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; }
/** * 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; }