forked from noodlecollie/calliper
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sceneobject.cpp
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sceneobject.cpp
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#include "sceneobject.h"
#include "callipermath.h"
#include <cmath>
#include "mapscene.h"
#include "shaderstack.h"
#include "resourcemanager.h"
#include <QOpenGLTexture>
#include "mapdocument.h"
#include "jsonutil.h"
SceneObject::SceneObject(SceneObject *parent) : HierarchicalObject(parent)
{
initDefaults(parent);
}
SceneObject::SceneObject(const SceneObject &cloneFrom) : HierarchicalObject(cloneFrom.parentObject())
{
m_pScene = cloneFrom.m_pScene;
m_pGeometry.reset(new GeometryData(*cloneFrom.m_pGeometry.data()));
m_RenderFlags = cloneFrom.m_RenderFlags;
m_bHidden = cloneFrom.m_bHidden;
m_bSerialiseGeometry = cloneFrom.m_bSerialiseGeometry;
setPosition(cloneFrom.position());
setAngles(cloneFrom.angles());
setScale(cloneFrom.scale());
}
void SceneObject::initDefaults(SceneObject* parent)
{
m_pScene = parent ? parent->m_pScene : NULL;
m_pGeometry.reset(new GeometryData());
m_RenderFlags = NoRenderFlag;
m_bHidden = false;
m_bSerialiseGeometry = false;
}
SceneObject::~SceneObject()
{
}
GeometryData* SceneObject::geometry() const
{
return m_pGeometry.data();
}
void SceneObject::setGeometry(GeometryData *data)
{
Q_ASSERT(data);
if ( !data || m_pGeometry.data() == data ) return;
m_pGeometry.reset(data);
}
bool SceneObject::isEmpty() const
{
return m_pGeometry->isEmpty();
}
SceneObject* SceneObject::parentObject() const
{
return qobject_cast<SceneObject*>(parent());
}
QList<SceneObject*> SceneObject::children() const
{
return findChildren<SceneObject*>(QString(), Qt::FindDirectChildrenOnly);
}
BaseScene* SceneObject::scene() const
{
return m_pScene;
}
bool SceneObject::editable() const
{
return true;
}
void SceneObject::draw(ShaderStack *stack)
{
bool shaderOverridden = false;
if ( !geometry()->isEmpty() )
{
// If we have a shader override, push the override.
QString shaderOverrideName = geometry()->shaderOverride();
if ( !shaderOverrideName.isNull() )
{
ShaderProgram* program = resourceManager()->shader(shaderOverrideName);
if ( program )
{
shaderOverridden = true;
stack->shaderPush(program);
}
}
}
// Multiply the modelWorld matrix by our current one.
// This updates the shader uniform too.
// We do this even if the geometry is empty, so that the
// transformation will apply recursively.
// It is the caller's responsibility to manage pushing
// and popping of the m2w matrix.
stack->modelToWorldPostMultiply(localToParent());
if ( !geometry()->isEmpty() )
{
// Upload and bind the geometry.
geometry()->upload();
geometry()->bindVertices(true);
geometry()->bindIndices(true);
// Apply the data format.
geometry()->applyDataFormat(stack->shaderTop());
// If we're selected, set the global colour.
bool pushedColor = false;
MapDocument* doc = m_pScene->document();
if ( doc->selectedSet().contains(this) )
{
pushedColor = true;
stack->globalColorPush();
stack->globalColorSetTop(doc->selectedColor());
}
// Apply the texture.
QOpenGLTexture* tex = resourceManager()->texture(geometry()->texture(0));
tex->bind(0);
// Draw.
geometry()->draw();
if ( pushedColor )
{
stack->globalColorPop();
}
// Pop the shader if we pushed one earlier.
if ( shaderOverridden )
{
stack->shaderPop();
}
}
}
SceneObject::RenderFlags SceneObject::renderFlags() const
{
return m_RenderFlags;
}
void SceneObject::setRenderFlags(RenderFlags flags)
{
m_RenderFlags = flags;
}
SceneObject* SceneObject::clone() const
{
return new SceneObject(*this);
}
BoundingBox SceneObject::computeLocalBounds() const
{
// Compute our bounds.
BoundingBox bounds = geometry()->localBounds();
// Union these with the bounds of all our children.
QList<SceneObject*> childList = children();
foreach ( SceneObject* o, childList )
{
bounds.unionWith(o->localToParent() * o->computeLocalBounds());
}
return bounds;
}
bool SceneObject::hidden() const
{
return m_bHidden;
}
void SceneObject::setHidden(bool hide)
{
m_bHidden = hide;
}
bool SceneObject::serialiseToJson(QJsonObject &obj) const
{
// If we're not editable, we shouldn't be saved to a file.
// This means that non-editable subclasses don't have to bother
// with re-implementation of serialisation at all.
if ( !editable() )
{
return false;
}
// Set the identifier for this object.
obj.insert(ISerialisable::KEY_IDENTIFIER(), QJsonValue(SceneObject::serialiseIdentifier()));
// Serialise the parent object first.
QJsonObject jsonParent;
HierarchicalObject::serialiseToJson(jsonParent);
// Insert this as the superclass.
obj.insert(ISerialisable::KEY_SUPERCLASS(), QJsonValue(jsonParent));
// Serialise the name of this object.
obj.insert("objectName", QJsonValue(objectName()));
// Serialise geometry.
obj.insert("serialiseGeometry", QJsonValue(shouldSerialiseGeometry()));
if ( shouldSerialiseGeometry() )
{
QJsonObject jsonGeom;
m_pGeometry->serialiseToJson(jsonGeom);
obj.insert("geometry", QJsonValue(jsonGeom));
}
// Serialise render flags as an array.
QJsonArray arrRenderFlags;
JsonUtil::flagsToJsonArray<SceneObject, RenderFlags>(m_RenderFlags, "RenderFlags", arrRenderFlags);
obj.insert("renderFlags", QJsonValue(arrRenderFlags));
// Other properties
obj.insert("hidden", QJsonValue(hidden()));
return true;
}
SceneObject::SceneObject(const QJsonObject &serialisedData, SceneObject *parent) : HierarchicalObject(serialisedData.value(ISerialisable::KEY_SUPERCLASS()).toObject(), parent)
{
initDefaults(parent);
// Make sure this object identifies us.
if ( !validateIdentifier(serialisedData, SceneObject::serialiseIdentifier()) )
{
return;
}
QJsonValue vObjectName = serialisedData.value("objectName");
if ( vObjectName.isString() )
{
setObjectName(vObjectName.toString());
}
QJsonValue vGeometry = serialisedData.value("geometry");
if ( vGeometry.isObject() )
{
setGeometry(new GeometryData(vGeometry.toObject()));
}
QJsonValue vSerialiseGeometry = serialisedData.value("serialiseGeometry");
if ( vSerialiseGeometry.isBool() )
{
setShouldSerialiseGeometry(vSerialiseGeometry.toBool());
}
QJsonValue vRenderFlags = serialisedData.value("renderFlags");
if ( vRenderFlags.isArray() )
{
m_RenderFlags = JsonUtil::jsonArrayToFlags<SceneObject, RenderFlags>(vRenderFlags.toArray(), "RenderFlags");
}
QJsonValue vHidden = serialisedData.value("hidden");
if ( vHidden.isBool() )
{
setHidden(vHidden.toBool());
}
}
QString SceneObject::serialiseIdentifier() const
{
return staticMetaObject.className();
}
bool SceneObject::shouldSerialiseGeometry() const
{
return m_bSerialiseGeometry;
}
void SceneObject::setShouldSerialiseGeometry(bool enabled)
{
m_bSerialiseGeometry = enabled;
}