/
TargetLineNode.cpp
73 lines (58 loc) · 1.65 KB
/
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::renderSolid(RenderableCollector& collector, const VolumeTest& volume) const
{
renderWireframe(collector, volume);
}
void TargetLineNode::renderWireframe(RenderableCollector& collector, const VolumeTest& volume) const
{
// If the owner is hidden, the lines are hidden too
if (!_targetLines.hasTargets() || !_owner.visible()) return;
_targetLines.render(_owner.getWireShader(), collector, volume, getOwnerPosition());
}
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
{
// Try to use the origin if this is a light
auto& light = dynamic_cast<ILightNode&>(_owner);
return light.getSelectAABB().getOrigin();
}
catch (std::bad_cast&)
{
const AABB& bounds = _owner.worldAABB();
if (bounds.isValid())
{
return bounds.getOrigin();
}
return _owner.localToWorld().tCol().getVector3();
}
}
}