136 lines
5.1 KiB
C++

#ifndef CSCENENODE_H
#define CSCENENODE_H
#include "ENodeType.h"
#include "Core/Render/EDepthGroup.h"
#include "Core/Render/FRenderOptions.h"
#include "Core/Render/IRenderable.h"
#include "Core/Resource/Area/CGameArea.h"
#include "Core/Resource/CLight.h"
#include "Core/CRayCollisionTester.h"
#include <Common/types.h>
#include <Math/CAABox.h>
#include <Math/CQuaternion.h>
#include <Math/CRay.h>
#include <Math/CTransform4f.h>
#include <Math/CVector3f.h>
#include <Math/ETransformSpace.h>
class CRenderer;
class CScene;
class CSceneNode : public IRenderable
{
private:
mutable CTransform4f _mCachedTransform;
mutable CAABox _mCachedAABox;
mutable bool _mTransformDirty;
bool _mInheritsPosition;
bool _mInheritsRotation;
bool _mInheritsScale;
u32 _mID;
protected:
static u32 smNumNodes;
TString mName;
CSceneNode *mpParent;
CScene *mpScene;
CVector3f mPosition;
CQuaternion mRotation;
CVector3f mScale;
CAABox mLocalAABox;
bool mMouseHovering;
bool mSelected;
bool mVisible;
std::list<CSceneNode*> mChildren;
u32 mLightLayerIndex;
u32 mLightCount;
CLight* mLights[8];
CColor mAmbientColor;
public:
explicit CSceneNode(CScene *pScene, u32 NodeID, CSceneNode *pParent = 0);
virtual ~CSceneNode();
virtual ENodeType NodeType() = 0;
virtual void PostLoad() {}
virtual void OnTransformed() {}
virtual void AddToRenderer(CRenderer* /*pRenderer*/, const SViewInfo& /*rkViewInfo*/) {}
virtual void DrawSelection();
virtual void RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& rkViewInfo);
virtual SRayIntersection RayNodeIntersectTest(const CRay& rkRay, u32 AssetID, const SViewInfo& rkViewInfo) = 0;
virtual bool AllowsTranslate() const { return true; }
virtual bool AllowsRotate() const { return true; }
virtual bool AllowsScale() const { return true; }
virtual bool IsVisible() const;
virtual CColor TintColor(const SViewInfo& rkViewInfo) const;
virtual CColor WireframeColor() const;
void OnLoadFinished();
void Unparent();
void RemoveChild(CSceneNode *pChild);
void DeleteChildren();
void SetInheritance(bool InheritPos, bool InheritRot, bool InheritScale);
void LoadModelMatrix();
void BuildLightList(CGameArea *pArea);
void LoadLights(const SViewInfo& rkViewInfo);
void AddModelToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet);
void DrawModelParts(CModel *pModel, FRenderOptions Options, u32 MatSet, ERenderCommand RenderCommand);
void DrawBoundingBox() const;
void DrawRotationArrow() const;
// Transform
void Translate(const CVector3f& rkTranslation, ETransformSpace TransformSpace);
void Rotate(const CQuaternion& rkRotation, ETransformSpace TransformSpace);
void Scale(const CVector3f& rkScale);
const CTransform4f& Transform() const;
protected:
void MarkTransformChanged() const;
void ForceRecalculateTransform() const;
virtual void CalculateTransform(CTransform4f& rOut) const;
public:
CVector3f AbsolutePosition() const;
CQuaternion AbsoluteRotation() const;
CVector3f AbsoluteScale() const;
CAABox AABox() const;
// Inline Accessors
TString Name() const { return mName; }
CSceneNode* Parent() const { return mpParent; }
CScene* Scene() const { return mpScene; }
u32 ID() const { return _mID; }
CVector3f LocalPosition() const { return mPosition; }
CQuaternion LocalRotation() const { return mRotation; }
CVector3f LocalScale() const { return mScale; }
CVector3f CenterPoint() const { return AABox().Center(); }
u32 LightLayerIndex() const { return mLightLayerIndex; }
bool MarkedVisible() const { return mVisible; }
bool IsMouseHovering() const { return mMouseHovering; }
bool IsSelected() const { return mSelected; }
bool InheritsPosition() const { return _mInheritsPosition; }
bool InheritsRotation() const { return _mInheritsRotation; }
bool InheritsScale() const { return _mInheritsScale; }
// Setters
void SetName(const TString& rkName) { mName = rkName; }
void SetPosition(const CVector3f& rkPosition) { mPosition = rkPosition; MarkTransformChanged(); }
void SetRotation(const CQuaternion& rkRotation) { mRotation = rkRotation; MarkTransformChanged(); }
void SetRotation(const CVector3f& rkRotEuler) { mRotation = CQuaternion::FromEuler(rkRotEuler); MarkTransformChanged(); }
void SetScale(const CVector3f& rkScale) { mScale = rkScale; MarkTransformChanged(); }
void SetLightLayerIndex(u32 Index) { mLightLayerIndex = Index; }
void SetMouseHovering(bool Hovering) { mMouseHovering = Hovering; }
void SetSelected(bool Selected) { mSelected = Selected; }
void SetVisible(bool Visible) { mVisible = Visible; }
// Static
inline static int NumNodes() { return smNumNodes; }
static CColor skSelectionTint;
};
#endif // CSCENENODE_H