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- #include "SceneGroup.h"
- #include "gameBase/gameConnection.h"
- #include "gfx/gfxDrawUtil.h"
- #include "gfx/gfxTransformSaver.h"
- #include "gui/editor/inspector/group.h"
- #include "gui/worldEditor/editor.h"
- #include "math/mathIO.h"
- #include "physics/physicsShape.h"
- #include "renderInstance/renderPassManager.h"
- #include "scene/sceneRenderState.h"
- #include "Scene.h"
- IMPLEMENT_CO_NETOBJECT_V1(SceneGroup);
- ConsoleDocClass(SceneGroup,
- "@brief A collection of arbitrary objects which can be allocated and manipulated as a group.\n\n"
- "%SceneGroup always points to a (.SceneGroup) file which defines its objects. In "
- "fact more than one %SceneGroup can reference this file and both will update "
- "if the file is modified.\n\n"
- "%SceneGroup is a very simple object and only exists on the server. When it is "
- "created it allocates children objects by reading the (.SceneGroup) file like "
- "a list of instructions. It then sets their transform relative to the %SceneGroup "
- "and Torque networking handles the rest by ghosting the new objects to clients. "
- "%SceneGroup itself is not ghosted.\n\n"
- "@ingroup enviroMisc"
- );
- SceneGroup::SceneGroup()
- {
- // Not ghosted unless we're editing
- mNetFlags.clear(Ghostable | ScopeAlways);
- mTypeMask |= StaticObjectType;
- }
- SceneGroup::~SceneGroup()
- {
- }
- void SceneGroup::initPersistFields()
- {
- docsURL;
- addGroup("SceneGroup");
- endGroup("SceneGroup");
- Parent::initPersistFields();
- }
- bool SceneGroup::onAdd()
- {
- if (!Parent::onAdd())
- return false;
- mObjBox.set(Point3F(-0.5f, -0.5f, -0.5f),
- Point3F(0.5f, 0.5f, 0.5f));
- resetWorldBox();
- // Not added to the scene unless we are editing.
- if (gEditingMission)
- onEditorEnable();
- addToScene();
- return true;
- }
- void SceneGroup::onRemove()
- {
- removeFromScene();
- Parent::onRemove();
- }
- void SceneGroup::onEditorEnable()
- {
- if (isClientObject())
- return;
- // Just in case we are already in the scene, lets not cause an assert.
- if (mContainer != NULL)
- return;
- // Enable ghosting so we can see this on the client.
- mNetFlags.set(Ghostable);
- setScopeAlways();
- addToScene();
- Parent::onEditorEnable();
- }
- void SceneGroup::onEditorDisable()
- {
- if (isClientObject())
- return;
- // Just in case we are not in the scene, lets not cause an assert.
- if (mContainer == NULL)
- return;
- // Do not need this on the client if we are not editing.
- removeFromScene();
- mNetFlags.clear(Ghostable);
- clearScopeAlways();
- Parent::onEditorDisable();
- }
- void SceneGroup::inspectPostApply()
- {
- Parent::inspectPostApply();
- }
- void SceneGroup::onInspect(GuiInspector* inspector)
- {
- Parent::onInspect(inspector);
- #ifdef TORQUE_TOOLS
-
- //Put the SubScene group before everything that'd be SubScene-effecting, for orginazational purposes
- GuiInspectorGroup* sceneGroupGrp = inspector->findExistentGroup(StringTable->insert("Editing"));
- if (!sceneGroupGrp)
- return;
- GuiControl* stack = dynamic_cast<GuiControl*>(sceneGroupGrp->findObjectByInternalName(StringTable->insert("Stack")));
- //Regen bounds button
- GuiInspectorField* regenFieldGui = sceneGroupGrp->createInspectorField();
- regenFieldGui->init(inspector, sceneGroupGrp);
- regenFieldGui->setSpecialEditField(true);
- regenFieldGui->setTargetObject(this);
- StringTableEntry fldnm = StringTable->insert("RegenerateBounds");
- regenFieldGui->setSpecialEditVariableName(fldnm);
- regenFieldGui->setInspectorField(NULL, fldnm);
- regenFieldGui->setDocs("");
- stack->addObject(regenFieldGui);
- GuiButtonCtrl* regenButton = new GuiButtonCtrl();
- regenButton->registerObject();
- regenButton->setDataField(StringTable->insert("profile"), NULL, "ToolsGuiButtonProfile");
- regenButton->setText("Regenerate Bounds");
- regenButton->resize(Point2I::Zero, regenFieldGui->getExtent());
- regenButton->setHorizSizing(GuiControl::horizResizeWidth);
- regenButton->setVertSizing(GuiControl::vertResizeHeight);
- char rgBuffer[512];
- dSprintf(rgBuffer, 512, "%d.recalculateBounds();", this->getId());
- regenButton->setConsoleCommand(rgBuffer);
- regenFieldGui->addObject(regenButton);
- //
- //Regen bounds button
- GuiInspectorField* reparentFieldGui = sceneGroupGrp->createInspectorField();
- reparentFieldGui->init(inspector, sceneGroupGrp);
- reparentFieldGui->setSpecialEditField(true);
- reparentFieldGui->setTargetObject(this);
- fldnm = StringTable->insert("ReparentOOBObjs");
- reparentFieldGui->setSpecialEditVariableName(fldnm);
- reparentFieldGui->setInspectorField(NULL, fldnm);
- reparentFieldGui->setDocs("");
- stack->addObject(reparentFieldGui);
- GuiButtonCtrl* reparentButton = new GuiButtonCtrl();
- reparentButton->registerObject();
- reparentButton->setDataField(StringTable->insert("profile"), NULL, "ToolsGuiButtonProfile");
- reparentButton->setText("Reparent Out-of-bounds Objs");
- reparentButton->resize(Point2I::Zero, regenFieldGui->getExtent());
- reparentButton->setHorizSizing(GuiControl::horizResizeWidth);
- reparentButton->setVertSizing(GuiControl::vertResizeHeight);
- char rprntBuffer[512];
- dSprintf(rprntBuffer, 512, "%d.reparentOOBObjects();", this->getId());
- reparentButton->setConsoleCommand(rprntBuffer);
- reparentFieldGui->addObject(reparentButton);
- #endif
- }
- void SceneGroup::setTransform(const MatrixF& mat)
- {
- if (isServerObject())
- {
- setMaskBits(TransformMask);
- MatrixF newXform = mat;
- MatrixF oldXform = getTransform();
- oldXform.affineInverse();
- MatrixF offset;
- offset.mul(newXform, oldXform);
- // Update all child transforms
- for (SimSetIterator itr(this); *itr; ++itr)
- {
- SceneObject* child = dynamic_cast<SceneObject*>(*itr);
- if (child)
- {
- MatrixF childMat;
- //add the "offset" caused by the parents change, and add it to it's own
- // This is needed by objects that update their own render transform thru interpolate tick
- // Mostly for stationary objects.
- childMat.mul(offset, child->getTransform());
- child->setTransform(childMat);
- PhysicsShape* childPS = dynamic_cast<PhysicsShape*>(child);
- if (childPS)
- childPS->storeRestorePos();
- }
- }
- }
- Parent::setTransform(mat);
- }
- void SceneGroup::setRenderTransform(const MatrixF& mat)
- {
- MatrixF newXform = mat;
- MatrixF oldXform = getRenderTransform();
- oldXform.affineInverse();
- MatrixF offset;
- offset.mul(newXform, oldXform);
- // Update all child transforms
- for (SimSetIterator itr(this); *itr; ++itr)
- {
- SceneObject* child = dynamic_cast<SceneObject*>(*itr);
- if (child)
- {
- MatrixF childMat;
- //add the "offset" caused by the parents change, and add it to it's own
- // This is needed by objects that update their own render transform thru interpolate tick
- // Mostly for stationary objects.
- childMat.mul(offset, child->getRenderTransform());
- child->setRenderTransform(childMat);
- PhysicsShape* childPS = dynamic_cast<PhysicsShape*>(child);
- if (childPS)
- childPS->storeRestorePos();
- }
- }
- Parent::setRenderTransform(mat);
- }
- void SceneGroup::addObject(SimObject* object)
- {
- Parent::addObject(object);
- // Recalculate the bounding box from scratch (simpler but potentially costly)
- recalculateBoundingBox();
- }
- void SceneGroup::removeObject(SimObject* object)
- {
- Parent::removeObject(object);
- // Recalculate the bounding box from scratch (simpler but potentially costly)
- recalculateBoundingBox();
- }
- void SceneGroup::recalculateBoundingBox()
- {
- if (empty())
- return;
- // Reset the bounding box
- Box3F bounds;
- bounds.minExtents.set(1e10, 1e10, 1e10);
- bounds.maxExtents.set(-1e10, -1e10, -1e10);
- // Extend the bounding box to include each child's bounding box
- for (SimSetIterator itr(this); *itr; ++itr)
- {
- SceneObject* child = dynamic_cast<SceneObject*>(*itr);
- if (child)
- {
- const Box3F& childBox = child->getWorldBox();
- bounds.minExtents.setMin(childBox.minExtents);
- bounds.maxExtents.setMax(childBox.maxExtents);
- }
- }
- MatrixF newTrans = mObjToWorld;
- newTrans.setPosition(bounds.getCenter());
- Parent::setTransform(newTrans);
- mObjScale = Point3F(bounds.len_x(), bounds.len_y(), bounds.len_z());
- mWorldBox = bounds;
- resetObjectBox();
- setMaskBits(TransformMask);
- }
- void SceneGroup::reparentOOBObjects()
- {
- if (empty())
- return;
- // Extend the bounding box to include each child's bounding box
- for (SimSetIterator itr(this); *itr; ++itr)
- {
- SceneObject* child = dynamic_cast<SceneObject*>(*itr);
- if (child)
- {
- const Box3F& childBox = child->getWorldBox();
- if(!mWorldBox.isOverlapped(childBox))
- {
- Scene::getRootScene()->addObject(child);
- }
- }
- }
- }
- U32 SceneGroup::packUpdate(NetConnection* conn, U32 mask, BitStream* stream)
- {
- U32 retMask = Parent::packUpdate(conn, mask, stream);
- mathWrite(*stream, mObjBox);
- if (stream->writeFlag(mask & TransformMask))
- {
- mathWrite(*stream, getTransform());
- mathWrite(*stream, getScale());
- }
- return retMask;
- }
- void SceneGroup::unpackUpdate(NetConnection* conn, BitStream* stream)
- {
- Parent::unpackUpdate(conn, stream);
- mathRead(*stream, &mObjBox);
- resetWorldBox();
- // TransformMask
- if (stream->readFlag())
- {
- mathRead(*stream, &mObjToWorld);
- mathRead(*stream, &mObjScale);
- setTransform(mObjToWorld);
- }
- }
- void SceneGroup::getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList)
- {
- }
- DefineEngineMethod(SceneGroup, recalculateBounds, void, (), ,
- "Recalculates the SceneGroups' bounds and centerpoint.\n")
- {
- object->recalculateBoundingBox();
- }
- DefineEngineMethod(SceneGroup, reparentOOBObjects, void, (), ,
- "Finds objects that are children of the SceneGroup and, if not overlapping or in the bounds, reparents them to the root scene.\n")
- {
- object->reparentOOBObjects();
- }
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