/
MD5ModelNode.cpp
233 lines (186 loc) · 5.08 KB
/
MD5ModelNode.cpp
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#include "MD5ModelNode.h"
#include "ivolumetest.h"
#include "imodelcache.h"
#include "ishaders.h"
#include "iscenegraph.h"
#include <functional>
namespace md5
{
MD5ModelNode::MD5ModelNode(const MD5ModelPtr& model) :
_model(new MD5Model(*model)), // create a copy of the incoming model, we need our own instance
_attachedToShaders(false),
_showSkeleton(RKEY_RENDER_SKELETON),
_renderableSkeleton(_model->getSkeleton(), localToWorld())
{
_animationUpdateConnection = _model->signal_ModelAnimationUpdated().connect(
sigc::mem_fun(this, &MD5ModelNode::onModelAnimationUpdated)
);
}
MD5ModelNode::~MD5ModelNode()
{
_animationUpdateConnection.disconnect();
}
const model::IModel& MD5ModelNode::getIModel() const
{
return *_model;
}
model::IModel& MD5ModelNode::getIModel()
{
return *_model;
}
bool MD5ModelNode::hasModifiedScale()
{
return false; // not supported
}
Vector3 MD5ModelNode::getModelScale()
{
return Vector3(1, 1, 1); // not supported
}
void MD5ModelNode::setModel(const MD5ModelPtr& model)
{
_model = model;
}
const MD5ModelPtr& MD5ModelNode::getModel() const
{
return _model;
}
// Bounded implementation
const AABB& MD5ModelNode::localAABB() const
{
return _model->localAABB();
}
std::string MD5ModelNode::name() const
{
return _model->getFilename();
}
scene::INode::Type MD5ModelNode::getNodeType() const
{
return Type::Model;
}
void MD5ModelNode::onInsertIntoScene(scene::IMapRootNode& root)
{
// Renderables will acquire their shaders in onPreRender
_model->foreachSurface([&](const MD5Surface& surface)
{
_renderableSurfaces.emplace_back(
std::make_shared<model::RenderableModelSurface>(surface, localToWorld())
);
});
Node::onInsertIntoScene(root);
}
void MD5ModelNode::onRemoveFromScene(scene::IMapRootNode& root)
{
Node::onRemoveFromScene(root);
_renderableSurfaces.clear();
}
void MD5ModelNode::testSelect(Selector& selector, SelectionTest& test)
{
_model->testSelect(selector, test, localToWorld());
}
bool MD5ModelNode::getIntersection(const Ray& ray, Vector3& intersection)
{
return _model->getIntersection(ray, intersection, localToWorld());
}
void MD5ModelNode::onPreRender(const VolumeTest& volume)
{
assert(_renderEntity);
// Attach renderables (or do nothing if everything is up to date)
attachToShaders();
if (_showSkeleton.get())
{
_renderableSkeleton.queueUpdate();
_renderableSkeleton.update(_renderEntity->getColourShader());
}
else
{
_renderableSkeleton.clear();
}
}
void MD5ModelNode::renderHighlights(IRenderableCollector& collector, const VolumeTest& volume)
{
auto identity = Matrix4::getIdentity();
for (const auto& surface : _renderableSurfaces)
{
collector.addHighlightRenderable(*surface, identity);
}
}
void MD5ModelNode::setRenderSystem(const RenderSystemPtr& renderSystem)
{
Node::setRenderSystem(renderSystem);
// Detach renderables on render system change
detachFromShaders();
}
void MD5ModelNode::detachFromShaders()
{
// Detach any existing surfaces. In case we need them again,
// the node will re-attach in the next pre-render phase
for (auto& surface : _renderableSurfaces)
{
surface->detach();
if (_renderEntity)
{
_renderEntity->removeRenderable(surface);
}
}
_attachedToShaders = false;
}
void MD5ModelNode::attachToShaders()
{
if (_attachedToShaders || !_renderEntity) return;
auto renderSystem = _renderSystem.lock();
if (!renderSystem) return;
for (auto& surface : _renderableSurfaces)
{
auto shader = renderSystem->capture(surface->getSurface().getActiveMaterial());
surface->attachToShader(shader);
// For orthoview rendering we need the entity's wireframe shader
surface->attachToShader(_renderEntity->getWireShader());
// Attach to the render entity for lighting mode rendering
_renderEntity->addRenderable(surface, shader);
}
_attachedToShaders = true;
}
std::string MD5ModelNode::getSkin() const
{
return _skin;
}
void MD5ModelNode::skinChanged(const std::string& newSkinName)
{
// greebo: Store the new skin name locally
_skin = newSkinName;
// greebo: Acquire the ModelSkin reference from the SkinCache
// Note: This always returns a valid reference
ModelSkin& skin = GlobalModelSkinCache().capture(_skin);
_model->applySkin(skin);
// Detach from existing shaders, re-acquire them in onPreRender
detachFromShaders();
// Refresh the scene
GlobalSceneGraph().sceneChanged();
}
void MD5ModelNode::onVisibilityChanged(bool isVisibleNow)
{
if (isVisibleNow)
{
attachToShaders();
}
else
{
detachFromShaders();
}
}
void MD5ModelNode::onModelAnimationUpdated()
{
for (auto& surface : _renderableSurfaces)
{
surface->queueUpdate();
}
}
void MD5ModelNode::transformChangedLocal()
{
Node::transformChangedLocal();
for (auto& surface : _renderableSurfaces)
{
surface->boundsChanged();
}
}
} // namespace md5