Files
maszyna/scenenode.h

427 lines
12 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <vector>
#include "Classes.h"
#include "material.h"
#include "vertex.h"
#include "geometrybank.h"
struct lighting_data {
glm::vec4 diffuse { 0.8f, 0.8f, 0.8f, 1.0f };
glm::vec4 ambient { 0.2f, 0.2f, 0.2f, 1.0f };
glm::vec4 specular { 0.0f, 0.0f, 0.0f, 1.0f };
// stores content of the struct in provided output stream
void
serialize( std::ostream &Output ) const;
// restores content of the struct from provided input stream
void
deserialize( std::istream &Input );
};
inline
bool
operator==( lighting_data const &Left, lighting_data const &Right ) {
return ( ( Left.diffuse == Right.diffuse )
&& ( Left.ambient == Right.ambient )
&& ( Left.specular == Right.specular ) );
}
inline
bool
operator!=( lighting_data const &Left, lighting_data const &Right ) {
return !( Left == Right );
}
namespace scene {
struct bounding_area {
glm::highp_dvec3 center; // mid point of the rectangle
float radius { -1.0f }; // radius of the bounding sphere
bounding_area() = default;
bounding_area( glm::dvec3 Center, float Radius ) :
center( Center ),
radius( Radius )
{}
// stores content of the struct in provided output stream
void
serialize( std::ostream &Output ) const;
// restores content of the struct from provided input stream.
void
deserialize( std::istream &Input, bool const Preserveradius = true );
};
//using group_handle = std::size_t;
struct node_data {
double range_min { 0.0 };
double range_max { std::numeric_limits<double>::max() };
std::string name;
std::string type;
};
// holds unique piece of geometry, covered with single material
class shape_node
{
friend class basic_region; // region might want to modify node content when it's being inserted
public:
// types
struct shapenode_data {
// members:
// placement and visibility
scene::bounding_area area; // bounding area, in world coordinates
double rangesquared_min { 0.0 }; // visibility range, min
double rangesquared_max { 0.0 }; // visibility range, max
bool visible { true }; // visibility flag
// material data
bool translucent { false }; // whether opaque or translucent
material_handle material { null_handle };
lighting_data lighting;
// geometry data
glm::highp_dvec3 origin; // world position of the relative coordinate system origin
gfx::geometry_handle geometry { 0, 0 }; // relative origin-centered chunk of geometry held by gfx renderer
std::vector<world_vertex> vertices; // world space source data of the geometry
gfx::userdata_array userdata;
// methods:
// sends content of the struct to provided stream
void
serialize( std::ostream &Output ) const;
// restores content of the struct from provided input stream
void
deserialize( std::istream &Input );
};
// methods
// sends content of the class to provided stream
void
serialize( std::ostream &Output ) const;
// restores content of the node from provided input stream
shape_node &
deserialize( std::istream &Input );
// restores content of the node from provided input stream
shape_node &
import( cParser &Input, scene::node_data const &Nodedata );
// imports data from provided submodel
shape_node &
convert( TSubModel const *Submodel );
// adds content of provided node to already enclosed geometry. returns: true if merge could be performed
bool
merge( shape_node &Shape );
// generates renderable version of held non-instanced geometry in specified geometry bank
void
create_geometry( gfx::geometrybank_handle const &Bank );
// calculates shape's bounding radius
void
compute_radius();
// invalidates shape's bounding radius
void
invalidate_radius();
// set visibility
void
visible( bool State );
// set origin point
void
origin( glm::dvec3 Origin );
// data access
shapenode_data const &
data() const;
// get bounding radius
// NOTE: use this method instead of direct access to the data member, due to lazy radius evaluation
float radius();
private:
// members
std::string m_name;
shapenode_data m_data;
};
// set visibility
inline
void
shape_node::visible( bool State ) {
m_data.visible = State;
}
// set origin point
inline
void
shape_node::origin( glm::dvec3 Origin ) {
m_data.origin = Origin;
}
// data access
inline
shape_node::shapenode_data const &
shape_node::data() const {
return m_data;
}
// holds a group of untextured lines
class lines_node
{
friend class basic_region; // region might want to modify node content when it's being inserted
public:
// types
struct linesnode_data {
// members:
// placement and visibility
scene::bounding_area area; // bounding area, in world coordinates
double rangesquared_min { 0.0 }; // visibility range, min
double rangesquared_max { 0.0 }; // visibility range, max
bool visible { true }; // visibility flag
// material data
float line_width { 1.f }; // thickness of stored lines
lighting_data lighting;
// geometry data
glm::dvec3 origin; // world position of the relative coordinate system origin
gfx::geometry_handle geometry { 0, 0 }; // relative origin-centered chunk of geometry held by gfx renderer
std::vector<world_vertex> vertices; // world space source data of the geometry
gfx::userdata_array userdata;
// methods:
// sends content of the struct to provided stream
void
serialize( std::ostream &Output ) const;
// restores content of the struct from provided input stream
void
deserialize( std::istream &Input );
};
// methods
// sends content of the class to provided stream
void
serialize( std::ostream &Output ) const;
// restores content of the node from provided input stream
lines_node &
deserialize( std::istream &Input );
// restores content of the node from provided input stream
lines_node &
import( cParser &Input, scene::node_data const &Nodedata );
// adds content of provided node to already enclosed geometry. returns: true if merge could be performed
bool
merge( lines_node &Lines );
// generates renderable version of held non-instanced geometry in specified geometry bank
void
create_geometry( gfx::geometrybank_handle const &Bank );
// calculates shape's bounding radius
void
compute_radius();
// set visibility
void
visible( bool State );
// set origin point
void
origin( glm::dvec3 Origin );
// data access
linesnode_data const &
data() const;
private:
// members
std::string m_name;
linesnode_data m_data;
};
// set visibility
inline
void
lines_node::visible( bool State ) {
m_data.visible = State;
}
// set origin point
inline
void
lines_node::origin( glm::dvec3 Origin ) {
m_data.origin = Origin;
}
// data access
inline
lines_node::linesnode_data const &
lines_node::data() const {
return m_data;
}
/*
// holds geometry for specific piece of track/road/waterway
class path_node {
friend class basic_region; // region might want to modify node content when it's being inserted
public:
// types
// TODO: enable after track class refactoring
struct pathnode_data {
// placement and visibility
bounding_area area; // bounding area, in world coordinates
bool visible { true }; // visibility flag
// material data
material_handle material_1 { 0 };
material_handle material_2 { 0 };
lighting_data lighting;
TEnvironmentType environment { e_flat };
// geometry data
std::vector<world_vertex> vertices; // world space source data of the geometry
glm::dvec3 origin; // world position of the relative coordinate system origin
using geometryhandle_sequence = std::vector<geometry_handle>;
geometryhandle_sequence geometry_1; // geometry chunks textured with texture 1
geometryhandle_sequence geometry_2; // geometry chunks textured with texture 2
};
// methods
// restores content of the node from provded input stream
// TODO: implement
path_node &
deserialize( cParser &Input, node_data const &Nodedata );
// binds specified track to the node
// TODO: remove after track class refactoring
void
path( TTrack *Path ) {
m_path = Path; }
TTrack *
path() {
return m_path; }
private:
// members
// // TODO: enable after track class refactoring
// pathnode_data m_data;
TTrack * m_path;
};
*/
// base interface for nodes which can be actvated in scenario editor
class basic_node {
public:
// constructor
explicit basic_node( scene::node_data const &Nodedata );
// destructor
virtual ~basic_node() = default;
// methods
// sends content of the class to provided stream
void
serialize( std::ostream &Output ) const;
// restores content of the class from provided stream
void
deserialize( std::istream &Input );
// sends basic content of the class in legacy (text) format to provided stream
void
export_as_text( std::ostream &Output ) const;
void
export_as_text( std::string &Output ) const;
std::string const &
name() const;
void
location( glm::dvec3 const Location );
glm::dvec3 const &
location() const;
glm::dvec3 &
location();
float const &
radius();
void
visible( bool const Visible );
bool
visible() const;
void
group( scene::group_handle Group );
scene::group_handle
group() const;
void
mark_dirty() { m_dirty = true; }
bool
dirty() const { return m_dirty; }
protected:
// members
scene::group_handle m_group { null_handle }; // group this node belongs to, if any
scene::bounding_area m_area;
double m_rangesquaredmin { 0.0 }; // visibility range, min
double m_rangesquaredmax { 0.0 }; // visibility range, max
bool m_visible { true }; // visibility flag
std::string m_name;
bool m_dirty { false };
private:
// methods
// radius() subclass details, calculates node's bounding radius
virtual float radius_();
// serialize() subclass details, sends content of the subclass to provided stream
virtual void serialize_( std::ostream &Output ) const = 0;
// deserialize() subclass details, restores content of the subclass from provided stream
virtual void deserialize_( std::istream &Input ) = 0;
// export() subclass details, sends basic content of the class in legacy (text) format to provided stream
virtual void export_as_text_( std::ostream &Output ) const = 0;
};
inline
std::string const &
basic_node::name() const {
return m_name;
}
inline
void
basic_node::location( glm::dvec3 const Location ) {
m_area.center = Location;
}
inline
glm::dvec3 const &
basic_node::location() const {
return m_area.center;
}
inline
glm::dvec3 &
basic_node::location() {
return m_area.center;
}
inline
void
basic_node::visible( bool const Visible ) {
m_visible = Visible;
}
inline
bool
basic_node::visible() const {
return m_visible;
}
inline
void
basic_node::group( scene::group_handle Group ) {
m_group = Group;
}
inline
scene::group_handle
basic_node::group() const {
return m_group;
}
} // scene
//---------------------------------------------------------------------------