PrimeWorldEditor/src/Core/Scene/CSceneNode.cpp

359 lines
9.5 KiB
C++

#include "CSceneNode.h"
#include "Core/Render/CRenderer.h"
#include "Core/Render/CGraphics.h"
#include "Core/Render/CDrawUtil.h"
#include "Core/Resource/CGameArea.h"
#include "Core/Resource/CResCache.h"
#include <Math/CTransform4f.h>
#include <algorithm>
u32 CSceneNode::smNumNodes = 0;
CColor CSceneNode::skSelectionTint = CColor::Integral(39, 154, 167);
CSceneNode::CSceneNode(CScene *pScene, u32 NodeID, CSceneNode *pParent)
: mpScene(pScene)
, mpParent(pParent)
, _mID(NodeID)
, mPosition(CVector3f::skZero)
, mRotation(CQuaternion::skIdentity)
, mScale(CVector3f::skOne)
, _mTransformDirty(true)
, _mInheritsPosition(true)
, _mInheritsRotation(true)
, _mInheritsScale(true)
, mLightLayerIndex(0)
, mLightCount(0)
, mMouseHovering(false)
, mSelected(false)
, mVisible(true)
{
smNumNodes++;
if (mpParent)
mpParent->mChildren.push_back(this);
}
CSceneNode::~CSceneNode()
{
smNumNodes--;
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
delete (*it);
}
// ************ VIRTUAL ************
void CSceneNode::DrawSelection()
{
// Default implementation for virtual function
CDrawUtil::DrawWireCube(AABox(), CColor::skWhite);
}
void CSceneNode::RayAABoxIntersectTest(CRayCollisionTester& rTester, const SViewInfo& /*rkViewInfo*/)
{
// Default implementation for virtual function
std::pair<bool,float> Result = AABox().IntersectsRay(rTester.Ray());
if (Result.first)
rTester.AddNode(this, -1, Result.second);
}
bool CSceneNode::IsVisible() const
{
// Default implementation for virtual function
return mVisible;
}
CColor CSceneNode::TintColor(const SViewInfo& rkViewInfo) const
{
// Default implementation for virtual function
return (IsSelected() && !rkViewInfo.GameMode ? skSelectionTint : CColor::skWhite);
}
CColor CSceneNode::WireframeColor() const
{
// Default implementation for virtual function
return CColor::skWhite;
}
// ************ MAIN FUNCTIONALITY ************
void CSceneNode::OnLoadFinished()
{
PostLoad();
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
(*it)->OnLoadFinished();
}
void CSceneNode::Unparent()
{
// May eventually want to reset XForm so global position = local position
// Seems like a waste performance wise for the time being though
if (mpParent)
mpParent->RemoveChild(this);
mpParent = nullptr;
}
void CSceneNode::RemoveChild(CSceneNode *pChild)
{
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
{
if (*it == pChild)
{
mChildren.erase(it);
break;
}
}
}
void CSceneNode::DeleteChildren()
{
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
delete *it;
mChildren.clear();
}
void CSceneNode::SetInheritance(bool InheritPos, bool InheritRot, bool InheritScale)
{
_mInheritsPosition = InheritPos;
_mInheritsRotation = InheritRot;
_mInheritsScale = InheritScale;
MarkTransformChanged();
}
void CSceneNode::LoadModelMatrix()
{
CGraphics::sMVPBlock.ModelMatrix = Transform();
CGraphics::UpdateMVPBlock();
}
void CSceneNode::BuildLightList(CGameArea *pArea)
{
mLightCount = 0;
mAmbientColor = CColor::skBlack;
u32 Index = mLightLayerIndex;
if ((pArea->NumLightLayers() <= Index) || (pArea->NumLights(Index) == 0)) Index = 0;
struct SLightEntry {
CLight *pLight;
float Distance;
SLightEntry(CLight *_pLight, float _Distance)
: pLight(_pLight), Distance(_Distance) {}
bool operator<(const SLightEntry& rkOther) {
return (Distance < rkOther.Distance);
}
};
std::vector<SLightEntry> LightEntries;
// Default ambient color to white if there are no lights on the selected layer
u32 NumLights = pArea->NumLights(Index);
if (NumLights == 0) mAmbientColor = CColor::skWhite;
for (u32 iLight = 0; iLight < NumLights; iLight++)
{
CLight* pLight = pArea->Light(Index, iLight);
// Ambient lights should only be present one per layer; need to check how the game deals with multiple ambients
if (pLight->Type() == eLocalAmbient)
mAmbientColor = pLight->Color();
// Other lights will be used depending which are closest to the node
else
{
bool IsInRange = AABox().IntersectsSphere(pLight->Position(), pLight->GetRadius());
if (IsInRange)
{
float Dist = mPosition.Distance(pLight->Position());
LightEntries.push_back(SLightEntry(pLight, Dist));
}
}
}
// Determine which lights are closest
std::sort(LightEntries.begin(), LightEntries.end());
mLightCount = (LightEntries.size() > 8) ? 8 : LightEntries.size();
for (u32 iLight = 0; iLight < mLightCount; iLight++)
mLights[iLight] = LightEntries[iLight].pLight;
}
void CSceneNode::LoadLights(const SViewInfo& rkViewInfo)
{
CGraphics::sNumLights = 0;
CGraphics::ELightingMode Mode = (rkViewInfo.GameMode ? CGraphics::eWorldLighting : CGraphics::sLightMode);
switch (Mode)
{
case CGraphics::eNoLighting:
// No lighting: full white ambient, no dynamic lights
CGraphics::sVertexBlock.COLOR0_Amb = CColor::skWhite;
break;
case CGraphics::eBasicLighting:
// Basic lighting: default ambient color, default dynamic lights
CGraphics::SetDefaultLighting();
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor;
break;
case CGraphics::eWorldLighting:
// World lighting: world ambient color, node dynamic lights
CGraphics::sVertexBlock.COLOR0_Amb = mAmbientColor;
for (u32 iLight = 0; iLight < mLightCount; iLight++)
mLights[iLight]->Load();
break;
}
CGraphics::sPixelBlock.LightmapMultiplier = (Mode == CGraphics::eWorldLighting ? 1.f : 0.f);
CGraphics::UpdateLightBlock();
}
void CSceneNode::DrawBoundingBox() const
{
CDrawUtil::DrawWireCube(AABox(), CColor::skWhite);
}
void CSceneNode::DrawRotationArrow() const
{
static TResPtr<CModel> spArrowModel = gResCache.GetResource("../resources/RotationArrow.cmdl");
spArrowModel->Draw(eNoRenderOptions, 0);
}
void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo, EDepthGroup DepthGroup /*= eMidground*/, bool DoFrustumTest /*= true*/)
{
u32 SurfaceCount = pModel->GetSurfaceCount();
for (u32 iSurf = 0; iSurf < SurfaceCount; iSurf++)
{
CAABox TransformedBox = pModel->GetSurfaceAABox(iSurf).Transformed(Transform());
if (!DoFrustumTest || rkViewInfo.ViewFrustum.BoxInFrustum(TransformedBox))
{
pRenderer->AddMesh(this, (int) iSurf, TransformedBox, pModel->IsSurfaceTransparent(iSurf, MatSet), eDrawMesh, DepthGroup);
}
}
}
// ************ TRANSFORM ************
void CSceneNode::Translate(const CVector3f& rkTranslation, ETransformSpace TransformSpace)
{
switch (TransformSpace)
{
case eWorldTransform:
mPosition += rkTranslation;
break;
case eLocalTransform:
mPosition += mRotation * rkTranslation;
break;
}
MarkTransformChanged();
}
void CSceneNode::Rotate(const CQuaternion& rkRotation, ETransformSpace TransformSpace)
{
switch (TransformSpace)
{
case eWorldTransform:
mRotation = rkRotation * mRotation;
break;
case eLocalTransform:
mRotation *= rkRotation;
break;
}
MarkTransformChanged();
}
void CSceneNode::Scale(const CVector3f& rkScale)
{
// No support for stretch/skew world-space scaling; local only
mScale *= rkScale;
MarkTransformChanged();
}
void CSceneNode::ForceRecalculateTransform() const
{
_mCachedTransform = CTransform4f::skIdentity;
CalculateTransform(_mCachedTransform);
_mCachedAABox = mLocalAABox.Transformed(_mCachedTransform);
// Sync with children - only needed if caller hasn't marked transform changed already
// If so, the children will already be marked
if (!_mTransformDirty)
{
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
(*it)->MarkTransformChanged();
}
_mTransformDirty = false;
}
void CSceneNode::MarkTransformChanged() const
{
if (!_mTransformDirty)
{
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
(*it)->MarkTransformChanged();
}
_mTransformDirty = true;
}
const CTransform4f& CSceneNode::Transform() const
{
if (_mTransformDirty)
ForceRecalculateTransform();
return _mCachedTransform;
}
void CSceneNode::CalculateTransform(CTransform4f& rOut) const
{
// Default implementation for virtual function
rOut.Scale(AbsoluteScale());
rOut.Rotate(AbsoluteRotation());
rOut.Translate(AbsolutePosition());
}
// ************ GETTERS ************
CVector3f CSceneNode::AbsolutePosition() const
{
CVector3f ret = mPosition;
if ((mpParent) && (InheritsPosition()))
ret += mpParent->AbsolutePosition();
return ret;
}
CQuaternion CSceneNode::AbsoluteRotation() const
{
CQuaternion ret = mRotation;
if ((mpParent) && (InheritsRotation()))
ret *= mpParent->AbsoluteRotation();
return ret;
}
CVector3f CSceneNode::AbsoluteScale() const
{
CVector3f ret = mScale;
if ((mpParent) && (InheritsScale()))
ret *= mpParent->AbsoluteScale();
return ret;
}
CAABox CSceneNode::AABox() const
{
if (_mTransformDirty)
ForceRecalculateTransform();
return _mCachedAABox;
}