PrimeWorldEditor/Scene/CSceneNode.cpp

477 lines
11 KiB
C++

#include "CSceneNode.h"
#include <Core/CRenderer.h>
#include <gtc/quaternion.hpp>
#include <gtx/transform.hpp>
#include <Common/AnimUtil.h>
#include <Common/CTransform4f.h>
#include <Resource/CGameArea.h>
#include <Core/CGraphics.h>
#include <Core/CDrawUtil.h>
#include <algorithm>
u32 CSceneNode::smNumNodes = 0;
CColor CSceneNode::skSelectionTint((u8) 39, 154, 167, 255);
CSceneNode::CSceneNode(CSceneManager *pScene, CSceneNode *pParent)
{
smNumNodes++;
mpScene = pScene;
mpParent = pParent;
mPosition = CVector3f::skZero;
mRotation = CQuaternion::skIdentity;
mScale = CVector3f::skOne;
mScaleMultiplier = CVector3f::skOne;
_mTransformOutdated = true;
_mInheritsPosition = true;
_mInheritsRotation = true;
_mInheritsScale = true;
mLightLayerIndex = 0;
mLightCount = 0;
mMouseHovering = false;
mSelected = false;
mVisible = true;
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& Tester, const SViewInfo& /*ViewInfo*/)
{
// Default implementation for virtual function
std::pair<bool,float> result = AABox().IntersectsRay(Tester.Ray());
if (result.first)
Tester.AddNode(this, -1, result.second);
}
bool CSceneNode::IsVisible() const
{
// Default implementation for virtual function
return mVisible;
}
CColor CSceneNode::TintColor(const SViewInfo& ViewInfo) const
{
// Default implementation for virtual function
return (IsSelected() && !ViewInfo.GameMode ? skSelectionTint : CColor::skWhite);
}
CColor CSceneNode::WireframeColor() const
{
// Default implementation for virtual function
return CColor::skWhite;
}
// ************ MAIN FUNCTIONALITY ************
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().ToMatrix4f();
CGraphics::UpdateMVPBlock();
}
void CSceneNode::BuildLightList(CGameArea *pArea)
{
mLightCount = 0;
mAmbientColor = CColor::skBlack;
u32 index = mLightLayerIndex;
if ((pArea->GetLightLayerCount() <= index) || (pArea->GetLightCount(index) == 0)) index = 0;
struct SLightEntry {
CLight *pLight;
float Distance;
SLightEntry(CLight *_pLight, float _Distance)
: pLight(_pLight), Distance(_Distance) {}
bool operator<(const SLightEntry& other) {
return (Distance < other.Distance);
}
};
std::vector<SLightEntry> LightEntries;
// Default ambient color to white if there are no lights on the selected layer
u32 numLights = pArea->GetLightCount(index);
if (numLights == 0) mAmbientColor = CColor::skWhite;
for (u32 iLight = 0; iLight < numLights; iLight++)
{
CLight* pLight = pArea->GetLight(index, iLight);
// Ambient lights should only be present one per layer; need to check how the game deals with multiple ambients
if (pLight->GetType() == eLocalAmbient)
mAmbientColor = pLight->GetColor();
// Other lights will be used depending which are closest to the node
else
{
bool IsInRange = AABox().IntersectsSphere(pLight->GetPosition(), pLight->GetRadius());
if (IsInRange)
{
float Dist = mPosition.Distance(pLight->GetPosition());
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 i = 0; i < mLightCount; i++)
mLights[i] = LightEntries[i].pLight;
}
void CSceneNode::LoadLights(const SViewInfo& ViewInfo)
{
CGraphics::sNumLights = 0;
if (CGraphics::sLightMode == CGraphics::eWorldLighting || ViewInfo.GameMode)
{
// World lighting: world ambient color, node dynamic lights
CGraphics::sVertexBlock.COLOR0_Amb = mAmbientColor.ToVector4f();
for (u32 iLight = 0; iLight < mLightCount; iLight++)
mLights[iLight]->Load();
}
else if (CGraphics::sLightMode == CGraphics::eBasicLighting)
{
// Basic lighting: default ambient color, default dynamic lights
CGraphics::SetDefaultLighting();
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
}
else if (CGraphics::sLightMode == CGraphics::eNoLighting)
{
// No lighting: default ambient color, no dynamic lights
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
}
CGraphics::UpdateLightBlock();
}
void CSceneNode::DrawBoundingBox()
{
CDrawUtil::DrawWireCube(AABox(), CColor::skWhite);
}
void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo)
{
u32 SurfaceCount = pModel->GetSurfaceCount();
for (u32 iSurf = 0; iSurf < SurfaceCount; iSurf++)
{
CAABox TransformedBox = pModel->GetSurfaceAABox(iSurf).Transformed(Transform());
if (rkViewInfo.ViewFrustum.BoxInFrustum(TransformedBox))
{
if (!pModel->IsSurfaceTransparent(iSurf, MatSet))
pRenderer->AddOpaqueMesh(this, (int) iSurf, TransformedBox, eDrawMesh);
else
pRenderer->AddTransparentMesh(this, (int) iSurf, TransformedBox, eDrawMesh);
}
}
}
// ************ TRANSFORM ************
void CSceneNode::Translate(const CVector3f& translation, ETransformSpace transformSpace)
{
switch (transformSpace)
{
case eWorldTransform:
mPosition += translation;
break;
case eLocalTransform:
mPosition += mRotation * translation;
break;
}
MarkTransformChanged();
}
void CSceneNode::Rotate(const CQuaternion& rotation, ETransformSpace transformSpace)
{
switch (transformSpace)
{
case eWorldTransform:
mRotation = rotation * mRotation;
break;
case eLocalTransform:
mRotation *= rotation;
break;
}
MarkTransformChanged();
}
void CSceneNode::Scale(const CVector3f& scale)
{
// No support for stretch/skew world-space scaling; local only
mScale *= scale;
MarkTransformChanged();
}
void CSceneNode::UpdateTransform()
{
if (_mTransformOutdated)
{
ForceRecalculateTransform();
_mTransformOutdated = false;
}
}
void CSceneNode::ForceRecalculateTransform()
{
_mCachedTransform = CTransform4f::skIdentity;
_mCachedTransform.Scale(AbsoluteScale());
_mCachedTransform.Rotate(AbsoluteRotation());
_mCachedTransform.Translate(AbsolutePosition());
_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 (!_mTransformOutdated)
{
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
(*it)->MarkTransformChanged();
}
_mTransformOutdated = false;
}
void CSceneNode::MarkTransformChanged()
{
if (!_mTransformOutdated)
{
for (auto it = mChildren.begin(); it != mChildren.end(); it++)
(*it)->MarkTransformChanged();
}
_mTransformOutdated = true;
}
const CTransform4f& CSceneNode::Transform()
{
if (_mTransformOutdated)
ForceRecalculateTransform();
return _mCachedTransform;
}
// ************ GETTERS ************
TString CSceneNode::Name() const
{
return mName;
}
CSceneNode* CSceneNode::Parent() const
{
return mpParent;
}
CSceneManager* CSceneNode::Scene()
{
return mpScene;
}
CVector3f CSceneNode::LocalPosition() const
{
return mPosition;
}
CVector3f CSceneNode::AbsolutePosition() const
{
CVector3f ret = mPosition;
if ((mpParent) && (InheritsPosition()))
ret += mpParent->AbsolutePosition();
return ret;
}
CQuaternion CSceneNode::LocalRotation() const
{
return mRotation;
}
CQuaternion CSceneNode::AbsoluteRotation() const
{
CQuaternion ret = mRotation;
if ((mpParent) && (InheritsRotation()))
ret *= mpParent->AbsoluteRotation();
return ret;
}
CVector3f CSceneNode::LocalScale() const
{
return mScale;
}
CVector3f CSceneNode::AbsoluteScale() const
{
CVector3f ret = mScale * mScaleMultiplier;
if ((mpParent) && (InheritsScale()))
ret *= mpParent->AbsoluteScale();
return ret;
}
CAABox CSceneNode::AABox()
{
if (_mTransformOutdated)
ForceRecalculateTransform();
return _mCachedAABox;
}
CVector3f CSceneNode::CenterPoint()
{
return AABox().Center();
}
u32 CSceneNode::LightLayerIndex() const
{
return mLightLayerIndex;
}
bool CSceneNode::MarkedVisible() const
{
// The reason I have this function is because the instance view needs to know whether a node is marked
// visible independently from other factors that may affect node visibility (as returned by IsVisible()).
// It's a little confusing, so maybe there's a better way to set this up.
return mVisible;
}
bool CSceneNode::IsMouseHovering() const
{
return mMouseHovering;
}
bool CSceneNode::IsSelected() const
{
return mSelected;
}
bool CSceneNode::InheritsPosition() const
{
return _mInheritsPosition;
}
bool CSceneNode::InheritsRotation() const
{
return _mInheritsRotation;
}
bool CSceneNode::InheritsScale() const
{
return _mInheritsScale;
}
// ************ SETTERS ************
void CSceneNode::SetName(const TString& Name)
{
mName = Name;
}
void CSceneNode::SetPosition(const CVector3f& position)
{
mPosition = position;
MarkTransformChanged();
}
void CSceneNode::SetRotation(const CQuaternion& rotation)
{
mRotation = rotation;
MarkTransformChanged();
}
void CSceneNode::SetRotation(const CVector3f& rotEuler)
{
mRotation = CQuaternion::FromEuler(rotEuler);
MarkTransformChanged();
}
void CSceneNode::SetScale(const CVector3f& scale)
{
mScale = scale;
MarkTransformChanged();
}
void CSceneNode::SetLightLayerIndex(u32 index)
{
mLightLayerIndex = index;
}
void CSceneNode::SetMouseHovering(bool Hovering)
{
mMouseHovering = Hovering;
}
void CSceneNode::SetSelected(bool Selected)
{
mSelected = Selected;
}
void CSceneNode::SetVisible(bool Visible)
{
mVisible = Visible;
}