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OpenMW/apps/openmw/mwrender/actorspaths.cpp

136 lines
3.8 KiB
C++

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