(const CRay& rkRay, const SViewInfo& rkViewInfo);
|
||||
CScriptNode* ScriptNodeByID(u32 InstanceID);
|
||||
CScriptNode* NodeForObject(CScriptObject *pObj);
|
||||
CLightNode* NodeForLight(CLight *pLight);
|
||||
|
|
|
@ -58,6 +58,7 @@ public:
|
|||
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 PostLoad() {}
|
||||
virtual bool AllowsTranslate() const { return true; }
|
||||
virtual bool AllowsRotate() const { return true; }
|
||||
virtual bool AllowsScale() const { return true; }
|
||||
|
|
|
@ -119,12 +119,10 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
|
|||
if (ShouldDraw)
|
||||
{
|
||||
// Otherwise, we proceed as normal
|
||||
FRenderOptions options = pRenderer->RenderOptions();
|
||||
|
||||
if ((options & eDrawObjectCollision) && (!ViewInfo.GameMode))
|
||||
if ((ViewInfo.ShowFlags & eShowObjectCollision) && (!ViewInfo.GameMode))
|
||||
mpCollisionNode->AddToRenderer(pRenderer, ViewInfo);
|
||||
|
||||
if (options & eDrawObjects || ViewInfo.GameMode)
|
||||
if (ViewInfo.ShowFlags & eShowObjectGeometry || ViewInfo.GameMode)
|
||||
{
|
||||
if (ViewInfo.ViewFrustum.BoxInFrustum(AABox()))
|
||||
{
|
||||
|
@ -282,85 +280,81 @@ void CScriptNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SView
|
|||
|
||||
SRayIntersection CScriptNode::RayNodeIntersectTest(const CRay& Ray, u32 AssetID, const SViewInfo& ViewInfo)
|
||||
{
|
||||
FRenderOptions options = ViewInfo.pRenderer->RenderOptions();
|
||||
FRenderOptions Options = ViewInfo.pRenderer->RenderOptions();
|
||||
|
||||
SRayIntersection out;
|
||||
out.pNode = this;
|
||||
out.ComponentIndex = AssetID;
|
||||
|
||||
if (options & eDrawObjects || ViewInfo.GameMode)
|
||||
// Model test
|
||||
if (UsesModel())
|
||||
{
|
||||
// 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)
|
||||
{
|
||||
CModel *pModel = (mpActiveModel ? mpActiveModel : CDrawUtil::GetCubeModel());
|
||||
out.Hit = true;
|
||||
|
||||
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;
|
||||
CVector3f HitPoint = TransformedRay.PointOnRay(Result.second);
|
||||
CVector3f WorldHitPoint = Transform() * HitPoint;
|
||||
out.Distance = Math::Distance(Ray.Origin(), WorldHitPoint);
|
||||
}
|
||||
|
||||
// Billboard test
|
||||
// todo: come up with a better way to share this code between CScriptNode and CLightNode
|
||||
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 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);
|
||||
// Step 2: transform the hit point into the plane's local space
|
||||
CVector3f PlaneHitPoint = Ray.PointOnRay(PlaneTest.second);
|
||||
CVector3f RelHitPoint = PlaneHitPoint - mPosition;
|
||||
|
||||
if (PlaneTest.first)
|
||||
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 2: transform the hit point into the plane's local space
|
||||
CVector3f PlaneHitPoint = Ray.PointOnRay(PlaneTest.second);
|
||||
CVector3f RelHitPoint = PlaneHitPoint - mPosition;
|
||||
// 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);
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
if (TexelAlpha < 0.25f)
|
||||
out.Hit = false;
|
||||
|
||||
else
|
||||
out.Hit = false;
|
||||
{
|
||||
// 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;
|
||||
}
|
||||
|
|
|
@ -1,19 +0,0 @@
|
|||
#ifndef EVISIBILITYFLAGS
|
||||
#define EVISIBILITYFLAGS
|
||||
|
||||
#include <Common/EnumUtil.h>
|
||||
|
||||
enum EVisibilityFlags
|
||||
{
|
||||
eShowNomr = 0x00,
|
||||
eShowWorld = 0x01,
|
||||
eShowWorldCollision = 0x02,
|
||||
eShowObjects = 0x04,
|
||||
eShowObjectCollision = 0x08,
|
||||
eShowLights = 0x10,
|
||||
eShowAll = 0x1F
|
||||
};
|
||||
DEFINE_ENUM_FLAGS(EVisibilityFlags)
|
||||
|
||||
#endif // EVISIBILITYFLAGS
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
#include "FShowFlags.h"
|
||||
|
||||
const FShowFlags gkGameModeShowFlags = eShowWorld | eShowObjectGeometry | eShowSky;
|
|
@ -0,0 +1,23 @@
|
|||
#ifndef FSHOWFLAGS
|
||||
#define FSHOWFLAGS
|
||||
|
||||
#include <Common/Flags.h>
|
||||
|
||||
enum EShowFlag
|
||||
{
|
||||
eShowNone = 0x00,
|
||||
eShowWorld = 0x01,
|
||||
eShowWorldCollision = 0x02,
|
||||
eShowObjectGeometry = 0x04,
|
||||
eShowObjectCollision = 0x08,
|
||||
eShowObjects = 0x0C,
|
||||
eShowLights = 0x10,
|
||||
eShowSky = 0x20,
|
||||
eShowAll = 0x3F
|
||||
};
|
||||
DECLARE_FLAGS(EShowFlag, FShowFlags)
|
||||
|
||||
extern const FShowFlags gkGameModeShowFlags;
|
||||
|
||||
#endif // FSHOWFLAGS
|
||||
|
|
@ -189,6 +189,9 @@ void CDamageableTriggerExtra::AddToRenderer(CRenderer *pRenderer, const SViewInf
|
|||
if (ViewInfo.GameMode && !mpInstance->IsActive())
|
||||
return;
|
||||
|
||||
if ((ViewInfo.ShowFlags & eShowObjectGeometry) == 0)
|
||||
return;
|
||||
|
||||
if (mRenderSide != eNoRender)
|
||||
{
|
||||
if (ViewInfo.ViewFrustum.BoxInFrustum(AABox()))
|
||||
|
|
|
@ -72,6 +72,7 @@ void CDoorExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
|
|||
{
|
||||
if (!mpShieldModel) return;
|
||||
if (ViewInfo.GameMode && !mpInstance->IsActive()) return;
|
||||
if ((ViewInfo.ShowFlags & eShowObjectGeometry) == 0) return;
|
||||
|
||||
if (mpParent->IsVisible() && ViewInfo.ViewFrustum.BoxInFrustum(AABox()))
|
||||
{
|
||||
|
|
|
@ -27,7 +27,7 @@ CRadiusSphereExtra::CRadiusSphereExtra(CScriptObject *pInstance, CScene *pScene,
|
|||
|
||||
void CRadiusSphereExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo)
|
||||
{
|
||||
if (!rkViewInfo.GameMode && mpRadius && mpParent->IsVisible() && mpParent->IsSelected())
|
||||
if (!rkViewInfo.GameMode && (rkViewInfo.ShowFlags & eShowObjectGeometry) && mpRadius && mpParent->IsVisible() && mpParent->IsSelected())
|
||||
{
|
||||
CAABox BoundingBox = Bounds();
|
||||
|
||||
|
|
|
@ -82,7 +82,7 @@ void CWaypointExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewIn
|
|||
// won't work properly because we haven't finished loading the scene yet.
|
||||
if (!mLinksBuilt) BuildLinks();
|
||||
|
||||
if (!ViewInfo.GameMode && mpParent->IsVisible() && !mpParent->IsSelected())
|
||||
if (!ViewInfo.GameMode && (ViewInfo.ShowFlags & eShowObjectGeometry) && mpParent->IsVisible() && !mpParent->IsSelected())
|
||||
{
|
||||
for (u32 iLink = 0; iLink < mLinks.size(); iLink++)
|
||||
{
|
||||
|
|
|
@ -17,6 +17,7 @@ CBasicViewport::CBasicViewport(QWidget *pParent) :
|
|||
{
|
||||
setMouseTracking(true);
|
||||
mCamera.SetAspectRatio((float) width() / height());
|
||||
mViewInfo.ShowFlags = eShowAll;
|
||||
mViewInfo.pCamera = &mCamera;
|
||||
mViewInfo.GameMode = false;
|
||||
}
|
||||
|
|
|
@ -9,7 +9,6 @@ CSceneViewport::CSceneViewport(QWidget *pParent)
|
|||
: CBasicViewport(pParent),
|
||||
mpEditor(nullptr),
|
||||
mpScene(nullptr),
|
||||
mDrawSky(true),
|
||||
mGizmoTransforming(false),
|
||||
mpHoverNode(nullptr),
|
||||
mHoverPoint(CVector3f::skZero),
|
||||
|
@ -22,6 +21,7 @@ CSceneViewport::CSceneViewport(QWidget *pParent)
|
|||
|
||||
mViewInfo.pScene = mpScene;
|
||||
mViewInfo.pRenderer = mpRenderer;
|
||||
mViewInfo.ShowFlags = eShowWorld | eShowObjectGeometry | eShowLights | eShowSky;
|
||||
|
||||
CreateContextMenu();
|
||||
}
|
||||
|
@ -37,9 +37,12 @@ void CSceneViewport::SetScene(INodeEditor *pEditor, CScene *pScene)
|
|||
mpScene = pScene;
|
||||
}
|
||||
|
||||
void CSceneViewport::SetSkyEnabled(bool b)
|
||||
void CSceneViewport::SetShowFlag(EShowFlag Flag, bool Visible)
|
||||
{
|
||||
mDrawSky = b;
|
||||
if (Visible)
|
||||
mViewInfo.ShowFlags |= Flag;
|
||||
else
|
||||
mViewInfo.ShowFlags &= ~Flag;
|
||||
}
|
||||
|
||||
CRenderer* CSceneViewport::Renderer()
|
||||
|
@ -191,7 +194,7 @@ void CSceneViewport::Paint()
|
|||
|
||||
mpRenderer->BeginFrame();
|
||||
|
||||
if (mDrawSky || mViewInfo.GameMode)
|
||||
if ((mViewInfo.ShowFlags & eShowSky) || mViewInfo.GameMode)
|
||||
{
|
||||
CModel *pSky = mpScene->GetActiveSkybox();
|
||||
if (pSky) mpRenderer->RenderSky(pSky, mViewInfo);
|
||||
|
@ -336,7 +339,7 @@ void CSceneViewport::OnHideLayer()
|
|||
|
||||
void CSceneViewport::OnUnhideAll()
|
||||
{
|
||||
// implement when scene iterator exists!
|
||||
// implement when scene iterator is implemented!
|
||||
}
|
||||
|
||||
void CSceneViewport::OnContextMenuClose()
|
||||
|
|
|
@ -12,9 +12,6 @@ class CSceneViewport : public CBasicViewport
|
|||
CScene *mpScene;
|
||||
CRenderer *mpRenderer;
|
||||
|
||||
// Render settings
|
||||
bool mDrawSky;
|
||||
|
||||
// Scene interaction
|
||||
bool mGizmoHovering;
|
||||
bool mGizmoTransforming;
|
||||
|
@ -34,7 +31,11 @@ public:
|
|||
CSceneViewport(QWidget *pParent = 0);
|
||||
~CSceneViewport();
|
||||
void SetScene(INodeEditor *pEditor, CScene *pScene);
|
||||
<<<<<<< Updated upstream
|
||||
void SetSkyEnabled(bool b);
|
||||
=======
|
||||
void SetShowFlag(EShowFlag Flag, bool Visible);
|
||||
>>>>>>> Stashed changes
|
||||
CRenderer* Renderer();
|
||||
CSceneNode* HoverNode();
|
||||
CVector3f HoverPoint();
|
||||
|
|
|
@ -351,27 +351,27 @@ void CWorldEditor::OnTransformSpinBoxEdited(CVector3f)
|
|||
// These functions are from "Go to slot" in the designer
|
||||
void CWorldEditor::on_ActionDrawWorld_triggered()
|
||||
{
|
||||
ui->MainViewport->Renderer()->ToggleWorld(ui->ActionDrawWorld->isChecked());
|
||||
ui->MainViewport->SetShowFlag(eShowWorld, ui->ActionDrawWorld->isChecked());
|
||||
}
|
||||
|
||||
void CWorldEditor::on_ActionDrawCollision_triggered()
|
||||
{
|
||||
ui->MainViewport->Renderer()->ToggleWorldCollision(ui->ActionDrawCollision->isChecked());
|
||||
ui->MainViewport->SetShowFlag(eShowWorldCollision, ui->ActionDrawCollision->isChecked());
|
||||
}
|
||||
|
||||
void CWorldEditor::on_ActionDrawObjects_triggered()
|
||||
{
|
||||
ui->MainViewport->Renderer()->ToggleObjects(ui->ActionDrawObjects->isChecked());
|
||||
ui->MainViewport->SetShowFlag(eShowObjectGeometry, ui->ActionDrawObjects->isChecked());
|
||||
}
|
||||
|
||||
void CWorldEditor::on_ActionDrawLights_triggered()
|
||||
{
|
||||
ui->MainViewport->Renderer()->ToggleLights(ui->ActionDrawLights->isChecked());
|
||||
ui->MainViewport->SetShowFlag(eShowLights, ui->ActionDrawLights->isChecked());
|
||||
}
|
||||
|
||||
void CWorldEditor::on_ActionDrawSky_triggered()
|
||||
{
|
||||
ui->MainViewport->SetSkyEnabled(ui->ActionDrawSky->isChecked());
|
||||
ui->MainViewport->SetShowFlag(eShowSky, ui->ActionDrawSky->isChecked());
|
||||
}
|
||||
|
||||
void CWorldEditor::on_ActionNoLighting_triggered()
|
||||
|
@ -464,7 +464,7 @@ void CWorldEditor::on_ActionDecrementGizmo_triggered()
|
|||
|
||||
void CWorldEditor::on_ActionDrawObjectCollision_triggered()
|
||||
{
|
||||
ui->MainViewport->Renderer()->ToggleObjectCollision(ui->ActionDrawObjectCollision->isChecked());
|
||||
ui->MainViewport->SetShowFlag(eShowObjectCollision, ui->ActionDrawObjectCollision->isChecked());
|
||||
}
|
||||
|
||||
void CWorldEditor::on_ActionGameMode_triggered()
|
||||
|
|
|
@ -354,7 +354,7 @@
|
|||
<enum>QTabWidget::Rounded</enum>
|
||||
</property>
|
||||
<property name="currentIndex">
|
||||
<number>2</number>
|
||||
<number>1</number>
|
||||
</property>
|
||||
<property name="iconSize">
|
||||
<size>
|
||||
|
|
Loading…
Reference in New Issue