#include <algorithm>
#include "snode.h"
#include "objmesh.h"
+#include "dbg_gui.h"
SceneNode::SceneNode()
: scale(1, 1, 1)
scene = 0;
parent = 0;
name = 0;
+ visible = true;
+ local_bvol_valid = false;
}
SceneNode::SceneNode(Object *obj)
scene = 0;
parent = 0;
name = 0;
+ visible = true;
+ local_bvol_valid = false;
add_object(obj);
}
this->obj.push_back(obj);
obj->node = this;
+
+ local_bvol_valid = false;
}
bool SceneNode::remove_object(Object *o)
return false;
}
obj.erase(it);
+
+ local_bvol_valid = false;
return true;
}
void SceneNode::update(float dt)
{
+ bool expanded = false;
+
+ if(debug_gui) {
+ if(parent_expanded) {
+ ImGui::PushID(this);
+ ImGui::AlignTextToFramePadding();
+
+ int flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
+ if(children.empty()) flags |= ImGuiTreeNodeFlags_Leaf;
+ if(dbg_sel_node == this) flags |= ImGuiTreeNodeFlags_Selected;
+ expanded = ImGui::TreeNodeEx(name ? name : "<nameless node>", flags);
+ if(ImGui::IsItemClicked()) {
+ dbg_sel_node = this;
+ }
+
+ ImGui::NextColumn();
+ ImGui::Checkbox("##vis", &visible);
+ ImGui::NextColumn();
+ ImGui::PopID();
+ }
+ }
+
update_node(dt);
int num = children.size();
for(int i=0; i<num; i++) {
+ parent_expanded = expanded;
children[i]->update(dt);
}
+
+ if(debug_gui && expanded) {
+ ImGui::TreePop();
+ }
}
void SceneNode::apply_xform()
}
return false;
}
+
+const AABox &SceneNode::calc_local_bounds()
+{
+ local_bvol = AABox(Vec3(FLT_MAX, FLT_MAX, FLT_MAX), Vec3(-FLT_MAX, -FLT_MAX, -FLT_MAX));
+
+ // calculate the axis-aligned bounding box of all objects in this node
+ int nobj = obj.size();
+ for(int i=0; i<nobj; i++) {
+ AABox tmp = obj[i]->get_aabox();
+ calc_bounding_aabox(&local_bvol, &local_bvol, &tmp);
+ }
+
+ local_bvol_valid = true;
+ return local_bvol;
+}
+
+const AABox &SceneNode::get_local_bounds() const
+{
+ if(!local_bvol_valid) {
+ ((SceneNode*)this)->calc_local_bounds();
+ }
+ return local_bvol;
+}
+
+AABox SceneNode::get_node_bounds() const
+{
+ get_local_bounds(); // validate local_bvol
+
+ // calculate the transformed local_bvol
+ Box node_bbox = Box(local_bvol, xform);
+
+ // then calculate the axis-aligned bounding box
+ AABox aabox;
+ calc_bounding_aabox(&aabox, &node_bbox);
+ return aabox;
+}
+
+AABox SceneNode::get_bounds() const
+{
+ AABox sub_aabb = AABox(Vec3(FLT_MAX, FLT_MAX, FLT_MAX), Vec3(-FLT_MAX, -FLT_MAX, -FLT_MAX));
+
+ // calculate the bounding box of all children
+ int nchild = children.size();
+ for(int i=0; i<nchild; i++) {
+ AABox tmp = children[i]->get_bounds();
+ calc_bounding_aabox(&sub_aabb, &sub_aabb, &tmp);
+ }
+
+ AABox aabb = get_node_bounds();
+ calc_bounding_aabox(&aabb, &aabb, &sub_aabb);
+ return aabb;
+}