bool pre(const scene::Path& path, scene::Instance& instance) const { if (path.top().get().visible() && Node_isBrush(path.top())) // this node is a floor { const AABB& aabb = instance.worldAABB(); float floorHeight = aabb.origin.z() + aabb.extents.z(); if (floorHeight > m_current && floorHeight < m_bestUp) { m_bestUp = floorHeight; } if (floorHeight < m_current && floorHeight > m_bestDown) { m_bestDown = floorHeight; } } return true; }
void post( const scene::Path& path, scene::Instance& instance ) const { Entity* entity = Node_getEntity( path.top() ); if ( entity != 0 && ( instance.childSelected() || Instance_getSelectable( instance )->isSelected() ) ) { if( path.top().get_pointer() == m_world ){ /* do not want to convert whole worldspawn entity */ if( instance.childSelected() && !m_2world ){ /* create an entity from world brushes instead */ EntityClass* entityClass = GlobalEntityClassManager().findOrInsert( m_classname, true ); if( entityClass->fixedsize ) return; //is important to have retexturing here; if doing in the end, undo doesn't succeed; //don't do this extra now, as it requires retexturing, working for subgraph // if ( string_compare_nocase_n( m_classname, "trigger_", 8 ) == 0 ){ // Scene_PatchSetShader_Selected( GlobalSceneGraph(), GetCommonShader( "trigger" ).c_str() ); // Scene_BrushSetShader_Selected( GlobalSceneGraph(), GetCommonShader( "trigger" ).c_str() ); // } NodeSmartReference node( GlobalEntityCreator().createEntity( entityClass ) ); Node_getTraversable( GlobalSceneGraph().root() )->insert( node ); scene::Path entitypath( makeReference( GlobalSceneGraph().root() ) ); entitypath.push( makeReference( node.get() ) ); scene::Instance& entityInstance = findInstance( entitypath ); if ( g_pGameDescription->mGameType == "doom3" ) { Node_getEntity( node )->setKeyValue( "model", Node_getEntity( node )->getKeyValue( "name" ) ); } //Scene_parentSelectedBrushesToEntity( GlobalSceneGraph(), node ); Scene_parentSubgraphSelectedBrushesToEntity( GlobalSceneGraph(), node, path ); Scene_forEachChildSelectable( SelectableSetSelected( true ), entityInstance.path() ); } return; } else if( m_2world ){ /* ungroupSelectedEntities */ //condition is skipped with world = 0, so code next to this may create multiple worldspawns; todo handle this very special case? if( node_is_group( path.top() ) ){ parentBrushes( path.top(), *m_world ); Path_deleteTop( path ); } return; } EntityClass* eclass = GlobalEntityClassManager().findOrInsert( m_classname, node_is_group( path.top() ) ); NodeSmartReference node( GlobalEntityCreator().createEntity( eclass ) ); if( entity->isContainer() && eclass->fixedsize ){ /* group entity to point one */ char value[64]; sprintf( value, "%g %g %g", instance.worldAABB().origin[0], instance.worldAABB().origin[1], instance.worldAABB().origin[2] ); entity->setKeyValue( "origin", value ); } EntityCopyingVisitor visitor( *Node_getEntity( node ) ); // entity->forEachKeyValue( visitor ); NodeSmartReference child( path.top().get() ); NodeSmartReference parent( path.parent().get() ); // Node_getTraversable( parent )->erase( child ); if ( Node_getTraversable( child ) != 0 && node_is_group( node ) ) { /* group entity to group one */ parentBrushes( child, node ); } Node_getTraversable( parent )->insert( node ); entity->forEachKeyValue( visitor ); /* must do this after inserting node, otherwise problem: targeted + having model + not loaded b4 new entities aren't selectable normally + rendered only while 0 0 0 is rendered */ if( !entity->isContainer() && !eclass->fixedsize ){ /* point entity to group one */ AABB bounds( g_vector3_identity, Vector3( 16, 16, 16 ) ); if ( !string_parse_vector3( entity->getKeyValue( "origin" ), bounds.origin ) ) { bounds.origin = g_vector3_identity; } Brush_ConstructPlacehoderCuboid( node.get(), bounds ); Node_getEntity( node )->setKeyValue( "origin", "" ); } Node_getTraversable( parent )->erase( child ); } }