/
StaticModelNode.cpp
267 lines (214 loc) · 6.4 KB
/
StaticModelNode.cpp
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#include "StaticModelNode.h"
#include "StaticModelSurface.h"
#include "ivolumetest.h"
#include "ishaders.h"
#include "iscenegraph.h"
#include "ifilter.h"
#include "imap.h"
#include "imodelcache.h"
#include "math/Frustum.h"
#include "generic/callback.h"
#include <functional>
namespace model
{
StaticModelNode::StaticModelNode(const StaticModelPtr& picoModel) :
_model(new StaticModel(*picoModel)),
_name(picoModel->getFilename()),
_attachedToShaders(false)
{
_model->signal_ShadersChanged().connect(sigc::mem_fun(*this, &StaticModelNode::onModelShadersChanged));
// Update the skin
skinChanged("");
}
void StaticModelNode::onInsertIntoScene(scene::IMapRootNode& root)
{
_model->connectUndoSystem(root.getUndoSystem());
// Renderables will acquire their shaders in onPreRender
_model->foreachSurface([&](const StaticModelSurface& surface)
{
if (surface.getVertexArray().empty() || surface.getIndexArray().empty())
{
return; // don't handle empty surfaces
}
_renderableSurfaces.emplace_back(std::make_shared<RenderableModelSurface>(surface, _renderEntity, localToWorld()));
});
Node::onInsertIntoScene(root);
}
void StaticModelNode::onRemoveFromScene(scene::IMapRootNode& root)
{
_model->disconnectUndoSystem(root.getUndoSystem());
for (auto& surface : _renderableSurfaces)
{
surface->detach();
}
_renderableSurfaces.clear();
Node::onRemoveFromScene(root);
}
const IModel& StaticModelNode::getIModel() const
{
return *_model;
}
IModel& StaticModelNode::getIModel()
{
return *_model;
}
bool StaticModelNode::hasModifiedScale()
{
return _model->getScale() != Vector3(1, 1, 1);
}
Vector3 StaticModelNode::getModelScale()
{
return _model->getScale();
}
const AABB& StaticModelNode::localAABB() const {
return _model->localAABB();
}
// SelectionTestable implementation
void StaticModelNode::testSelect(Selector& selector, SelectionTest& test) {
_model->testSelect(selector, test, localToWorld());
}
std::string StaticModelNode::name() const {
return _model->getFilename();
}
scene::INode::Type StaticModelNode::getNodeType() const
{
return Type::Model;
}
const StaticModelPtr& StaticModelNode::getModel() const {
return _model;
}
void StaticModelNode::setModel(const StaticModelPtr& model) {
_model = model;
}
void StaticModelNode::onPreRender(const VolumeTest& volume)
{
assert(_renderEntity);
// Attach renderables (or do nothing if everything is up to date)
attachToShaders();
}
void StaticModelNode::renderHighlights(IRenderableCollector& collector, const VolumeTest& volume)
{
auto identity = Matrix4::getIdentity();
for (const auto& surface : _renderableSurfaces)
{
collector.addHighlightRenderable(*surface, identity);
}
}
void StaticModelNode::setRenderSystem(const RenderSystemPtr& renderSystem)
{
Node::setRenderSystem(renderSystem);
_renderSystem = renderSystem;
// This will trigger onModelShadersChanged() to refresh the renderables
_model->setRenderSystem(renderSystem);
}
void StaticModelNode::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();
}
_attachedToShaders = false;
}
void StaticModelNode::attachToShaders()
{
// Refuse to attach without a render entity
if (_attachedToShaders || !_renderEntity) return;
auto renderSystem = _renderSystem.lock();
if (!renderSystem) return;
for (auto& surface : _renderableSurfaces)
{
auto shader = renderSystem->capture(surface->getSurface().getActiveMaterial());
// Solid mode
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
surface->attachToEntity(_renderEntity, shader);
}
_attachedToShaders = true;
}
void StaticModelNode::queueRenderableUpdate()
{
for (auto& surface : _renderableSurfaces)
{
surface->queueUpdate();
}
}
void StaticModelNode::onModelShadersChanged()
{
// Detach renderables on model shader change,
// they will be refreshed next time things are rendered
detachFromShaders();
}
// Traceable implementation
bool StaticModelNode::getIntersection(const Ray& ray, Vector3& intersection)
{
return _model->getIntersection(ray, intersection, localToWorld());
}
void StaticModelNode::transformChangedLocal()
{
Node::transformChangedLocal();
for (auto& surface : _renderableSurfaces)
{
surface->boundsChanged();
}
}
// Skin changed notify
void StaticModelNode::skinChanged(const std::string& newSkinName)
{
// The new skin name is stored locally
_skin = newSkinName;
// greebo: Acquire the ModelSkin reference from the SkinCache
// Note: This always returns a valid reference
auto& skin = GlobalModelSkinCache().capture(_skin);
// Applying the skin might trigger onModelShadersChanged()
_model->applySkin(skin);
// Refresh the scene (TODO: get rid of that)
GlobalSceneGraph().sceneChanged();
}
// Returns the name of the currently active skin
std::string StaticModelNode::getSkin() const
{
return _skin;
}
void StaticModelNode::_onTransformationChanged()
{
// Always revert to our original state before evaluating
if (getTransformationType() & TransformationType::Scale)
{
_model->revertScale();
_model->evaluateScale(getScale());
queueRenderableUpdate();
}
else if (getTransformationType() == TransformationType::NoTransform)
{
// Transformation has been changed but no transform mode is set,
// so the reason we got here is a cancelTransform() call, revert everything
_model->revertScale();
_model->evaluateScale(Vector3(1,1,1));
queueRenderableUpdate();
}
}
void StaticModelNode::_applyTransformation()
{
if (getTransformationType() & TransformationType::Scale)
{
_model->revertScale();
_model->evaluateScale(getScale());
_model->freezeScale();
}
}
void StaticModelNode::onVisibilityChanged(bool isVisibleNow)
{
if (isVisibleNow)
{
attachToShaders();
}
else
{
detachFromShaders();
}
}
} // namespace model