PrimeWorldEditor/Scene/CStaticNode.cpp

116 lines
3.3 KiB
C++

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