495 lines
16 KiB
C++
495 lines
16 KiB
C++
#include "CScriptNode.h"
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#include "script/CScriptExtra.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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#include <Core/CGraphics.h>
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#include <Core/CRenderer.h>
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#include <Core/CResCache.h>
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#include <Core/CSceneManager.h>
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#include <Resource/script/CMasterTemplate.h>
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CScriptNode::CScriptNode(CSceneManager *pScene, CSceneNode *pParent, CScriptObject *pObject)
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: CSceneNode(pScene, pParent)
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{
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mpVolumePreviewNode = nullptr;
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// Evaluate instance
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mpInstance = pObject;
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mpActiveModel = nullptr;
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mpBillboard = nullptr;
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mpCollisionNode = new CCollisionNode(pScene, this);
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mpCollisionNode->SetInheritance(true, true, false);
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if (mpInstance)
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{
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CScriptTemplate *pTemp = mpInstance->Template();
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// Determine transform
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mPosition = mpInstance->Position();
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mRotation = CQuaternion::FromEuler(mpInstance->Rotation());
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mScale = mpInstance->Scale();
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mScaleMultiplier = mpInstance->Template()->PreviewScale();
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MarkTransformChanged();
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SetName("[" + pTemp->TemplateName(mpInstance->NumProperties()) + "] " + mpInstance->InstanceName());
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// Determine display assets
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mpActiveModel = mpInstance->GetDisplayModel();
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mModelToken = CToken(mpActiveModel);
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mpBillboard = mpInstance->GetBillboard();
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mBillboardToken = CToken(mpBillboard);
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mpCollisionNode->SetCollision(mpInstance->GetCollision());
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// Create preview volume node
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mHasValidPosition = pTemp->HasPosition();
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mHasVolumePreview = (pTemp->ScaleType() == CScriptTemplate::eScaleVolume);
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if (mHasVolumePreview)
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{
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EVolumeShape shape = mpInstance->VolumeShape();
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CModel *pVolumeModel = nullptr;
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if ((shape == eAxisAlignedBoxShape) || (shape == eBoxShape))
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pVolumeModel = (CModel*) gResCache.GetResource("../resources/VolumeBox.cmdl");
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else if (shape == eEllipsoidShape)
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pVolumeModel = (CModel*) gResCache.GetResource("../resources/VolumeSphere.cmdl");
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else if (shape == eCylinderShape)
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pVolumeModel = (CModel*) gResCache.GetResource("../resources/VolumeCylinder.cmdl");
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else if (shape == eCylinderLargeShape)
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pVolumeModel = (CModel*) gResCache.GetResource("../resources/VolumeCylinderLarge.cmdl");
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if (pVolumeModel)
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{
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mpVolumePreviewNode = new CModelNode(pScene, this, pVolumeModel);
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mpVolumePreviewNode->SetInheritance(true, (shape != eAxisAlignedBoxShape), true);
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mpVolumePreviewNode->ForceAlphaEnabled(true);
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}
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}
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// Fetch LightParameters
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mpLightParameters = new CLightParameters(mpInstance->LightParameters(), mpInstance->MasterTemplate()->GetGame());
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SetLightLayerIndex(mpLightParameters->LightLayerIndex());
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}
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else
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{
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// Shouldn't ever happen
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SetName("ScriptNode - NO INSTANCE");
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}
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if (mpActiveModel)
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mLocalAABox = mpActiveModel->AABox();
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else
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mLocalAABox = CAABox::skOne;
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mpExtra = CScriptExtra::CreateExtra(this);
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}
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ENodeType CScriptNode::NodeType()
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{
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return eScriptNode;
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}
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void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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{
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if (!mpInstance) return;
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// Add script extra to renderer first
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if (mpExtra) mpExtra->AddToRenderer(pRenderer, ViewInfo);
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// If we're in game mode, then override other visibility settings.
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if (ViewInfo.GameMode)
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{
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if (!mpInstance->IsActive() || !mpInstance->HasInGameModel())
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return;
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}
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// Check whether the script extra wants us to render before we render.
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bool ShouldDraw = (!mpExtra || mpExtra->ShouldDrawNormalAssets());
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if (ShouldDraw)
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{
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// Otherwise, we proceed as normal
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ERenderOptions options = pRenderer->RenderOptions();
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if ((options & eDrawObjectCollision) && (!ViewInfo.GameMode))
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mpCollisionNode->AddToRenderer(pRenderer, ViewInfo);
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if (options & eDrawObjects || ViewInfo.GameMode)
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{
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if (ViewInfo.ViewFrustum.BoxInFrustum(AABox()))
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{
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if (!mpActiveModel)
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
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else
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{
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if (!mpActiveModel->HasTransparency(0))
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
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else
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AddSurfacesToRenderer(pRenderer, mpActiveModel, 0, ViewInfo);
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}
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}
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}
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}
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if (IsSelected() && !ViewInfo.GameMode)
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{
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// Script nodes always draw their selections regardless of frustum planes
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// in order to ensure that script connection lines don't get improperly culled.
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if (ShouldDraw)
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
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if (mHasVolumePreview && (!mpExtra || mpExtra->ShouldDrawVolume()))
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mpVolumePreviewNode->AddToRenderer(pRenderer, ViewInfo);
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}
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}
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void CScriptNode::Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo)
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{
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if (!mpInstance) return;
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// Draw model
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if (UsesModel())
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{
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CGraphics::SetupAmbientColor();
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CGraphics::UpdateVertexBlock();
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LoadModelMatrix();
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LoadLights(ViewInfo);
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// Draw model if possible!
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if (mpActiveModel)
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{
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if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor().ToVector4f();
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else CGraphics::sPixelBlock.TevColor = CColor::skWhite.ToVector4f();
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CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
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CGraphics::UpdatePixelBlock();
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if (ComponentIndex < 0)
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mpActiveModel->Draw(Options, 0);
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else
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mpActiveModel->DrawSurface(Options, ComponentIndex, 0);
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}
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// If no model or billboard, default to drawing a purple box
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else
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{
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glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ZERO);
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glDepthMask(GL_TRUE);
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CDrawUtil::DrawShadedCube(CColor::skTransparentPurple * TintColor(ViewInfo));
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}
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}
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// Draw billboard
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else if (mpBillboard)
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{
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CDrawUtil::DrawBillboard(mpBillboard, mPosition, BillboardScale(), TintColor(ViewInfo));
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}
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}
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void CScriptNode::DrawSelection()
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{
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glBlendFunc(GL_ONE, GL_ZERO);
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// Draw wireframe for models; billboards only get tinted
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if (UsesModel())
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{
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LoadModelMatrix();
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CModel *pModel = (mpActiveModel ? mpActiveModel : CDrawUtil::GetCubeModel());
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pModel->DrawWireframe(eNoRenderOptions, WireframeColor());
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}
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if (mpInstance)
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{
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CGraphics::sMVPBlock.ModelMatrix = CMatrix4f::skIdentity;
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CGraphics::UpdateMVPBlock();
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for (u32 iIn = 0; iIn < mpInstance->NumInLinks(); iIn++)
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{
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// Don't draw in links if the other object is selected.
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const SLink& con = mpInstance->InLink(iIn);
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CScriptNode *pLinkNode = mpScene->ScriptNodeByID(con.ObjectID);
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if (pLinkNode && !pLinkNode->IsSelected()) CDrawUtil::DrawLine(CenterPoint(), pLinkNode->CenterPoint(), CColor::skTransparentRed);
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}
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for (u32 iOut = 0; iOut < mpInstance->NumOutLinks(); iOut++)
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{
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const SLink& con = mpInstance->OutLink(iOut);
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CScriptNode *pLinkNode = mpScene->ScriptNodeByID(con.ObjectID);
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if (pLinkNode) CDrawUtil::DrawLine(CenterPoint(), pLinkNode->CenterPoint(), CColor::skTransparentGreen);
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}
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}
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}
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void CScriptNode::RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& ViewInfo)
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{
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if (!mpInstance)
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return;
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// Let script extra do ray check first
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if (mpExtra)
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{
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mpExtra->RayAABoxIntersectTest(Tester, ViewInfo);
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// If the extra doesn't want us rendering, then don't do the ray test either
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if (!mpExtra->ShouldDrawNormalAssets())
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return;
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}
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// If we're in game mode, then check whether we're visible before proceeding with the ray test.
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if (ViewInfo.GameMode)
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{
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if (!mpInstance->IsActive() || !mpInstance->HasInGameModel())
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return;
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}
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// Otherwise, proceed with the ray test as normal...
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const CRay& Ray = Tester.Ray();
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if (UsesModel())
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{
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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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if (mpActiveModel) Tester.AddNodeModel(this, mpActiveModel);
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else Tester.AddNode(this, 0, BoxResult.second);
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}
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}
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else
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{
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// Because the billboard rotates a lot, expand the AABox on the X/Y axes to cover any possible orientation
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CVector2f BillScale = BillboardScale();
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float ScaleXY = (BillScale.x > BillScale.y ? BillScale.x : BillScale.y);
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CAABox BillBox = CAABox(mPosition + CVector3f(-ScaleXY, -ScaleXY, -BillScale.y),
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mPosition + CVector3f( ScaleXY, ScaleXY, BillScale.y));
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std::pair<bool,float> BoxResult = BillBox.IntersectsRay(Ray);
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if (BoxResult.first) Tester.AddNode(this, 0, BoxResult.second);
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}
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}
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SRayIntersection CScriptNode::RayNodeIntersectTest(const CRay& Ray, u32 AssetID, const SViewInfo& ViewInfo)
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{
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ERenderOptions options = ViewInfo.pRenderer->RenderOptions();
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SRayIntersection out;
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out.pNode = this;
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out.ComponentIndex = AssetID;
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if (options & eDrawObjects || ViewInfo.GameMode)
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{
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// Model test
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if (UsesModel())
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{
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CModel *pModel = (mpActiveModel ? mpActiveModel : CDrawUtil::GetCubeModel());
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CRay TransformedRay = Ray.Transformed(Transform().Inverse());
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std::pair<bool,float> Result = pModel->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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}
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// Billboard test
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// todo: come up with a better way to share this code between CScriptNode and CLightNode
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else
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{
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// Step 1: check whether the ray intersects with the plane the billboard is on
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CPlane BillboardPlane(-ViewInfo.pCamera->Direction(), mPosition);
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std::pair<bool,float> PlaneTest = Math::RayPlaneIntersecton(Ray, BillboardPlane);
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if (PlaneTest.first)
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{
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// Step 2: transform the hit point into the plane's local space
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CVector3f PlaneHitPoint = Ray.PointOnRay(PlaneTest.second);
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CVector3f RelHitPoint = PlaneHitPoint - mPosition;
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CVector3f PlaneForward = -ViewInfo.pCamera->Direction();
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CVector3f PlaneRight = -ViewInfo.pCamera->RightVector();
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CVector3f PlaneUp = ViewInfo.pCamera->UpVector();
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CQuaternion PlaneRot = CQuaternion::FromAxes(PlaneRight, PlaneForward, PlaneUp);
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CVector3f RotatedHitPoint = PlaneRot.Inverse() * RelHitPoint;
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CVector2f LocalHitPoint = RotatedHitPoint.xz() / BillboardScale();
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// Step 3: check whether the transformed hit point is in the -1 to 1 range
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if ((LocalHitPoint.x >= -1.f) && (LocalHitPoint.x <= 1.f) && (LocalHitPoint.y >= -1.f) && (LocalHitPoint.y <= 1.f))
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{
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// Step 4: look up the hit texel and check whether it's transparent or opaque
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CVector2f TexCoord = (LocalHitPoint + CVector2f(1.f)) * 0.5f;
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TexCoord.x = -TexCoord.x + 1.f;
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float TexelAlpha = mpBillboard->ReadTexelAlpha(TexCoord);
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if (TexelAlpha < 0.25f)
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out.Hit = false;
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else
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{
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// It's opaque... we have a hit!
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out.Hit = true;
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out.Distance = PlaneTest.second;
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}
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}
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else
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out.Hit = false;
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}
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else
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out.Hit = false;
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}
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}
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else out.Hit = false;
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return out;
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}
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bool CScriptNode::IsVisible() const
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{
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// Reimplementation of CSceneNode::IsVisible() to allow for layer and template visiblity to be taken into account
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return (mVisible && mpInstance->Layer()->IsVisible() && mpInstance->Template()->IsVisible());
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}
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CColor CScriptNode::TintColor(const SViewInfo &ViewInfo) const
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{
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CColor BaseColor = CSceneNode::TintColor(ViewInfo);
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if (mpExtra) mpExtra->ModifyTintColor(BaseColor);
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return BaseColor;
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}
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void CScriptNode::GeneratePosition()
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{
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if (!mHasValidPosition)
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{
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// Default to center of the active area; this is to preven recursion issues
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CTransform4f& AreaTransform = mpScene->GetActiveArea()->GetTransform();
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mPosition = CVector3f(AreaTransform[0][3], AreaTransform[1][3], AreaTransform[2][3]);
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mHasValidPosition = true;
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MarkTransformChanged();
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// Ideal way to generate the position is to find a spot close to where it's being used.
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// To do this I check the location of the objects that this one is linked to.
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u32 NumLinks = mpInstance->NumInLinks() + mpInstance->NumOutLinks();
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// 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
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if (NumLinks == 1)
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{
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const SLink& link = (mpInstance->NumInLinks() > 0 ? mpInstance->InLink(0) : mpInstance->OutLink(0));
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CScriptNode *pNode = mpScene->ScriptNodeByID(link.ObjectID);
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pNode->GeneratePosition();
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mPosition = pNode->AbsolutePosition();
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mPosition.z += (pNode->AABox().Size().z / 2.f);
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mPosition.z += (AABox().Size().z / 2.f);
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mPosition.z += 2.f;
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}
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// For two or more links, average out the position of the connected objects.
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else if (NumLinks >= 2)
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{
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CVector3f NewPos = CVector3f::skZero;
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for (u32 iIn = 0; iIn < mpInstance->NumInLinks(); iIn++)
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{
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CScriptNode *pNode = mpScene->ScriptNodeByID(mpInstance->InLink(iIn).ObjectID);
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if (pNode)
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{
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pNode->GeneratePosition();
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NewPos += pNode->AABox().Center();
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}
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}
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for (u32 iOut = 0; iOut < mpInstance->NumOutLinks(); iOut++)
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{
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CScriptNode *pNode = mpScene->ScriptNodeByID(mpInstance->OutLink(iOut).ObjectID);
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if (pNode)
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{
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pNode->GeneratePosition();
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NewPos += pNode->AABox().Center();
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}
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}
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mPosition = NewPos / (float) NumLinks;
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mPosition.x += 2.f;
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}
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MarkTransformChanged();
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}
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}
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CColor CScriptNode::WireframeColor() const
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{
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return CColor((u8) 12, 135, 194, 255);
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}
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CScriptObject* CScriptNode::Object() const
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{
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return mpInstance;
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}
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CModel* CScriptNode::ActiveModel() const
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{
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return mpActiveModel;
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}
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bool CScriptNode::UsesModel() const
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{
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return ((mpActiveModel != nullptr) || (mpBillboard == nullptr));
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}
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bool CScriptNode::HasPreviewVolume() const
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{
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return mHasVolumePreview;
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}
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CAABox CScriptNode::PreviewVolumeAABox() const
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{
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if (!mHasVolumePreview)
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return CAABox::skZero;
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else
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return mpVolumePreviewNode->AABox();
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}
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CVector2f CScriptNode::BillboardScale() const
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{
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CVector2f out = (mpInstance->Template()->ScaleType() == CScriptTemplate::eScaleEnabled ? AbsoluteScale().xz() : CVector2f(1.f));
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return out * 0.5f;
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}
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// ************ PROTECTED ************
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void CScriptNode::CalculateTransform(CTransform4f& rOut) const
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{
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CScriptTemplate *pTemp = mpInstance->Template();
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if (pTemp->ScaleType() != CScriptTemplate::eScaleDisabled)
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{
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CVector3f Scale = (HasPreviewVolume() ? CVector3f::skOne : AbsoluteScale());
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rOut.Scale(Scale * mScaleMultiplier);
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}
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if (UsesModel() && pTemp->RotationType() == CScriptTemplate::eRotationEnabled)
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rOut.Rotate(AbsoluteRotation());
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rOut.Translate(AbsolutePosition());
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}
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