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entitylib.h
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entitylib.h
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#pragma once
#include "debugging/debugging.h"
#include "ientity.h"
#include "ieclass.h"
#include "irender.h"
#include "iselection.h"
#include "igl.h"
#include "iselectiontest.h"
#include "generic/callback.h"
#include "math/AABB.h"
#include "scenelib.h"
#include <list>
#include <set>
class SelectionIntersection;
inline void aabb_testselect(const AABB& aabb, SelectionTest& test, SelectionIntersection& best)
{
const IndexPointer::index_type indices[24] = {
2, 1, 5, 6,
1, 0, 4, 5,
0, 1, 2, 3,
3, 7, 4, 0,
3, 2, 6, 7,
7, 6, 5, 4,
};
Vector3 points[8];
aabb.getCorners(points);
VertexPointer pointer(points, sizeof(Vector3));
test.TestQuads(pointer, IndexPointer(indices, 24), best);
}
inline void aabb_draw_wire(const Vector3 points[8])
{
typedef unsigned int index_t;
index_t indices[24] = {
0, 1, 1, 2, 2, 3, 3, 0,
4, 5, 5, 6, 6, 7, 7, 4,
0, 4, 1, 5, 2, 6, 3, 7,
};
#if 1
glVertexPointer(3, GL_DOUBLE, 0, points);
glDrawElements(GL_LINES, sizeof(indices)/sizeof(index_t), GL_UNSIGNED_INT, indices);
#else
glBegin(GL_LINES);
for(std::size_t i = 0; i < sizeof(indices)/sizeof(index_t); ++i)
{
glVertex3dv(points[indices[i]]);
}
glEnd();
#endif
}
inline void aabb_draw_flatshade(const Vector3 points[8])
{
glBegin(GL_QUADS);
glNormal3dv(aabb_normals[0]);
glVertex3dv(points[2]);
glVertex3dv(points[1]);
glVertex3dv(points[5]);
glVertex3dv(points[6]);
glNormal3dv(aabb_normals[1]);
glVertex3dv(points[1]);
glVertex3dv(points[0]);
glVertex3dv(points[4]);
glVertex3dv(points[5]);
glNormal3dv(aabb_normals[2]);
glVertex3dv(points[0]);
glVertex3dv(points[1]);
glVertex3dv(points[2]);
glVertex3dv(points[3]);
glNormal3dv(aabb_normals[3]);
glVertex3dv(points[0]);
glVertex3dv(points[3]);
glVertex3dv(points[7]);
glVertex3dv(points[4]);
glNormal3dv(aabb_normals[4]);
glVertex3dv(points[3]);
glVertex3dv(points[2]);
glVertex3dv(points[6]);
glVertex3dv(points[7]);
glNormal3dv(aabb_normals[5]);
glVertex3dv(points[7]);
glVertex3dv(points[6]);
glVertex3dv(points[5]);
glVertex3dv(points[4]);
glEnd();
}
inline void aabb_draw_wire(const AABB& aabb)
{
Vector3 points[8];
aabb.getCorners(points);
aabb_draw_wire(points);
}
inline void aabb_draw_flatshade(const AABB& aabb)
{
Vector3 points[8];
aabb.getCorners(points);
aabb_draw_flatshade(points);
}
inline void aabb_draw_textured(const AABB& aabb)
{
Vector3 points[8];
aabb.getCorners(points);
glBegin(GL_QUADS);
glNormal3dv(aabb_normals[0]);
glTexCoord2dv(aabb_texcoord_topleft);
glVertex3dv(points[2]);
glTexCoord2dv(aabb_texcoord_topright);
glVertex3dv(points[1]);
glTexCoord2dv(aabb_texcoord_botright);
glVertex3dv(points[5]);
glTexCoord2dv(aabb_texcoord_botleft);
glVertex3dv(points[6]);
glNormal3dv(aabb_normals[1]);
glTexCoord2dv(aabb_texcoord_topleft);
glVertex3dv(points[1]);
glTexCoord2dv(aabb_texcoord_topright);
glVertex3dv(points[0]);
glTexCoord2dv(aabb_texcoord_botright);
glVertex3dv(points[4]);
glTexCoord2dv(aabb_texcoord_botleft);
glVertex3dv(points[5]);
glNormal3dv(aabb_normals[2]);
glTexCoord2dv(aabb_texcoord_topleft);
glVertex3dv(points[0]);
glTexCoord2dv(aabb_texcoord_topright);
glVertex3dv(points[1]);
glTexCoord2dv(aabb_texcoord_botright);
glVertex3dv(points[2]);
glTexCoord2dv(aabb_texcoord_botleft);
glVertex3dv(points[3]);
glNormal3dv(aabb_normals[3]);
glTexCoord2dv(aabb_texcoord_topleft);
glVertex3dv(points[0]);
glTexCoord2dv(aabb_texcoord_topright);
glVertex3dv(points[3]);
glTexCoord2dv(aabb_texcoord_botright);
glVertex3dv(points[7]);
glTexCoord2dv(aabb_texcoord_botleft);
glVertex3dv(points[4]);
glNormal3dv(aabb_normals[4]);
glTexCoord2dv(aabb_texcoord_topleft);
glVertex3dv(points[3]);
glTexCoord2dv(aabb_texcoord_topright);
glVertex3dv(points[2]);
glTexCoord2dv(aabb_texcoord_botright);
glVertex3dv(points[6]);
glTexCoord2dv(aabb_texcoord_botleft);
glVertex3dv(points[7]);
glNormal3dv(aabb_normals[5]);
glTexCoord2dv(aabb_texcoord_topleft);
glVertex3dv(points[7]);
glTexCoord2dv(aabb_texcoord_topright);
glVertex3dv(points[6]);
glTexCoord2dv(aabb_texcoord_botright);
glVertex3dv(points[5]);
glTexCoord2dv(aabb_texcoord_botleft);
glVertex3dv(points[4]);
glEnd();
}
inline void aabb_draw_solid(const AABB& aabb, RenderStateFlags state)
{
if(state & RENDER_TEXTURE_2D)
{
aabb_draw_textured(aabb);
}
else
{
aabb_draw_flatshade(aabb);
}
}
inline void aabb_draw(const AABB& aabb, RenderStateFlags state)
{
if(state & RENDER_FILL)
{
aabb_draw_solid(aabb, state);
}
else
{
aabb_draw_wire(aabb);
}
}
class RenderableSolidAABB : public OpenGLRenderable
{
const AABB& m_aabb;
public:
RenderableSolidAABB(const AABB& aabb) : m_aabb(aabb)
{
}
void render(const RenderInfo& info) const
{
aabb_draw_solid(m_aabb, info.getFlags());
}
const AABB& getAABB() const
{
return m_aabb;
}
};
class RenderableWireframeAABB : public OpenGLRenderable
{
const AABB& m_aabb;
public:
RenderableWireframeAABB(const AABB& aabb) : m_aabb(aabb)
{
}
void render(const RenderInfo& info) const
{
aabb_draw_wire(m_aabb);
}
};
/**
* Stream insertion for Entity objects.
*/
inline std::ostream& operator<< (std::ostream& os, const Entity& entity) {
os << "Entity { name=\"" << entity.getKeyValue("name") << "\", "
<< "classname=\"" << entity.getKeyValue("classname") << "\", "
<< "origin=\"" << entity.getKeyValue("origin") << "\" }";
return os;
}
class EntityNodeFindByClassnameWalker :
public scene::NodeVisitor
{
protected:
// Name to search for
std::string _name;
// The search result
scene::INodePtr _entityNode;
public:
// Constructor
EntityNodeFindByClassnameWalker(const std::string& name) :
_name(name)
{}
scene::INodePtr getEntityNode() {
return _entityNode;
}
Entity* getEntity() {
return _entityNode != NULL ? Node_getEntity(_entityNode) : NULL;
}
// Pre-descent callback
bool pre(const scene::INodePtr& node) {
if (_entityNode == NULL) {
// Entity not found yet
Entity* entity = Node_getEntity(node);
if (entity != NULL) {
// Got an entity, let's see if the name matches
if (entity->getKeyValue("classname") == _name) {
_entityNode = node;
}
return false; // don't traverse entities
}
else {
// Not an entity, traverse
return true;
}
}
else {
// Entity already found, don't traverse any further
return false;
}
}
};
/* greebo: Finds an entity with the given classname
*/
inline Entity* Scene_FindEntityByClass(const std::string& className)
{
// Instantiate a walker to find the entity
EntityNodeFindByClassnameWalker walker(className);
// Walk the scenegraph
GlobalSceneGraph().root()->traverse(walker);
return walker.getEntity();
}
/* Check if a node is the worldspawn.
*/
inline bool Node_isWorldspawn(const scene::INodePtr& node)
{
Entity* entity = Node_getEntity(node);
return entity != nullptr && entity->isWorldspawn();
}
/**
* greebo: Changing the entity classname is a non-trivial operation in DarkRadiant, as
* the actual c++ class of an entity is depending on it. Changing the classname
* therefore means 1) to recreate a new entity 2) to copy all spawnargs over from the old one
* and 3) re-parent any child nodes to the new entity.
*
* @node: The entity node to change the classname of.
* @classname: The new classname.
*
* @returns: The new entity node.
*/
inline scene::INodePtr changeEntityClassname(const scene::INodePtr& node,
const std::string& classname)
{
// Make a copy of this node first
scene::INodePtr oldNode(node);
// greebo: First, get the eclass
IEntityClassPtr eclass = GlobalEntityClassManager().findOrInsert(
classname,
scene::hasChildPrimitives(oldNode) // whether this entity has child primitives
);
// must not fail, findOrInsert always returns non-NULL
assert(eclass);
// Create a new entity with the given class
IEntityNodePtr newNode(GlobalEntityModule().createEntity(eclass));
Entity* oldEntity = Node_getEntity(oldNode);
// Traverse the old entity with a walker
Entity& newEntity = newNode->getEntity();
// Copy all keyvalues except classname
oldEntity->forEachKeyValue([&](const std::string& key, const std::string& value)
{
if (key != "classname")
{
newEntity.setKeyValue(key, value);
}
});
// Remember the oldNode's parent before removing it
scene::INodePtr parent = oldNode->getParent();
// The old node must not be the root node or an orphaned one
assert(parent);
// Traverse the child and reparent all primitives to the new entity node
scene::parentPrimitives(oldNode, newNode);
// Remove the old entity node from the parent. This will disconnect
// oldNode from the scene and the UndoSystem, so it's important to do
// this step last, after the primitives have been moved. (#4718)
scene::removeNodeFromParent(oldNode);
// Let the new node keep its layer information (#4710)
// Apply the layers to the whole subgraph (#5214)
scene::AssignNodeToLayersWalker layerWalker(oldNode->getLayers());
newNode->traverse(layerWalker);
// Insert the new entity to the parent
parent->addChildNode(newNode);
return newNode;
}
/**
* greebo: This class can be used to traverse a subgraph to search
* for a specific spawnarg on the worldspawn entity. The method
* getValue() can be used to retrieve the value of the key as specified
* in the constructor.
*/
class WorldspawnArgFinder :
public scene::NodeVisitor
{
std::string _key;
std::string _value;
public:
WorldspawnArgFinder(const std::string& keyName) :
_key(keyName)
{}
bool pre(const scene::INodePtr& node) override
{
// Try to cast this node onto an entity
auto* ent = Node_getEntity(node);
if (ent != nullptr)
{
if (ent->isWorldspawn())
{
// Load the description spawnarg
_value = ent->getKeyValue(_key);
}
return false; // don't traverse entities
}
return true;
}
/**
* Returns the found value for the desired spawnarg. If not found,
* this function will return an empty string "".
*/
const std::string& getFoundValue() const
{
return _value;
}
};
namespace scene
{
inline void foreachSelectedEntity(const std::function<void(Entity&)>& functor)
{
GlobalSelectionSystem().foreachSelected([&](const INodePtr& node)
{
if (Node_isEntity(node))
{
functor(*Node_getEntity(node));
}
});
}
}