/
NullModelNode.cpp
142 lines (111 loc) · 2.75 KB
/
NullModelNode.cpp
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#include "NullModelNode.h"
#include "math/Frustum.h"
#include "entitylib.h"
namespace model
{
NullModelNode::NullModelNode() :
_nullModel(new NullModel),
_renderableBox(localAABB(), localToWorld()),
_attachedToShaders(false)
{}
NullModelNode::NullModelNode(const NullModelPtr& nullModel) :
_nullModel(nullModel),
_renderableBox(localAABB(), localToWorld()),
_attachedToShaders(false)
{}
std::string NullModelNode::name() const
{
return "nullmodel";
}
scene::INode::Type NullModelNode::getNodeType() const
{
return Type::Model;
}
const IModel& NullModelNode::getIModel() const
{
return *_nullModel;
}
IModel& NullModelNode::getIModel()
{
return *_nullModel;
}
bool NullModelNode::hasModifiedScale()
{
return false;
}
Vector3 NullModelNode::getModelScale()
{
return Vector3(1,1,1);
}
void NullModelNode::testSelect(Selector& selector, SelectionTest& test)
{
test.BeginMesh(localToWorld());
SelectionIntersection best;
aabb_testselect(_nullModel->localAABB(), test, best);
if (best.isValid())
{
selector.addIntersection(best);
}
}
void NullModelNode::onPreRender(const VolumeTest& volume)
{
assert(_renderEntity);
// Attach renderables (or do nothing if everything is up to date)
attachToShaders();
}
void NullModelNode::renderHighlights(IRenderableCollector& collector, const VolumeTest& volume)
{
collector.addHighlightRenderable(_renderableBox, Matrix4::getIdentity());
}
void NullModelNode::setRenderSystem(const RenderSystemPtr& renderSystem)
{
Node::setRenderSystem(renderSystem);
// Detach renderables on render system change
detachFromShaders();
if (renderSystem)
{
_fillShader = renderSystem->capture(BuiltInShaderType::MissingModel);
_wireShader = renderSystem->capture(ColourShaderType::OrthoviewSolid, { 1.0f, 0, 0, 1});
}
else
{
_fillShader.reset();
_wireShader.reset();
}
}
void NullModelNode::attachToShaders()
{
if (_attachedToShaders || !_renderEntity) return;
auto renderSystem = _renderSystem.lock();
if (!renderSystem) return;
_renderableBox.attachToShader(_fillShader);
_renderableBox.attachToShader(_wireShader);
_attachedToShaders = true;
}
void NullModelNode::detachFromShaders()
{
_renderableBox.detach();
_attachedToShaders = false;
}
const AABB& NullModelNode::localAABB() const
{
return _nullModel->localAABB();
}
void NullModelNode::onRemoveFromScene(scene::IMapRootNode& root)
{
Node::onRemoveFromScene(root);
_renderableBox.detach();
}
void NullModelNode::onVisibilityChanged(bool isVisibleNow)
{
Node::onVisibilityChanged(isVisibleNow);
if (isVisibleNow)
{
attachToShaders();
}
else
{
detachFromShaders();
}
}
} // namespace model