CScene: General tidying up

- Ranged for, sign conversion fixes, etc.
This commit is contained in:
Lioncash 2020-06-19 19:14:56 -04:00
parent 1adb20dc0b
commit d7574a1965
1 changed files with 75 additions and 65 deletions

View File

@ -25,12 +25,12 @@ CScene::~CScene()
bool CScene::IsNodeIDUsed(uint32 ID) const bool CScene::IsNodeIDUsed(uint32 ID) const
{ {
return (mNodeMap.find(ID) != mNodeMap.end()); return mNodeMap.find(ID) != mNodeMap.cend();
} }
uint32 CScene::CreateNodeID(uint32 SuggestedID) const uint32 CScene::CreateNodeID(uint32 SuggestedID) const
{ {
if (SuggestedID != -1) if (SuggestedID != UINT32_MAX)
{ {
if (IsNodeIDUsed(SuggestedID)) if (IsNodeIDUsed(SuggestedID))
errorf("Suggested node ID is already being used! New ID will be created."); errorf("Suggested node ID is already being used! New ID will be created.");
@ -48,51 +48,55 @@ uint32 CScene::CreateNodeID(uint32 SuggestedID) const
CModelNode* CScene::CreateModelNode(CModel *pModel, uint32 NodeID) CModelNode* CScene::CreateModelNode(CModel *pModel, uint32 NodeID)
{ {
if (pModel == nullptr) return nullptr; if (pModel == nullptr)
return nullptr;
uint32 ID = CreateNodeID(NodeID); const uint32 ID = CreateNodeID(NodeID);
CModelNode *pNode = new CModelNode(this, ID, mpAreaRootNode, pModel); auto* pNode = new CModelNode(this, ID, mpAreaRootNode, pModel);
mNodes[ENodeType::Model].push_back(pNode); mNodes[ENodeType::Model].push_back(pNode);
mNodeMap[ID] = pNode; mNodeMap.insert_or_assign(ID, pNode);
mNumNodes++; mNumNodes++;
return pNode; return pNode;
} }
CStaticNode* CScene::CreateStaticNode(CStaticModel *pModel, uint32 NodeID) CStaticNode* CScene::CreateStaticNode(CStaticModel *pModel, uint32 NodeID)
{ {
if (pModel == nullptr) return nullptr; if (pModel == nullptr)
return nullptr;
uint32 ID = CreateNodeID(NodeID); const uint32 ID = CreateNodeID(NodeID);
CStaticNode *pNode = new CStaticNode(this, ID, mpAreaRootNode, pModel); auto* pNode = new CStaticNode(this, ID, mpAreaRootNode, pModel);
mNodes[ENodeType::Static].push_back(pNode); mNodes[ENodeType::Static].push_back(pNode);
mNodeMap[ID] = pNode; mNodeMap.insert_or_assign(ID, pNode);
mNumNodes++; mNumNodes++;
return pNode; return pNode;
} }
CCollisionNode* CScene::CreateCollisionNode(CCollisionMeshGroup *pMesh, uint32 NodeID) CCollisionNode* CScene::CreateCollisionNode(CCollisionMeshGroup *pMesh, uint32 NodeID)
{ {
if (pMesh == nullptr) return nullptr; if (pMesh == nullptr)
return nullptr;
uint32 ID = CreateNodeID(NodeID); const uint32 ID = CreateNodeID(NodeID);
CCollisionNode *pNode = new CCollisionNode(this, ID, mpAreaRootNode, pMesh); auto* pNode = new CCollisionNode(this, ID, mpAreaRootNode, pMesh);
mNodes[ENodeType::Collision].push_back(pNode); mNodes[ENodeType::Collision].push_back(pNode);
mNodeMap[ID] = pNode; mNodeMap.insert_or_assign(ID, pNode);
mNumNodes++; mNumNodes++;
return pNode; return pNode;
} }
CScriptNode* CScene::CreateScriptNode(CScriptObject *pObj, uint32 NodeID) CScriptNode* CScene::CreateScriptNode(CScriptObject *pObj, uint32 NodeID)
{ {
if (pObj == nullptr) return nullptr; if (pObj == nullptr)
return nullptr;
uint32 ID = CreateNodeID(NodeID); const uint32 ID = CreateNodeID(NodeID);
uint32 InstanceID = pObj->InstanceID(); const uint32 InstanceID = pObj->InstanceID();
CScriptNode *pNode = new CScriptNode(this, ID, mpAreaRootNode, pObj); auto *pNode = new CScriptNode(this, ID, mpAreaRootNode, pObj);
mNodes[ENodeType::Script].push_back(pNode); mNodes[ENodeType::Script].push_back(pNode);
mNodeMap[ID] = pNode; mNodeMap.insert_or_assign(ID, pNode);
mScriptMap[InstanceID] = pNode; mScriptMap.insert_or_assign(InstanceID, pNode);
pNode->BuildLightList(mpArea); pNode->BuildLightList(mpArea);
// AreaAttributes check // AreaAttributes check
@ -100,7 +104,7 @@ CScriptNode* CScene::CreateScriptNode(CScriptObject *pObj, uint32 NodeID)
{ {
case 0x4E: // MP1 AreaAttributes ID case 0x4E: // MP1 AreaAttributes ID
case FOURCC('REAA'): // MP2/MP3/DKCR AreaAttributes ID case FOURCC('REAA'): // MP2/MP3/DKCR AreaAttributes ID
mAreaAttributesObjects.emplace_back( CAreaAttributes(pObj) ); mAreaAttributesObjects.emplace_back(pObj);
break; break;
} }
@ -110,21 +114,22 @@ CScriptNode* CScene::CreateScriptNode(CScriptObject *pObj, uint32 NodeID)
CLightNode* CScene::CreateLightNode(CLight *pLight, uint32 NodeID) CLightNode* CScene::CreateLightNode(CLight *pLight, uint32 NodeID)
{ {
if (pLight == nullptr) return nullptr; if (pLight == nullptr)
return nullptr;
uint32 ID = CreateNodeID(NodeID); const uint32 ID = CreateNodeID(NodeID);
CLightNode *pNode = new CLightNode(this, ID, mpAreaRootNode, pLight); auto *pNode = new CLightNode(this, ID, mpAreaRootNode, pLight);
mNodes[ENodeType::Light].push_back(pNode); mNodes[ENodeType::Light].push_back(pNode);
mNodeMap[ID] = pNode; mNodeMap.insert_or_assign(ID, pNode);
mNumNodes++; mNumNodes++;
return pNode; return pNode;
} }
void CScene::DeleteNode(CSceneNode *pNode) void CScene::DeleteNode(CSceneNode *pNode)
{ {
ENodeType Type = pNode->NodeType(); const ENodeType Type = pNode->NodeType();
for (auto it = mNodes[Type].begin(); it != mNodes[Type].end(); it++) for (auto it = mNodes[Type].begin(); it != mNodes[Type].end(); ++it)
{ {
if (*it == pNode) if (*it == pNode)
{ {
@ -133,23 +138,21 @@ void CScene::DeleteNode(CSceneNode *pNode)
} }
} }
auto MapIt = mNodeMap.find(pNode->ID()); if (const auto MapIt = mNodeMap.find(pNode->ID()); MapIt != mNodeMap.end())
if (MapIt != mNodeMap.end())
mNodeMap.erase(MapIt); mNodeMap.erase(MapIt);
if (Type == ENodeType::Script) if (Type == ENodeType::Script)
{ {
CScriptNode *pScript = static_cast<CScriptNode*>(pNode); auto *pScript = static_cast<CScriptNode*>(pNode);
auto it = mScriptMap.find(pScript->Instance()->InstanceID()); if (const auto it = mScriptMap.find(pScript->Instance()->InstanceID()); it != mScriptMap.end())
if (it != mScriptMap.end())
mScriptMap.erase(it); mScriptMap.erase(it);
switch (pScript->Instance()->ObjectTypeID()) switch (pScript->Instance()->ObjectTypeID())
{ {
case 0x4E: case 0x4E:
case FOURCC('REAA'): case FOURCC('REAA'):
for (auto it = mAreaAttributesObjects.begin(); it != mAreaAttributesObjects.end(); it++) for (auto it = mAreaAttributesObjects.begin(); it != mAreaAttributesObjects.end(); ++it)
{ {
if ((*it).Instance() == pScript->Instance()) if ((*it).Instance() == pScript->Instance())
{ {
@ -275,8 +278,8 @@ void CScene::AddSceneToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInf
PostLoad(); PostLoad();
// Override show flags in game mode // Override show flags in game mode
FShowFlags ShowFlags = (rkViewInfo.GameMode ? gkGameModeShowFlags : rkViewInfo.ShowFlags); const FShowFlags ShowFlags = rkViewInfo.GameMode ? gkGameModeShowFlags : rkViewInfo.ShowFlags;
FNodeFlags NodeFlags = NodeFlagsForShowFlags(ShowFlags); const FNodeFlags NodeFlags = NodeFlagsForShowFlags(ShowFlags);
for (CSceneIterator It(this, NodeFlags, false); It; ++It) for (CSceneIterator It(this, NodeFlags, false); It; ++It)
{ {
@ -287,8 +290,8 @@ void CScene::AddSceneToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInf
SRayIntersection CScene::SceneRayCast(const CRay& rkRay, const SViewInfo& rkViewInfo) SRayIntersection CScene::SceneRayCast(const CRay& rkRay, const SViewInfo& rkViewInfo)
{ {
FShowFlags ShowFlags = (rkViewInfo.GameMode ? gkGameModeShowFlags : rkViewInfo.ShowFlags); const FShowFlags ShowFlags = rkViewInfo.GameMode ? gkGameModeShowFlags : rkViewInfo.ShowFlags;
FNodeFlags NodeFlags = NodeFlagsForShowFlags(ShowFlags); const FNodeFlags NodeFlags = NodeFlagsForShowFlags(ShowFlags);
CRayCollisionTester Tester(rkRay); CRayCollisionTester Tester(rkRay);
for (CSceneIterator It(this, NodeFlags, false); It; ++It) for (CSceneIterator It(this, NodeFlags, false); It; ++It)
@ -302,18 +305,22 @@ SRayIntersection CScene::SceneRayCast(const CRay& rkRay, const SViewInfo& rkView
CSceneNode* CScene::NodeByID(uint32 NodeID) CSceneNode* CScene::NodeByID(uint32 NodeID)
{ {
auto it = mNodeMap.find(NodeID); const auto it = mNodeMap.find(NodeID);
if (it != mNodeMap.end()) return it->second; if (it != mNodeMap.cend())
else return nullptr; return it->second;
return nullptr;
} }
CScriptNode* CScene::NodeForInstanceID(uint32 InstanceID) CScriptNode* CScene::NodeForInstanceID(uint32 InstanceID)
{ {
auto it = mScriptMap.find(InstanceID); const auto it = mScriptMap.find(InstanceID);
if (it != mScriptMap.end()) return it->second; if (it != mScriptMap.cend())
else return nullptr; return it->second;
return nullptr;
} }
CScriptNode* CScene::NodeForInstance(CScriptObject *pObj) CScriptNode* CScene::NodeForInstance(CScriptObject *pObj)
@ -326,23 +333,23 @@ CLightNode* CScene::NodeForLight(CLight *pLight)
// Slow. Is there a better way to do this? // Slow. Is there a better way to do this?
std::vector<CSceneNode*>& rLights = mNodes[ENodeType::Light]; std::vector<CSceneNode*>& rLights = mNodes[ENodeType::Light];
for (auto it = rLights.begin(); it != rLights.end(); it++) const auto iter = std::find_if(rLights.begin(), rLights.end(),
{ [pLight](const auto* entry) { return static_cast<const CLightNode*>(entry)->Light() == pLight; });
CLightNode *pNode = static_cast<CLightNode*>(*it);
if (pNode->Light() == pLight) return pNode;
}
return nullptr; if (iter == rLights.cend())
return nullptr;
return static_cast<CLightNode*>(*iter);
} }
CModel* CScene::ActiveSkybox() CModel* CScene::ActiveSkybox()
{ {
bool SkyEnabled = false; bool SkyEnabled = false;
for (uint32 iAtt = 0; iAtt < mAreaAttributesObjects.size(); iAtt++) for (auto& rkAttributes : mAreaAttributesObjects)
{ {
const CAreaAttributes& rkAttributes = mAreaAttributesObjects[iAtt]; if (rkAttributes.IsSkyEnabled())
if (rkAttributes.IsSkyEnabled()) SkyEnabled = true; SkyEnabled = true;
if (rkAttributes.IsLayerEnabled()) if (rkAttributes.IsLayerEnabled())
{ {
@ -350,13 +357,16 @@ CModel* CScene::ActiveSkybox()
{ {
SkyEnabled = true; SkyEnabled = true;
CModel *pSky = rkAttributes.SkyModel(); CModel *pSky = rkAttributes.SkyModel();
if (pSky) return pSky; if (pSky != nullptr)
return pSky;
} }
} }
} }
if (SkyEnabled) return mpWorld->DefaultSkybox(); if (SkyEnabled)
else return nullptr; return mpWorld->DefaultSkybox();
return nullptr;
} }
CGameArea* CScene::ActiveArea() CGameArea* CScene::ActiveArea()
@ -368,21 +378,21 @@ CGameArea* CScene::ActiveArea()
FShowFlags CScene::ShowFlagsForNodeFlags(FNodeFlags NodeFlags) FShowFlags CScene::ShowFlagsForNodeFlags(FNodeFlags NodeFlags)
{ {
FShowFlags Out; FShowFlags Out;
if (NodeFlags & ENodeType::Model) Out |= EShowFlag::SplitWorld; if ((NodeFlags & ENodeType::Model) != 0) Out |= EShowFlag::SplitWorld;
if (NodeFlags & ENodeType::Static) Out |= EShowFlag::MergedWorld; if ((NodeFlags & ENodeType::Static) != 0) Out |= EShowFlag::MergedWorld;
if (NodeFlags & ENodeType::Script) Out |= EShowFlag::Objects; if ((NodeFlags & ENodeType::Script) != 0) Out |= EShowFlag::Objects;
if (NodeFlags & ENodeType::Collision) Out |= EShowFlag::WorldCollision; if ((NodeFlags & ENodeType::Collision) != 0) Out |= EShowFlag::WorldCollision;
if (NodeFlags & ENodeType::Light) Out |= EShowFlag::Lights; if ((NodeFlags & ENodeType::Light) != 0) Out |= EShowFlag::Lights;
return Out; return Out;
} }
FNodeFlags CScene::NodeFlagsForShowFlags(FShowFlags ShowFlags) FNodeFlags CScene::NodeFlagsForShowFlags(FShowFlags ShowFlags)
{ {
FNodeFlags Out = ENodeType::Root; FNodeFlags Out = ENodeType::Root;
if (ShowFlags & EShowFlag::SplitWorld) Out |= ENodeType::Model; if ((ShowFlags & EShowFlag::SplitWorld) != 0) Out |= ENodeType::Model;
if (ShowFlags & EShowFlag::MergedWorld) Out |= ENodeType::Static; if ((ShowFlags & EShowFlag::MergedWorld) != 0) Out |= ENodeType::Static;
if (ShowFlags & EShowFlag::WorldCollision) Out |= ENodeType::Collision; if ((ShowFlags & EShowFlag::WorldCollision) != 0) Out |= ENodeType::Collision;
if (ShowFlags & EShowFlag::Objects) Out |= ENodeType::Script | ENodeType::ScriptExtra; if ((ShowFlags & EShowFlag::Objects) != 0) Out |= ENodeType::Script | ENodeType::ScriptExtra;
if (ShowFlags & EShowFlag::Lights) Out |= ENodeType::Light; if ((ShowFlags & EShowFlag::Lights) != 0) Out |= ENodeType::Light;
return Out; return Out;
} }