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MapPreview.cpp
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MapPreview.cpp
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#include "MapPreview.h"
#include "ifilter.h"
#include "iscenegraph.h"
#include "iuimanager.h"
#include "iscenegraphfactory.h"
#include "math/AABB.h"
#include "scene/PrefabBoundsAccumulator.h"
namespace ui
{
MapPreview::MapPreview(wxWindow* parent) :
RenderPreview(parent)
{}
void MapPreview::setRootNode(const scene::IMapRootNodePtr& root)
{
getScene()->setRoot(root);
if (getScene()->root() != NULL)
{
// Re-associate the rendersystem, we need to propagate this info to the nodes
associateRenderSystem();
// Trigger an initial update of the subgraph
GlobalFilterSystem().updateSubgraph(getScene()->root());
// Reset the model rotation
resetModelRotation();
// Calculate camera distance so map is appropriately zoomed
auto sceneBounds = getSceneBounds();
auto distance = sceneBounds.getRadius() * 2.0f;
setViewOrigin(sceneBounds.getOrigin() + Vector3(1, 1, 1) * distance);
setViewAngles(Vector3(34, 135, 0));
}
}
scene::IMapRootNodePtr MapPreview::getRootNode()
{
return getScene()->root();
}
AABB MapPreview::getSceneBounds()
{
if (!getScene()->root()) return RenderPreview::getSceneBounds();
scene::PrefabBoundsAggregator aggregator;
getScene()->root()->traverseChildren(aggregator);
return aggregator.getBounds();
}
bool MapPreview::onPreRender()
{
// Trigger scenegraph instantiation
getScene();
return getScene()->root() != NULL;
}
RenderStateFlags MapPreview::getRenderFlagsFill()
{
return RenderPreview::getRenderFlagsFill() | RENDER_DEPTHWRITE | RENDER_DEPTHTEST;
}
} // namespace ui