PrimeWorldEditor/Scene/CScriptNode.cpp

504 lines
17 KiB
C++

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