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