/
TargetLineNode.cpp
129 lines (103 loc) · 2.84 KB
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TargetLineNode.cpp
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#include "TargetLineNode.h"
#include "../EntityNode.h"
#include "ilightnode.h"
namespace entity
{
TargetLineNode::TargetLineNode(EntityNode& owner) :
scene::Node(),
_owner(owner),
_targetLines(_owner.getTargetKeys())
{}
TargetLineNode::TargetLineNode(TargetLineNode& other) :
scene::Node(other),
_owner(other._owner),
_targetLines(_owner.getTargetKeys())
{}
scene::INode::Type TargetLineNode::getNodeType() const
{
return Type::EntityConnection;
}
const AABB& TargetLineNode::localAABB() const
{
return _aabb;
}
void TargetLineNode::onInsertIntoScene(scene::IMapRootNode& root)
{
Node::onInsertIntoScene(root);
_targetLines.queueUpdate();
}
void TargetLineNode::onRemoveFromScene(scene::IMapRootNode& root)
{
Node::onRemoveFromScene(root);
_targetLines.clear();
}
void TargetLineNode::onPreRender(const VolumeTest& volume)
{
// If the owner is hidden, the lines are hidden too
if (!_targetLines.hasTargets() || !_owner.visible())
{
// Hide ourselves
_targetLines.clear();
return;
}
_targetLines.update(_owner.getWireShader(), getOwnerPosition());
}
void TargetLineNode::renderSolid(IRenderableCollector& collector, const VolumeTest& volume) const
{
#if 0
renderWireframe(collector, volume);
#endif
}
void TargetLineNode::renderWireframe(IRenderableCollector& collector, const VolumeTest& volume) const
{
#if 0
// If the owner is hidden, the lines are hidden too
if (!_targetLines.hasTargets() || !_owner.visible()) return;
_targetLines.render(_owner.getWireShader(), collector, volume, getOwnerPosition());
#endif
}
void TargetLineNode::renderHighlights(IRenderableCollector& collector, const VolumeTest& volume)
{
collector.addHighlightRenderable(_targetLines, Matrix4::getIdentity());
}
void TargetLineNode::onRenderSystemChanged()
{
_targetLines.clear();
_targetLines.queueUpdate();
}
void TargetLineNode::onVisibilityChanged(bool visible)
{
Node::onVisibilityChanged(visible);
if (!visible)
{
// Disconnect our renderable when the node is hidden
_targetLines.clear();
}
else
{
// Update the vertex buffers next time we need to render
_targetLines.queueUpdate();
}
}
std::size_t TargetLineNode::getHighlightFlags()
{
// We don't need to return highlighting, since the render system will use
// the result of the parent entity node
return Highlight::NoHighlight;
}
Vector3 TargetLineNode::getOwnerPosition() const
{
// Try to use the origin if this is a light
auto* light = dynamic_cast<ILightNode*>(&_owner);
if (!light)
{
const AABB& bounds = _owner.worldAABB();
if (bounds.isValid())
{
return bounds.getOrigin();
}
return _owner.localToWorld().translation();
}
return light->getSelectAABB().getOrigin();
}
}