/
Node.cpp
496 lines (398 loc) · 9.92 KB
/
Node.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
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
#include "Node.h"
#include "itransformnode.h"
#include "iscenegraph.h"
#include "debugging/debugging.h"
#include "InstanceWalkers.h"
#include "AABBAccumulateWalker.h"
namespace scene
{
Node::Node() :
_state(eVisible),
_isRoot(false),
_id(getNewId()), // Get new auto-incremented ID
_children(*this),
_boundsChanged(true),
_boundsMutex(false),
_childBoundsChanged(true),
_childBoundsMutex(false),
_transformChanged(true),
_transformMutex(false),
_local2world(Matrix4::getIdentity()),
_instantiated(false),
_forceVisible(false),
_renderEntity(nullptr)
{
// Each node is part of layer 0 by default
_layers.insert(0);
}
Node::Node(const Node& other) :
std::enable_shared_from_this<Node>(other),
_state(other._state),
_isRoot(other._isRoot),
_id(getNewId()), // ID is incremented on copy
_children(*this),
_boundsChanged(true),
_boundsMutex(false),
_childBoundsChanged(true),
_childBoundsMutex(false),
_local2world(other._local2world),
_instantiated(false),
_forceVisible(false),
_layers(other._layers),
_renderEntity(other._renderEntity)
{}
scene::INodePtr Node::getSelf()
{
return shared_from_this();
}
void Node::resetIds() {
_maxNodeId = 0;
}
unsigned long Node::getNewId() {
return ++_maxNodeId;
}
void Node::setSceneGraph(const GraphPtr& sceneGraph)
{
_sceneGraph = sceneGraph;
}
bool Node::isRoot() const
{
return _isRoot;
}
void Node::setIsRoot(bool isRoot)
{
_isRoot = isRoot;
}
void Node::enable(unsigned int state)
{
_state |= state;
}
void Node::disable(unsigned int state)
{
_state &= ~state;
}
bool Node::checkStateFlag(unsigned int state) const
{
return (_state & state) != 0;
}
bool Node::visible() const
{
// Only instantiated nodes can be considered visible
// The force visible flag is allowed to override the regular status
return (_state == eVisible && _instantiated) || _forceVisible;
}
bool Node::excluded() const
{
return (_state & eExcluded) != 0;
}
void Node::addToLayer(int layerId)
{
_layers.insert(layerId);
}
void Node::moveToLayer(int layerId)
{
_layers.clear();
_layers.insert(layerId);
}
void Node::removeFromLayer(int layerId)
{
// Look up the layer ID and remove it from the list
LayerList::iterator found = _layers.find(layerId);
if (found != _layers.end()) {
_layers.erase(found);
// greebo: Make sure that every node is at least member of layer 0
if (_layers.empty()) {
_layers.insert(0);
}
}
}
const LayerList& Node::getLayers() const
{
return _layers;
}
void Node::assignToLayers(const LayerList& newLayers)
{
if (!newLayers.empty())
{
_layers = newLayers;
}
}
void Node::addChildNode(const INodePtr& node)
{
// Add the node to the TraversableNodeSet, this triggers an
// Node::onChildAdded() event, where the parent of the new
// child is set, among other things
_children.append(node);
}
void Node::addChildNodeToFront(const INodePtr& node)
{
// Add the node to the TraversableNodeSet at the front
// This behaves the same as addChildNode(), triggering a
// Node::onChildAdded() event, where the parent of the new
// child is set, among other things
_children.prepend(node);
}
void Node::removeChildNode(const INodePtr& node)
{
// Remove the node from the TraversableNodeSet, this triggers an
// Node::onChildRemoved() event
_children.erase(node);
// Clear out the parent, this is not done in onChildRemoved().
node->setParent(INodePtr());
}
bool Node::hasChildNodes() const
{
return !_children.empty();
}
void Node::removeAllChildNodes()
{
_children.clear();
}
IMapRootNodePtr Node::getRootNode()
{
if (getNodeType() == scene::INode::Type::MapRoot)
{
auto self = getSelf();
assert(std::dynamic_pointer_cast<IMapRootNode>(self));
return std::dynamic_pointer_cast<IMapRootNode>(self);
}
// Self is not a root node, start with the first ancestor, walking upwards
for (auto node = getParent(); node; node = node->getParent())
{
if (node->getNodeType() == scene::INode::Type::MapRoot)
{
assert(std::dynamic_pointer_cast<IMapRootNode>(node));
return std::dynamic_pointer_cast<IMapRootNode>(node);
}
}
return IMapRootNodePtr();
}
void Node::traverse(NodeVisitor& visitor)
{
// First, visit the node itself
INodePtr self = getSelf();
if (visitor.pre(self))
{
// The walker requested to descend the children of this node as well
traverseChildren(visitor);
}
visitor.post(self);
}
void Node::traverseChildren(NodeVisitor& visitor) const
{
if (!_children.empty())
{
_children.traverse(visitor);
}
}
bool Node::foreachNode(const VisitorFunc& functor) const
{
return _children.foreachNode(functor);
}
void Node::onChildAdded(const INodePtr& child)
{
// Double-check the parent of this new child node
if (child->getParent().get() != this)
{
child->setParent(shared_from_this());
}
// Pass down the RenderSystem to or children
child->setRenderSystem(_renderSystem.lock());
// greebo: The bounds most probably change when child nodes are added
boundsChanged();
if (!_instantiated) return;
GraphPtr sceneGraph = _sceneGraph.lock();
if (sceneGraph)
{
InstanceSubgraphWalker visitor(sceneGraph);
child->traverse(visitor);
}
}
void Node::onChildRemoved(const INodePtr& child)
{
// Don't change the parent node of the new child on erase
// greebo: The bounds are likely to change when child nodes are removed
boundsChanged();
if (!_instantiated) return;
GraphPtr sceneGraph = _sceneGraph.lock();
if (sceneGraph)
{
UninstanceSubgraphWalker visitor(*sceneGraph);
child->traverse(visitor);
}
}
void Node::onInsertIntoScene(IMapRootNode& root)
{
_instantiated = true;
}
void Node::onRemoveFromScene(IMapRootNode& root)
{
_instantiated = false;
}
void Node::connectUndoSystem(IMapFileChangeTracker& changeTracker)
{
_children.connectUndoSystem(changeTracker);
}
void Node::disconnectUndoSystem(IMapFileChangeTracker& changeTracker)
{
_children.disconnectUndoSystem(changeTracker);
}
TraversableNodeSet& Node::getTraversable() {
return _children;
}
void Node::setParent(const INodePtr& parent) {
_parent = parent;
}
scene::INodePtr Node::getParent() const {
return _parent.lock();
}
void Node::getPathRecursively(Path& targetPath)
{
INodePtr parent = getParent();
assert(parent.get() != this); // avoid loopbacks
if (parent != NULL) {
std::dynamic_pointer_cast<Node>(parent)->getPathRecursively(targetPath);
}
// After passing the call to the parent, add self
targetPath.push(shared_from_this());
}
Path Node::getPath()
{
Path result;
INodePtr parent = getParent();
if (parent != NULL) {
// We have a parent, walk up the ancestry
std::dynamic_pointer_cast<Node>(parent)->getPathRecursively(result);
}
// Finally, add "self" to the path
result.push(shared_from_this());
return result;
}
const AABB& Node::worldAABB() const {
evaluateBounds();
return _bounds;
}
void Node::evaluateBounds() const
{
if (_boundsChanged)
{
ASSERT_MESSAGE(!_boundsMutex, "re-entering bounds evaluation");
_boundsMutex = true;
_bounds = childBounds();
_bounds.includeAABB(
AABB::createFromOrientedAABBSafe(localAABB(), localToWorld())
);
_boundsMutex = false;
_boundsChanged = false;
// Now that our bounds are re-calculated, notify the scenegraph
GraphPtr sceneGraph = _sceneGraph.lock();
if (sceneGraph)
{
sceneGraph->nodeBoundsChanged(const_cast<Node*>(this)->shared_from_this());
}
}
}
const AABB& Node::childBounds() const {
evaluateChildBounds();
return _childBounds;
}
void Node::evaluateChildBounds() const {
if (_childBoundsChanged) {
ASSERT_MESSAGE(!_childBoundsMutex, "re-entering bounds evaluation");
_childBoundsMutex = true;
_childBounds = AABB();
// Instantiate an AABB accumulator
AABBAccumulateWalker accumulator(_childBounds);
// greebo: traverse the children of this node
traverseChildren(accumulator);
_childBoundsMutex = false;
_childBoundsChanged = false;
}
}
void Node::boundsChanged() {
_boundsChanged = true;
_childBoundsChanged = true;
INodePtr parent = _parent.lock();
if (parent != NULL) {
parent->boundsChanged();
}
// greebo: It's enough if only root nodes call the global scenegraph
// as nodes are passing their calls up to their parents anyway
if (_isRoot)
{
GraphPtr sceneGraph = _sceneGraph.lock();
if (sceneGraph)
{
sceneGraph->boundsChanged();
}
}
}
const Matrix4& Node::localToWorld() const {
evaluateTransform();
return _local2world;
}
void Node::evaluateTransform() const {
if (_transformChanged && !_transformMutex) {
//ASSERT_MESSAGE(!_transformMutex, "re-entering transform evaluation");
_transformMutex = true;
INodePtr parent = _parent.lock();
if (parent != NULL) {
parent->boundsChanged();
}
_local2world = (parent != NULL) ? parent->localToWorld() : Matrix4::getIdentity();
const ITransformNode* transformNode = dynamic_cast<const ITransformNode*>(this);
if (transformNode != NULL) {
_local2world.multiplyBy(transformNode->localToParent());
}
_transformMutex = false;
_transformChanged = false;
}
}
void Node::transformChangedLocal()
{
_transformChanged = true;
_transformMutex = false;
_boundsChanged = true;
_childBoundsChanged = true;
}
void Node::transformChanged()
{
// First, notify ourselves
transformChangedLocal();
// Next, traverse the children and notify them
_children.foreachNode([this] (const scene::INodePtr& child)->bool
{
child->transformChangedLocal();
return true;
});
boundsChanged();
}
RenderSystemPtr Node::getRenderSystem() const
{
return _renderSystem.lock();
}
void Node::setRenderSystem(const RenderSystemPtr& renderSystem)
{
_renderSystem = renderSystem;
if (_children.empty()) return;
// Propagate this call to all children
_children.setRenderSystem(renderSystem);
}
void Node::setForcedVisibility(bool forceVisible, bool includeChildren)
{
_forceVisible = forceVisible;
if (includeChildren)
{
_children.foreachNode([&](const INodePtr& node)
{
node->setForcedVisibility(forceVisible, includeChildren);
return true;
});
}
}
bool Node::isForcedVisible() const
{
return _forceVisible;
}
unsigned long Node::_maxNodeId = 0;
} // namespace scene