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MD5ModelNode.h
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MD5ModelNode.h
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#pragma once
#include <sigc++/connection.h>
#include "MD5Model.h"
#include "modelskin.h"
#include "itraceable.h"
#include "scene/Node.h"
#include "render/VectorLightList.h"
#include "../RenderableModelSurface.h"
#include "registry/CachedKey.h"
#include "RenderableMD5Skeleton.h"
namespace md5
{
constexpr const char* const RKEY_RENDER_SKELETON = "user/ui/md5/renderSkeleton";
class MD5ModelNode :
public scene::Node,
public model::ModelNode,
public SelectionTestable,
public SkinnedModel,
public ITraceable
{
MD5ModelPtr _model;
// The name of this model's skin
std::string _skin;
// The renderable surfaces attached to the shaders
std::vector<model::RenderableModelSurface::Ptr> _renderableSurfaces;
bool _attachedToShaders;
sigc::connection _animationUpdateConnection;
registry::CachedKey<bool> _showSkeleton;
RenderableMD5Skeleton _renderableSkeleton;
public:
MD5ModelNode(const MD5ModelPtr& model);
virtual ~MD5ModelNode();
void onInsertIntoScene(scene::IMapRootNode& root) override;
void onRemoveFromScene(scene::IMapRootNode& root) override;
// ModelNode implementation
const model::IModel& getIModel() const override;
model::IModel& getIModel() override;
bool hasModifiedScale() override;
Vector3 getModelScale() override;
// returns the contained model
void setModel(const MD5ModelPtr& model);
const MD5ModelPtr& getModel() const;
// Bounded implementation
virtual const AABB& localAABB() const override;
virtual std::string name() const override;
Type getNodeType() const override;
// SelectionTestable implementation
void testSelect(Selector& selector, SelectionTest& test) override;
// Traceable implementation
bool getIntersection(const Ray& ray, Vector3& intersection) override;
// Renderable implementation
void onPreRender(const VolumeTest& volume) override;
void renderHighlights(IRenderableCollector& collector, const VolumeTest& volume) override;
void setRenderSystem(const RenderSystemPtr& renderSystem) override;
std::size_t getHighlightFlags() override
{
return Highlight::NoHighlight; // models are never highlighted themselves
}
// Returns the name of the currently active skin
virtual std::string getSkin() const override;
void skinChanged(const std::string& newSkinName) override;
void transformChangedLocal() override;
protected:
void onVisibilityChanged(bool isVisibleNow) override;
private:
void onModelAnimationUpdated();
void attachToShaders();
void detachFromShaders();
};
} // namespace