/
RegionManager.cpp
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RegionManager.cpp
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#include "RegionManager.h"
#include "i18n.h"
#include "brush/TexDef.h"
#include "ibrush.h"
#include "icamera.h"
#include "iorthoview.h"
#include "ientity.h"
#include "ieclass.h"
#include "imainframe.h"
#include "imru.h"
#include "ifiletypes.h"
#include "iscenegraph.h"
#include "iselection.h"
#include "ieventmanager.h"
#include "imapformat.h"
#include "scenelib.h"
#include "selectionlib.h"
#include "shaderlib.h"
#include "gamelib.h"
#include "string/string.h"
#include "registry/registry.h"
#include "brush/Brush.h"
#include "RegionWalkers.h"
#include "MapFileManager.h"
#include "selection/algorithm/Primitives.h"
#include "selection/algorithm/General.h"
#include "map/MapResource.h"
#include "map/Map.h"
#include "module/StaticModule.h"
#include "command/ExecutionFailure.h"
#include "command/ExecutionNotPossible.h"
#include <memory>
namespace map
{
namespace
{
typedef std::shared_ptr<RegionManager> RegionManagerPtr;
const std::string GKEY_PLAYER_START_ECLASS = "/mapFormat/playerStartPoint";
}
RegionManager::RegionManager() :
_active(false)
{}
bool RegionManager::isEnabled() const
{
return _active;
}
void RegionManager::disable()
{
_active = false;
_bounds = AABB::createFromMinMax(Vector3(1,1,1)*_worldMin, Vector3(1,1,1)*_worldMax);
// Create a 64 unit border from the max world coord
_bounds.extents -= Vector3(1,1,1)*64;
// Disable the exclude bit on all the scenegraph nodes
ExcludeAllWalker walker(false);
GlobalSceneGraph().root()->traverse(walker);
}
void RegionManager::enable() {
if (!_bounds.isValid()) {
return;
}
_active = true;
// Show all elements within the current region / hide the outsiders
ExcludeRegionedWalker walker(false, _bounds);
GlobalSceneGraph().root()->traverse(walker);
}
void RegionManager::clear()
{
for (int i = 0; i < 6; i++) {
_brushes[i] = scene::INodePtr();
}
_playerStart.reset();
}
const AABB& RegionManager::getRegion() const {
return _bounds;
}
void RegionManager::getMinMax(Vector3& regionMin, Vector3& regionMax) const {
if (isEnabled()) {
regionMin = _bounds.origin - _bounds.extents;
regionMax = _bounds.origin + _bounds.extents;
}
else {
// Set the region corners to the maximum available coords
regionMin = Vector3(1,1,1)*_worldMin;
regionMax = Vector3(1,1,1)*_worldMax;
}
}
AABB RegionManager::getRegionBounds()
{
if (isEnabled())
{
return _bounds;
}
// Set the region bounds to the maximum available size
return AABB(Vector3(0, 0, 0), Vector3(_worldMax, _worldMax, _worldMax));
}
void RegionManager::setRegion(const AABB& aabb, bool autoEnable) {
_bounds = aabb;
if (autoEnable) {
enable();
}
}
void RegionManager::setRegionFromXY(Vector2 topLeft, Vector2 lowerRight) {
// Reset the regioning before doing anything else
disable();
// Make sure the given coordinates are correctly sorted
for (unsigned int i = 0; i < 2; i++) {
if (lowerRight[i] < topLeft[i]) {
std::swap(lowerRight[i], topLeft[i]);
}
}
Vector3 min(topLeft[0], topLeft[1], _worldMin + 64);
Vector3 max(lowerRight[0], lowerRight[1], _worldMax - 64);
// Create an AABB out of the given vectors and set the region (enable() is triggered)
setRegion(AABB::createFromMinMax(min, max));
}
void RegionManager::addRegionBrushes()
{
for (int i = 0; i < 6; i++)
{
// Create a new brush
_brushes[i] = GlobalBrushCreator().createBrush();
// Insert it into worldspawn
scene::addNodeToContainer(_brushes[i], GlobalMap().findOrInsertWorldspawn());
}
// Obtain the size of the region (the corners)
Vector3 min;
Vector3 max;
getMinMax(min, max);
// Construct the region brushes (use the legacy GtkRadiant method, it works...)
constructRegionBrushes(_brushes, min, max);
// Get the player start EClass pointer
auto eClassPlayerStart = game::current::getValue<std::string>(GKEY_PLAYER_START_ECLASS);
auto playerStart = GlobalEntityClassManager().findOrInsert(eClassPlayerStart, false);
// Create the info_player_start entity
_playerStart = GlobalEntityModule().createEntity(playerStart);
try
{
auto& camView = GlobalCameraView().getActiveView();
// Obtain the camera origin = player start point
Vector3 camOrigin = camView.getCameraOrigin();
// Get the start angle of the player start point
auto angle = camView.getCameraAngles()[ui::CAMERA_YAW];
// Check if the camera origin is within the region
if (!_bounds.intersects(camOrigin))
{
throw cmd::ExecutionFailure(
_("Warning: Camera not within region, can't set info_player_start.")
);
}
// Set the origin key of the playerStart entity
_playerStart->getEntity().setKeyValue("origin", string::to_string(camOrigin));
_playerStart->getEntity().setKeyValue("angle", string::to_string(angle));
}
catch (const cmd::ExecutionFailure& ex)
{
throw ex; // let this one slip through
}
catch (const std::runtime_error&)
{
// CamWnd not available, log this
throw cmd::ExecutionFailure("Failed to read camera position.");
}
// Insert the info_player_start into the scenegraph root
GlobalSceneGraph().root()->addChildNode(_playerStart);
}
void RegionManager::constructRegionBrushes(scene::INodePtr brushes[6], const Vector3& region_mins, const Vector3& region_maxs)
{
const float THICKNESS = 10;
{
// set mins
Vector3 mins(region_mins[0]-THICKNESS, region_mins[1]-THICKNESS, region_mins[2]-THICKNESS);
// vary maxs
for (std::size_t i = 0; i < 3; i++)
{
Vector3 maxs(region_maxs[0]+THICKNESS, region_maxs[1]+THICKNESS, region_maxs[2]+THICKNESS);
maxs[i] = region_mins[i];
Brush& brush = *Node_getBrush(brushes[i]);
brush.constructCuboid(AABB::createFromMinMax(mins, maxs),
texdef_name_default());
}
}
{
// set maxs
Vector3 maxs(region_maxs[0]+THICKNESS, region_maxs[1]+THICKNESS, region_maxs[2]+THICKNESS);
// vary mins
for (std::size_t i = 0; i < 3; i++)
{
Vector3 mins(region_mins[0]-THICKNESS, region_mins[1]-THICKNESS, region_mins[2]-THICKNESS);
mins[i] = region_maxs[i];
Brush& brush = *Node_getBrush(brushes[i+3]);
brush.constructCuboid(AABB::createFromMinMax(mins, maxs),
texdef_name_default());
}
}
}
void RegionManager::removeRegionBrushes() {
for (int i = 0; i < 6; i++) {
// Remove the brushes from the scene
if (_brushes[i] != NULL) {
GlobalMap().findOrInsertWorldspawn()->removeChildNode(_brushes[i]);
_brushes[i] = scene::INodePtr();
}
}
if (_playerStart)
{
GlobalSceneGraph().root()->removeChildNode(_playerStart);
}
}
// Static members (used as command targets for EventManager)
void RegionManager::disableRegion(const cmd::ArgumentList& args) {
disable();
SceneChangeNotify();
}
void RegionManager::setRegionXY(const cmd::ArgumentList& args)
{
try
{
// Obtain the current XY orthoview, if there is one
auto& xyWnd = GlobalXYWndManager().getViewByType(XY);
const auto& origin = xyWnd.getOrigin();
Vector2 topLeft(
origin[0] - 0.5f * xyWnd.getWidth() / xyWnd.getScale(),
origin[1] - 0.5f * xyWnd.getHeight() / xyWnd.getScale()
);
Vector2 lowerRight(
origin[0] + 0.5f * xyWnd.getWidth() / xyWnd.getScale(),
origin[1] + 0.5f * xyWnd.getHeight() / xyWnd.getScale()
);
// Set the bounds from the calculated XY rectangle
setRegionFromXY(topLeft, lowerRight);
SceneChangeNotify();
}
catch (const std::runtime_error&)
{
disable();
throw cmd::ExecutionFailure(_("Could not set Region: XY Top View not found."));
}
}
void RegionManager::setRegionFromBrush(const cmd::ArgumentList& args)
{
const SelectionInfo& info = GlobalSelectionSystem().getSelectionInfo();
// Check, if exactly one brush is selected
if (info.brushCount == 1 && info.totalCount == 1) {
// Get the selected node
const scene::INodePtr& node = GlobalSelectionSystem().ultimateSelected();
// Set the bounds of the region to the selection's extents
setRegion(node->worldAABB());
// Delete the currently selected brush (undoable command)
{
UndoableCommand undo("deleteSelected");
selection::algorithm::deleteSelection();
}
SceneChangeNotify();
}
else
{
disable();
throw cmd::ExecutionFailure(_("Could not set Region: please select a single Brush."));
}
}
void RegionManager::setRegionFromSelection(const cmd::ArgumentList& args)
{
const SelectionInfo& info = GlobalSelectionSystem().getSelectionInfo();
// Check, if there is anything selected
if (info.totalCount > 0)
{
if (GlobalSelectionSystem().Mode() != SelectionSystem::eComponent)
{
// Obtain the selection size (its min/max vectors)
AABB regionBounds = GlobalSelectionSystem().getWorkZone().bounds;
// Set the region
setRegion(regionBounds);
// De-select all the selected items
GlobalSelectionSystem().setSelectedAll(false);
// Re-draw the scene
SceneChangeNotify();
}
else
{
disable();
throw cmd::ExecutionNotPossible(_("This command is not available in component mode."));
}
}
else
{
disable();
throw cmd::ExecutionNotPossible(_("Cannot set Region: nothing selected."));
}
}
void RegionManager::traverseRegion(const scene::INodePtr& root, scene::NodeVisitor& nodeExporter)
{
// Pass the given Walker on to the ExcludeWalker,
// which calls the nodeExporter.pre() and .post() methods if the visited item is regioned.
ExcludeNonRegionedWalker visitor(nodeExporter);
root->traverseChildren(visitor);
}
void RegionManager::saveRegion(const cmd::ArgumentList& args)
{
// Query the desired filename from the user
MapFileSelection fileInfo =
MapFileManager::getMapFileSelection(false, _("Export region"), filetype::TYPE_REGION);
if (!fileInfo.fullPath.empty())
{
// Filename is ok, start preparation
// Save the old region
AABB oldRegionAABB = getRegion();
// Now check for the effective bounds so that all visible items are included
AABB visibleBounds = getVisibleBounds();
// Set the region bounds, but don't traverse the graph!
setRegion(visibleBounds, false);
// Add the region brushes
addRegionBrushes();
if (!fileInfo.mapFormat)
{
fileInfo.mapFormat = GlobalMapFormatManager().getMapFormatForFilename(fileInfo.fullPath);
}
// Save the map and pass the RegionManager::traverseRegion functor
// that assures that only regioned items are traversed
MapResource::saveFile(*fileInfo.mapFormat,
GlobalSceneGraph().root(),
RegionManager::traverseRegion,
fileInfo.fullPath);
// Remove the region brushes
removeRegionBrushes();
// Set the region AABB back to the state before saving
setRegion(oldRegionAABB, false);
// Add the filename to the recently used map list
GlobalMRU().insert(fileInfo.fullPath);
}
}
void RegionManager::initialiseCommands()
{
GlobalCommandSystem().addCommand("SaveRegion", std::bind(&RegionManager::saveRegion, this, std::placeholders::_1));
GlobalCommandSystem().addCommand("RegionOff", std::bind(&RegionManager::disableRegion, this, std::placeholders::_1));
GlobalCommandSystem().addCommand("RegionSetXY", std::bind(&RegionManager::setRegionXY, this, std::placeholders::_1));
GlobalCommandSystem().addCommand("RegionSetBrush", std::bind(&RegionManager::setRegionFromBrush, this, std::placeholders::_1));
GlobalCommandSystem().addCommand("RegionSetSelection", std::bind(&RegionManager::setRegionFromSelection, this, std::placeholders::_1));
}
const std::string& RegionManager::getName() const
{
static std::string _name(MODULE_REGION_MANAGER);
return _name;
}
const StringSet& RegionManager::getDependencies() const
{
static StringSet _dependencies;
if (_dependencies.empty())
{
_dependencies.insert(MODULE_MAP);
_dependencies.insert(MODULE_COMMANDSYSTEM);
}
return _dependencies;
}
void RegionManager::initialiseModule(const ApplicationContext& ctx)
{
rMessage() << getName() << "::initialiseModule called." << std::endl;
initialiseCommands();
_worldMin = game::current::getValue<float>("/defaults/minWorldCoord");
_worldMax = game::current::getValue<float>("/defaults/maxWorldCoord");
for (int i = 0; i < 6; i++)
{
_brushes[i].reset();
}
GlobalMap().signal_mapEvent().connect(
sigc::mem_fun(*this, &RegionManager::onMapEvent));
}
void RegionManager::onMapEvent(IMap::MapEvent ev)
{
if (ev == IMap::MapUnloading)
{
// Turn regioning off when unloading the map
disable();
clear();
}
else if (ev == IMap::MapLoaded)
{
// Disable when a new map has been loaded
disable();
}
}
AABB RegionManager::getVisibleBounds()
{
AABB returnValue;
GlobalSceneGraph().root()->foreachNode([&](const scene::INodePtr& node)
{
if (node->visible())
{
returnValue.includeAABB(node->worldAABB());
}
return true;
});
return returnValue;
}
module::StaticModule<RegionManager> staticRegionManagerModule;
} // namespace