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https://gitlab.com/OpenMW/openmw.git
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136 lines
3.8 KiB
C++
136 lines
3.8 KiB
C++
#include "actorspaths.hpp"
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#include "vismask.hpp"
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#include <components/detournavigator/settings.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/agentpath.hpp>
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#include <components/sceneutil/detourdebugdraw.hpp>
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#include <osg/LineWidth>
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#include <osg/Material>
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#include <osg/PositionAttitudeTransform>
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#include <osg/StateSet>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include <algorithm>
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namespace MWRender
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{
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namespace
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{
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osg::ref_ptr<osg::StateSet> makeGroupStateSet()
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{
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osg::ref_ptr<osg::Material> material = new osg::Material;
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material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
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osg::ref_ptr<osg::StateSet> stateSet = new osg::StateSet;
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stateSet->setAttribute(material);
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return stateSet;
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}
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osg::ref_ptr<osg::StateSet> makeDebugDrawStateSet()
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{
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osg::ref_ptr<osg::StateSet> stateSet = new osg::StateSet;
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stateSet->setAttributeAndModes(new osg::LineWidth());
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return stateSet;
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}
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}
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ActorsPaths::ActorsPaths(const osg::ref_ptr<osg::Group>& root, bool enabled)
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: mRootNode(root)
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, mEnabled(enabled)
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, mGroupStateSet(makeGroupStateSet())
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, mDebugDrawStateSet(makeDebugDrawStateSet())
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{
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}
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ActorsPaths::~ActorsPaths()
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{
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if (mEnabled)
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disable();
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}
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bool ActorsPaths::toggle()
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{
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if (mEnabled)
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disable();
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else
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enable();
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return mEnabled;
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}
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void ActorsPaths::update(const MWWorld::ConstPtr& actor, const std::deque<osg::Vec3f>& path,
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const DetourNavigator::AgentBounds& agentBounds, const osg::Vec3f& start, const osg::Vec3f& end,
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const DetourNavigator::Settings& settings)
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{
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if (!mEnabled)
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return;
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const auto group = mGroups.find(actor.mRef);
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if (group != mGroups.end())
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mRootNode->removeChild(group->second.mNode);
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osg::ref_ptr<osg::Group> newGroup
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= SceneUtil::createAgentPathGroup(path, agentBounds, start, end, settings.mRecast, mDebugDrawStateSet);
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newGroup->setNodeMask(Mask_Debug);
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newGroup->setStateSet(mGroupStateSet);
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MWBase::Environment::get().getResourceSystem()->getSceneManager()->recreateShaders(newGroup, "debug");
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mRootNode->addChild(newGroup);
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mGroups.insert_or_assign(group, actor.mRef, Group{ actor.mCell, std::move(newGroup) });
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}
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void ActorsPaths::remove(const MWWorld::ConstPtr& actor)
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{
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const auto group = mGroups.find(actor.mRef);
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if (group != mGroups.end())
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{
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mRootNode->removeChild(group->second.mNode);
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mGroups.erase(group);
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}
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}
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void ActorsPaths::removeCell(const MWWorld::CellStore* const store)
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{
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for (auto it = mGroups.begin(); it != mGroups.end();)
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{
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if (it->second.mCell == store)
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{
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mRootNode->removeChild(it->second.mNode);
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it = mGroups.erase(it);
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}
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else
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++it;
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}
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}
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void ActorsPaths::updatePtr(const MWWorld::ConstPtr& old, const MWWorld::ConstPtr& updated)
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{
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const auto it = mGroups.find(old.mRef);
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if (it == mGroups.end())
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return;
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it->second.mCell = updated.mCell;
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}
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void ActorsPaths::enable()
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{
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std::for_each(
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mGroups.begin(), mGroups.end(), [&](const Groups::value_type& v) { mRootNode->addChild(v.second.mNode); });
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mEnabled = true;
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}
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void ActorsPaths::disable()
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{
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std::for_each(mGroups.begin(), mGroups.end(),
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[&](const Groups::value_type& v) { mRootNode->removeChild(v.second.mNode); });
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mEnabled = false;
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}
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}
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