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EntityNode.cpp
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EntityNode.cpp
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#include "EntityNode.h"
#include "i18n.h"
#include "itextstream.h"
#include "icounter.h"
#include "EntitySettings.h"
namespace entity
{
EntityNode::EntityNode(const IEntityClassPtr& eclass) :
TargetableNode(_entity, *this),
_eclass(eclass),
_entity(_eclass),
_namespaceManager(_entity),
_nameKey(_entity),
_renderableName(_nameKey),
_modelKey(*this),
_keyObservers(_entity),
_shaderParms(_keyObservers, _colourKey),
_direction(1,0,0)
{}
EntityNode::EntityNode(const EntityNode& other) :
IEntityNode(other),
SelectableNode(other),
SelectionTestable(other),
Namespaced(other),
TargetableNode(_entity, *this),
Transformable(other),
MatrixTransform(other),
scene::Cloneable(other),
_eclass(other._eclass),
_entity(other._entity),
_namespaceManager(_entity),
_nameKey(_entity),
_renderableName(_nameKey),
_modelKey(*this),
_keyObservers(_entity),
_shaderParms(_keyObservers, _colourKey),
_direction(1,0,0)
{}
EntityNode::~EntityNode()
{
destruct();
}
void EntityNode::construct()
{
_eclassChangedConn = _eclass->changedSignal().connect([this]()
{
this->onEntityClassChanged();
});
TargetableNode::construct();
addKeyObserver("name", _nameKey);
addKeyObserver("_color", _colourKey);
_modelKeyObserver.setCallback(std::bind(&EntityNode::_modelKeyChanged, this, std::placeholders::_1));
addKeyObserver("model", _modelKeyObserver);
// Connect the skin keyvalue change handler directly to the model node manager
_skinKeyObserver.setCallback(std::bind(&ModelKey::skinChanged, &_modelKey, std::placeholders::_1));
addKeyObserver("skin", _skinKeyObserver);
_shaderParms.addKeyObservers();
}
void EntityNode::destruct()
{
_shaderParms.removeKeyObservers();
removeKeyObserver("skin", _skinKeyObserver);
_modelKey.setActive(false); // disable callbacks during destruction
removeKeyObserver("model", _modelKeyObserver);
removeKeyObserver("_color", _colourKey);
removeKeyObserver("name", _nameKey);
_eclassChangedConn.disconnect();
TargetableNode::destruct();
}
void EntityNode::onEntityClassChanged()
{
// By default, we notify the KeyObservers attached to this entity
_keyObservers.refreshObservers();
}
void EntityNode::addKeyObserver(const std::string& key, KeyObserver& observer)
{
_keyObservers.insert(key, observer);
}
void EntityNode::removeKeyObserver(const std::string& key, KeyObserver& observer)
{
_keyObservers.erase(key, observer);
}
Entity& EntityNode::getEntity()
{
return _entity;
}
void EntityNode::refreshModel()
{
_modelKey.refreshModel();
}
float EntityNode::getShaderParm(int parmNum) const
{
return _shaderParms.getParmValue(parmNum);
}
const Vector3& EntityNode::getDirection() const
{
return _direction;
}
void EntityNode::testSelect(Selector& selector, SelectionTest& test)
{
test.BeginMesh(localToWorld());
// Pass the call down to the model node, if applicable
SelectionTestablePtr selectionTestable = Node_getSelectionTestable(_modelKey.getNode());
if (selectionTestable)
{
selectionTestable->testSelect(selector, test);
}
}
std::string EntityNode::getName() const {
return _namespaceManager.getName();
}
void EntityNode::setNamespace(INamespace* space) {
_namespaceManager.setNamespace(space);
}
INamespace* EntityNode::getNamespace() const {
return _namespaceManager.getNamespace();
}
void EntityNode::connectNameObservers() {
_namespaceManager.connectNameObservers();
}
void EntityNode::disconnectNameObservers() {
_namespaceManager.disconnectNameObservers();
}
void EntityNode::attachNames() {
_namespaceManager.attachNames();
}
void EntityNode::detachNames() {
_namespaceManager.detachNames();
}
void EntityNode::changeName(const std::string& newName) {
_namespaceManager.changeName(newName);
}
void EntityNode::onInsertIntoScene(scene::IMapRootNode& root)
{
GlobalCounters().getCounter(counterEntities).increment();
_entity.connectUndoSystem(root.getUndoChangeTracker());
_modelKey.connectUndoSystem(root.getUndoChangeTracker());
SelectableNode::onInsertIntoScene(root);
TargetableNode::onInsertIntoScene(root);
}
void EntityNode::onRemoveFromScene(scene::IMapRootNode& root)
{
TargetableNode::onRemoveFromScene(root);
SelectableNode::onRemoveFromScene(root);
_modelKey.disconnectUndoSystem(root.getUndoChangeTracker());
_entity.disconnectUndoSystem(root.getUndoChangeTracker());
GlobalCounters().getCounter(counterEntities).decrement();
}
void EntityNode::onChildAdded(const scene::INodePtr& child)
{
// Let the child know which renderEntity it has - this has to happen before onChildAdded()
child->setRenderEntity(this);
Node::onChildAdded(child);
}
void EntityNode::onChildRemoved(const scene::INodePtr& child)
{
Node::onChildRemoved(child);
// Leave the renderEntity on the child until this point - this has to happen after onChildRemoved()
// greebo: Double-check that we're the currently assigned renderentity - in some cases nodes on the undostack
// keep references to child nodes - we should never NULLify renderentities of nodes that are not assigned to us
IRenderEntity* curRenderEntity = child->getRenderEntity();
if (curRenderEntity && curRenderEntity == this)
{
child->setRenderEntity(nullptr);
}
else
{
rWarning() << "[EntityNode] the child being removed is already assigned to a different render entity." << std::endl;
}
}
std::string EntityNode::name() const
{
return _nameKey.name();
}
scene::INode::Type EntityNode::getNodeType() const
{
return Type::Entity;
}
void EntityNode::renderSolid(RenderableCollector& collector, const VolumeTest& volume) const
{
// Nothing here
}
void EntityNode::renderWireframe(RenderableCollector& collector,
const VolumeTest& volume) const
{
// Submit renderable text name if required
if (EntitySettings::InstancePtr()->getRenderEntityNames())
{
collector.addRenderable(getWireShader(), _renderableName, localToWorld());
}
}
void EntityNode::setRenderSystem(const RenderSystemPtr& renderSystem)
{
SelectableNode::setRenderSystem(renderSystem);
if (renderSystem)
{
_fillShader = renderSystem->capture(_entity.getEntityClass()->getFillShader());
_wireShader = renderSystem->capture(_entity.getEntityClass()->getWireShader());
}
else
{
_fillShader.reset();
_wireShader.reset();
}
// The colour key is maintaining a shader object as well
_colourKey.setRenderSystem(renderSystem);
}
std::size_t EntityNode::getHighlightFlags()
{
if (!isSelected()) return Highlight::NoHighlight;
return isGroupMember() ? (Highlight::Selected | Highlight::GroupMember) : Highlight::Selected;
}
const Vector3& EntityNode::getColour() const
{
return _colourKey.getColour();
}
const ShaderPtr& EntityNode::getColourShader() const
{
return _colourKey.getWireShader();
}
ModelKey& EntityNode::getModelKey()
{
return _modelKey;
}
void EntityNode::onModelKeyChanged(const std::string& value)
{
// Default implementation suitable for Light, Generic and EClassModel
// Dispatch the call to the key observer, which will create the child node
_modelKey.modelChanged(value);
}
void EntityNode::_modelKeyChanged(const std::string& value)
{
// Wrap the call to the virtual event
onModelKeyChanged(value);
}
const ShaderPtr& EntityNode::getWireShader() const
{
return _wireShader;
}
const ShaderPtr& EntityNode::getFillShader() const
{
return _fillShader;
}
void EntityNode::onPostUndo()
{
// After undo operations there might remain some child nodes
// without renderentity, rectify that
foreachNode([&] (const scene::INodePtr& child)->bool
{
child->setRenderEntity(this);
return true;
});
}
void EntityNode::onPostRedo()
{
// After redo operations there might remain some child nodes
// without renderentity, rectify that
foreachNode([&] (const scene::INodePtr& child)->bool
{
child->setRenderEntity(this);
return true;
});
}
} // namespace entity