Esempio n. 1
0
scene::INodePtr Doom3EntityCreator::getEntityForEClass(const IEntityClassPtr& eclass) {

    // Null entityclass check
    if (!eclass) {
        throw std::runtime_error(
            _("Doom3EntityCreator::getEntityForEClass(): "
              "cannot create entity for NULL entityclass.")
        );
    }

    // Otherwise create the correct entity subclass based on the entity class
    // parameters.
    scene::INodePtr returnValue;

    if (eclass->isLight()) {
        LightNodePtr node(new LightNode(eclass));
        node->construct();

        returnValue = node;
    }
    else if (!eclass->isFixedSize()) {
        // Variable size entity
        Doom3GroupNodePtr node(new Doom3GroupNode(eclass));
        node->construct();

        returnValue = node;
    }
    else if (!eclass->getAttribute("model").value.empty()) {
        // Fixed size, has model path
        EclassModelNodePtr node(new EclassModelNode(eclass));
        node->construct();

        returnValue = node;
    }
    else if (eclass->getName() == "speaker") {
        SpeakerNodePtr node(new SpeakerNode(eclass));
        node->construct();

        returnValue = node;
    }
    else {
        // Fixed size, no model path
        GenericEntityNodePtr node(new GenericEntityNode(eclass));
        node->construct();

        returnValue = node;
    }

    return returnValue;
}
Esempio n. 2
0
/**
 * Create an instance of the given entity at the given position, and return
 * the Node containing the new entity.
 *
 * @returns: the scene::INodePtr referring to the new entity.
 */
scene::INodePtr createEntityFromSelection(const std::string& name, const Vector3& origin)
{
    // Obtain the structure containing the selection counts
    const SelectionInfo& info = GlobalSelectionSystem().getSelectionInfo();

    IEntityClassPtr entityClass = GlobalEntityClassManager().findOrInsert(name, true);

    // TODO: to be replaced by inheritance-based class detection
    bool isModel = (info.totalCount == 0 && name == "func_static");

    // Some entities are based on the size of the currently-selected primitive(s)
    bool primitivesSelected = info.brushCount > 0 || info.patchCount > 0;

    if (!(entityClass->isFixedSize() || isModel) && !primitivesSelected) {
        throw EntityCreationException(
            (boost::format(_("Unable to create entity %s, no brushes selected.")) % name).str()
        );
    }

    // Get the selection workzone bounds
    AABB workzone = GlobalSelectionSystem().getWorkZone().bounds;

    // Create the new node for the entity
    IEntityNodePtr node(GlobalEntityCreator().createEntity(entityClass));

    GlobalSceneGraph().root()->addChildNode(node);

    // The layer list we're moving the newly created node/subgraph into
    scene::LayerList targetLayers;

    if (entityClass->isFixedSize() || (isModel && !primitivesSelected))
    {
        selection::algorithm::deleteSelection();

        ITransformablePtr transform = Node_getTransformable(node);

        if (transform != 0) {
            transform->setType(TRANSFORM_PRIMITIVE);
            transform->setTranslation(origin);
            transform->freezeTransform();
        }

        GlobalSelectionSystem().setSelectedAll(false);

        // Move the item to the active layer
        targetLayers.insert(GlobalLayerSystem().getActiveLayer());

        Node_setSelected(node, true);
    }
    else // brush-based entity
    {
        // Add selected brushes as children of non-fixed entity
        node->getEntity().setKeyValue("model",
                                      node->getEntity().getKeyValue("name"));

        // Take the selection center as new origin
        Vector3 newOrigin = selection::algorithm::getCurrentSelectionCenter();
        node->getEntity().setKeyValue("origin", string::to_string(newOrigin));

        // If there is an "editor_material" class attribute, apply this shader
        // to all of the selected primitives before parenting them
        std::string material = node->getEntity().getEntityClass()->getAttribute("editor_material").getValue();

        if (!material.empty()) {
            selection::algorithm::applyShaderToSelection(material);
        }

        // If we had primitives to reparent, the new entity should inherit the layer info from them
        if (primitivesSelected)
        {
            scene::INodePtr primitive = GlobalSelectionSystem().ultimateSelected();
            targetLayers = primitive->getLayers();
        }
        else
        {
            // Otherwise move the item to the active layer
            targetLayers.insert(GlobalLayerSystem().getActiveLayer());
        }

        // Parent the selected primitives to the new node
        selection::algorithm::ParentPrimitivesToEntityWalker walker(node);
        GlobalSelectionSystem().foreachSelected(walker);
        walker.reparent();

        // De-select the children and select the newly created parent entity
        GlobalSelectionSystem().setSelectedAll(false);
        Node_setSelected(node, true);
    }

    // Assign the layers - including all child nodes (#2864)
    scene::AssignNodeToLayersWalker layerWalker(targetLayers);
    Node_traverseSubgraph(node, layerWalker);

    // Set the light radius and origin

    if (entityClass->isLight() && primitivesSelected)
    {
        AABB bounds(Doom3Light_getBounds(workzone));
        node->getEntity().setKeyValue("origin",
                                      string::to_string(bounds.getOrigin()));
        node->getEntity().setKeyValue("light_radius",
                                      string::to_string(bounds.getExtents()));
    }

    // Flag the map as unsaved after creating the entity
    GlobalMap().setModified(true);

    // Check for auto-setting key values. TODO: use forEachClassAttribute
    // directly here.
    eclass::AttributeList list = eclass::getSpawnargsWithPrefix(
        *entityClass, "editor_setKeyValue"
    );

    if (!list.empty())
    {
        for (eclass::AttributeList::const_iterator i = list.begin(); i != list.end(); ++i)
        {
            // Cut off the "editor_setKeyValueN " string from the key to get the spawnarg name
            std::string key = i->getName().substr(i->getName().find_first_of(' ') + 1);
            node->getEntity().setKeyValue(key, i->getValue());
        }
    }

    // Return the new node
    return node;
}