/
EntityModule.cpp
326 lines (257 loc) · 10 KB
/
EntityModule.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
#include "EntityModule.h"
#include "itextstream.h"
#include "icommandsystem.h"
#include "imap.h"
#include "iselection.h"
#include "i18n.h"
#include "entitylib.h"
#include "gamelib.h"
#include "selectionlib.h"
#include "string/replace.h"
#include "SpawnArgs.h"
#include "light/LightNode.h"
#include "doom3group/StaticGeometryNode.h"
#include "speaker/SpeakerNode.h"
#include "generic/GenericEntityNode.h"
#include "eclassmodel/EclassModelNode.h"
#include "target/TargetManager.h"
#include "module/StaticModule.h"
#include "EntitySettings.h"
#include "selection/algorithm/General.h"
#include "selection/algorithm/Group.h"
#include "selection/algorithm/Entity.h"
#include "selection/algorithm/Shader.h"
#include "command/ExecutionFailure.h"
#include "eclass.h"
#include "algorithm/Speaker.h"
namespace entity
{
// Default radius of lights is 320 (Q4) rather than 300 (D3)
// since the grid is usually a multiple of 8.
const float DEFAULT_LIGHT_RADIUS = 320;
// Function to return an AABB based on the current workzone AABB (retrieved
// from the currently selected brushes), or to use the default light radius
// if the workzone AABB is not valid or none is available.
AABB Doom3Light_getBounds(AABB aabb)
{
// If the extents are 0 or invalid (-1), replace with the default radius
for (int i = 0; i < 3; i++)
{
if (aabb.extents[i] <= 0)
{
aabb.extents[i] = DEFAULT_LIGHT_RADIUS;
}
}
return aabb;
}
IEntityNodePtr createNodeForEntity(const IEntityClassPtr& eclass)
{
// Null entityclass check
if (!eclass)
{
throw std::runtime_error(
_("createNodeForEntity(): cannot create entity for NULL entityclass.")
);
}
// Otherwise create the correct entity subclass based on the entity class parameters.
switch (eclass->getClassType())
{
case IEntityClass::Type::Light:
return LightNode::Create(eclass);
case IEntityClass::Type::StaticGeometry:
return StaticGeometryNode::Create(eclass); // Variable size entity
case IEntityClass::Type::EntityClassModel:
return EclassModelNode::Create(eclass); // Fixed size, has model path
case IEntityClass::Type::Speaker:
return SpeakerNode::create(eclass);
case IEntityClass::Type::Generic:
return GenericEntityNode::Create(eclass); // Fixed size, no model path
default:
throw std::invalid_argument("Entity class type " +
string::to_string(static_cast<int>(eclass->getClassType())) + " is not supported");
}
}
IEntityNodePtr Doom3EntityModule::createEntity(const IEntityClassPtr& eclass)
{
IEntityNodePtr node = createNodeForEntity(eclass);
if (GlobalMapModule().getRoot())
{
// All entities are created in the active layer by default
node->moveToLayer(GlobalMapModule().getRoot()->getLayerManager().getActiveLayer());
}
node->getEntity().setKeyValue("classname", eclass->getDeclName());
// If this is not a worldspawn or unrecognised entity, generate a unique
// name for it
const std::string& eclassName = eclass->getDeclName();
if (!eclassName.empty() &&
eclassName != "worldspawn" &&
eclassName != "UNKNOWN_CLASS")
{
/* Clean up the name of the entity that is about the created
* so that nothing bad can happen (for example, the colon character
* seems to be causing problems in Doom 3 Scripting)
*/
std::string entityName = string::replace_all_copy(eclassName, ":", "_") + "_1";
node->getEntity().setKeyValue("name", entityName);
}
return node;
}
IEntityNodePtr Doom3EntityModule::createEntityFromSelection(const std::string& name, const Vector3& origin)
{
// Obtain the structure containing the selection counts
const SelectionInfo& info = GlobalSelectionSystem().getSelectionInfo();
IEntityClassPtr entityClass = GlobalEntityClassManager().findOrInsert(name, true);
// TODO: to be replaced by inheritance-based class detection
bool isModel = (info.totalCount == 0 && name == "func_static");
// Some entities are based on the size of the currently-selected primitive(s)
bool primitivesSelected = info.brushCount > 0 || info.patchCount > 0;
if (!(entityClass->isFixedSize() || isModel) && !primitivesSelected) {
throw cmd::ExecutionFailure(
fmt::format(_("Unable to create entity {0}, no brushes selected."), name)
);
}
// Get the selection workzone bounds
AABB workzone = GlobalSelectionSystem().getWorkZone().bounds;
// Create the new node for the entity
IEntityNodePtr node(GlobalEntityModule().createEntity(entityClass));
GlobalSceneGraph().root()->addChildNode(node);
// The layer list we're moving the newly created node/subgraph into
scene::LayerList targetLayers;
if (entityClass->isFixedSize() || (isModel && !primitivesSelected))
{
selection::algorithm::deleteSelection();
ITransformablePtr transform = scene::node_cast<ITransformable>(node);
if (transform != 0) {
transform->setType(TRANSFORM_PRIMITIVE);
transform->setTranslation(origin);
transform->freezeTransform();
}
GlobalSelectionSystem().setSelectedAll(false);
// Move the item to the active layer
if (GlobalMapModule().getRoot())
{
targetLayers.insert(GlobalMapModule().getRoot()->getLayerManager().getActiveLayer());
}
Node_setSelected(node, true);
}
else // brush-based entity
{
// Add selected brushes as children of non-fixed entity
node->getEntity().setKeyValue("model", node->getEntity().getKeyValue("name"));
// Take the selection center as new origin
Vector3 newOrigin = selection::algorithm::getCurrentSelectionCenter();
node->getEntity().setKeyValue("origin", string::to_string(newOrigin));
// If there is an "editor_material" class attribute, apply this shader
// to all of the selected primitives before parenting them
std::string material = node->getEntity().getEntityClass()->getAttributeValue("editor_material");
if (!material.empty())
{
selection::applyShaderToSelection(material);
}
// If we had primitives to reparent, the new entity should inherit the layer info from them
if (primitivesSelected)
{
scene::INodePtr primitive = GlobalSelectionSystem().ultimateSelected();
targetLayers = primitive->getLayers();
}
// Otherwise move the item to the active layer
else if (GlobalMapModule().getRoot())
{
targetLayers.insert(GlobalMapModule().getRoot()->getLayerManager().getActiveLayer());
}
// Parent the selected primitives to the new node
selection::algorithm::ParentPrimitivesToEntityWalker walker(node);
GlobalSelectionSystem().foreachSelected(walker);
walker.reparent();
// De-select the children and select the newly created parent entity
GlobalSelectionSystem().setSelectedAll(false);
Node_setSelected(node, true);
}
// Assign the layers - including all child nodes (#2864)
scene::AssignNodeToLayersWalker layerWalker(targetLayers);
node->traverse(layerWalker);
// Set the light radius and origin
if (entityClass->isLight() && primitivesSelected)
{
AABB bounds(Doom3Light_getBounds(workzone));
node->getEntity().setKeyValue("origin",
string::to_string(bounds.getOrigin()));
node->getEntity().setKeyValue("light_radius",
string::to_string(bounds.getExtents()));
}
// Check for auto-setting key values. TODO: use forEachAttribute
// directly here.
eclass::AttributeList list = eclass::getSpawnargsWithPrefix(
entityClass, "editor_setKeyValue"
);
if (!list.empty())
{
for (const auto& attr : list)
{
// Cut off the "editor_setKeyValueN " string from the key to get the spawnarg name
std::string key = attr.getName().substr(attr.getName().find_first_of(' ') + 1);
node->getEntity().setKeyValue(key, attr.getValue());
}
}
// Return the new node
return node;
}
ITargetManagerPtr Doom3EntityModule::createTargetManager()
{
return std::make_shared<TargetManager>();
}
IEntitySettings& Doom3EntityModule::getSettings()
{
return *EntitySettings::InstancePtr();
}
// RegisterableModule implementation
const std::string& Doom3EntityModule::getName() const
{
static std::string _name(MODULE_ENTITY);
return _name;
}
const StringSet& Doom3EntityModule::getDependencies() const
{
static StringSet _dependencies;
if (_dependencies.empty())
{
_dependencies.insert(MODULE_XMLREGISTRY);
_dependencies.insert(MODULE_MAP);
_dependencies.insert(MODULE_GAMEMANAGER);
_dependencies.insert(MODULE_COMMANDSYSTEM);
}
return _dependencies;
}
void Doom3EntityModule::initialiseModule(const IApplicationContext& ctx)
{
rMessage() << getName() << "::initialiseModule called." << std::endl;
LightShader::m_defaultShader = game::current::getValue<std::string>("/defaults/lightShader");
GlobalCommandSystem().addCommand("CreateSpeaker", std::bind(&algorithm::CreateSpeaker, std::placeholders::_1),
{ cmd::ARGTYPE_STRING, cmd::ARGTYPE_VECTOR3 });
_settingsListener = EntitySettings::InstancePtr()->signal_settingsChanged().connect(
sigc::mem_fun(this, &Doom3EntityModule::onEntitySettingsChanged));
}
void Doom3EntityModule::shutdownModule()
{
rMessage() << getName() << "::shutdownModule called." << std::endl;
_settingsListener.disconnect();
// Destroy the settings instance
EntitySettings::destroy();
}
void Doom3EntityModule::onEntitySettingsChanged()
{
if (!GlobalMapModule().getRoot()) return;
// Actively notify all EntityNodes about the settings change
GlobalMapModule().getRoot()->foreachNode([](const scene::INodePtr& node)
{
auto entity = std::dynamic_pointer_cast<EntityNode>(node);
if (entity)
{
entity->onEntitySettingsChanged();
}
return true;
});
}
// Static module instance
module::StaticModuleRegistration<Doom3EntityModule> entityModule;
} // namespace entity