/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2021 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace { constexpr const char* _loggerCat = "SceneGraphNode"; constexpr openspace::properties::Property::PropertyInfo ComputeScreenSpaceInfo = { "ComputeScreenSpaceData", "Compute Screen Space Data", "If this value is set to 'true', the screenspace-based properties are calculated " "at regular intervals. If these values are set to 'false', they are not updated." }; constexpr openspace::properties::Property::PropertyInfo ScreenSpacePositionInfo = { "ScreenSpacePosition", "ScreenSpacePosition", "The x,y position in screen space. Can be used for placing GUI elements", openspace::properties::Property::Visibility::Hidden }; constexpr openspace::properties::Property::PropertyInfo ScreenVisibilityInfo = { "ScreenVisibility", "ScreenVisibility", "Determines if the node is currently visible on screen", openspace::properties::Property::Visibility::Hidden }; constexpr openspace::properties::Property::PropertyInfo DistanceFromCamToNodeInfo = { "DistanceFromCamToNode", "DistanceFromCamToNode", "The distance from the camera to the node surface", openspace::properties::Property::Visibility::Hidden }; constexpr openspace::properties::Property::PropertyInfo ScreenSizeRadiusInfo = { "ScreenSizeRadius", "ScreenSizeRadius", "The screen size of the radius of the node", openspace::properties::Property::Visibility::Hidden }; constexpr openspace::properties::Property::PropertyInfo VisibilityDistanceInfo = { "VisibilityDistance", "VisibilityDistance", "The distace in world coordinates between node and camera " "at which the screenspace object will become visible", openspace::properties::Property::Visibility::Hidden }; constexpr openspace::properties::Property::PropertyInfo BoundingSphereInfo = { "BoundingSphere", "Bounding Sphere", "The bounding sphere of the scene graph node. This can be the " "bounding sphere of an attached renderable or directly specified to the node. " "If there is a boundingsphere on both the renderable and the node, the largest " "number will be picked.", openspace::properties::Property::Visibility::Hidden }; constexpr openspace::properties::Property::PropertyInfo GuiPathInfo = { "GuiPath", "Gui Path", "This is the path for the scene graph node in the gui " "example: /Solar System/Planets/Earth", openspace::properties::Property::Visibility::Hidden }; constexpr openspace::properties::Property::PropertyInfo GuiNameInfo = { "GuiName", "Gui Name", "This is the name for the scene graph node in the gui " "example: Earth", openspace::properties::Property::Visibility::Hidden }; constexpr openspace::properties::Property::PropertyInfo GuiDescriptionInfo = { "GuiDescription", "Gui Description", "This is the description for the scene graph node to be shown in the gui " "example: Earth is a special place", openspace::properties::Property::Visibility::Hidden }; constexpr openspace::properties::Property::PropertyInfo GuiHiddenInfo = { "GuiHidden", "Gui Hidden", "This represents if the scene graph node should be shown in the gui " "example: false", openspace::properties::Property::Visibility::Hidden }; struct [[codegen::Dictionary(SceneGraphNode)]] Parameters { // The identifier of this scenegraph node. This name must be unique among all // scene graph nodes that are loaded in a specific scene. If a duplicate is // detected the loading of the node will fail, as will all childing that depend on // the node. The identifier must not contain any whitespaces or '.' std::string identifier; // This names the parent of the currently specified scenegraph node. The parent // must already exist in the scene graph. If not specified, the node will be // attached to the root of the scenegraph std::optional parent [[codegen::annotation( "If specified, this must be a name for another scenegraph node" )]]; // The renderable that is to be created for this scenegraph node. A renderable is // a component of a scenegraph node that will lead to some visual result on the // screen. The specifics heavily depend on the 'Type' of the renderable. If no // Renderable is specified, this scenegraph node is an internal node and can be // used for either group children, or apply common transformations to a group of // children std::optional renderable [[codegen::reference("renderable")]]; // A hard-coded bounding sphere to be used for the cases where the Renderable is // not able to provide a reasonable bounding sphere or the calculated bounding // sphere needs to be overwritten for some reason std::optional boundingSphere; struct Transform { // This node describes a translation that is applied to the scenegraph node // and all its children. Depending on the 'Type' of the translation, this can // either be a static translation or a time-varying one std::optional translation [[codegen::reference("core_transform_translation")]]; // This nodes describes a rotation that is applied to the scenegraph node and // all its children. Depending on the 'Type' of the rotation, this can either // be a static rotation or a time-varying one std::optional rotation [[codegen::reference("core_transform_rotation")]]; // This node describes a scaling that is applied to the scenegraph node and // all its children. Depending on the 'Type' of the scaling, this can either // be a static scaling or a time-varying one std::optional scale [[codegen::reference("core_transform_scaling")]]; }; // This describes a set of transformations that are applied to this scenegraph // node and all of its children. There are only three possible values // corresponding to a 'Translation', a 'Rotation', and a 'Scale' std::optional transform; // Specifies the time frame for when this node should be active std::optional timeFrame [[codegen::reference("core_time_frame")]]; // A tag or list of tags that can be used to reference to a group of scenegraph // nodes. std::optional>> tag; struct Gui { // An optional user-facing name for this SceneGraphNode, which does not have // to be unique, though it is recommended, and can contain any characters std::optional name; // If this value is specified, this '/' separated URI specifies the location // of this scenegraph node in a GUI representation, for instance // '/SolarSystem/Earth/Moon' std::optional path; // A user-facing description about this scene graph node std::optional description; // If this value is specified, GUI applications are incouraged to ignore this // scenegraph node. This is most useful to trim collective lists of nodes and // not display, for example, barycenters std::optional hidden; }; // Additional information that is passed to GUI applications. These are all hints // and do not have any impact on the actual function of the scenegraph node std::optional gui [[codegen::key("GUI")]]; }; #include "scenegraphnode_codegen.cpp" } // namespace namespace openspace { #ifdef Debugging_Core_SceneGraphNode_Indices int SceneGraphNode::nextIndex = 0; #endif // Debugging_Core_SceneGraphNode_Indices ghoul::mm_unique_ptr SceneGraphNode::createFromDictionary( const ghoul::Dictionary& dictionary) { const Parameters p = codegen::bake(dictionary); SceneGraphNode* n = global::memoryManager->PersistentMemory.alloc(); ghoul::mm_unique_ptr result = ghoul::mm_unique_ptr(n); #ifdef Debugging_Core_SceneGraphNode_Indices result->index = nextIndex++; #endif // Debugging_Core_SceneGraphNode_Indices result->setIdentifier(p.identifier); if (p.gui.has_value()) { if (p.gui->name.has_value()) { result->setGuiName(*p.gui->name); result->_guiDisplayName = result->guiName(); result->addProperty(result->_guiDisplayName); } if (p.gui->description.has_value()) { result->setDescription(*p.gui->description); result->_guiDescription = result->description(); result->addProperty(result->_guiDescription); } if (p.gui->hidden.has_value()) { result->_guiHidden = *p.gui->hidden; result->addProperty(result->_guiHidden); } if (p.gui->path.has_value()) { result->_guiPath = *p.gui->path; result->addProperty(result->_guiPath); } } if (p.boundingSphere.has_value()) { result->_boundingSphere = *p.boundingSphere; result->_boundingSphere.setVisibility(properties::Property::Visibility::All); } if (p.transform.has_value()) { if (p.transform->translation.has_value()) { result->_transform.translation = Translation::createFromDictionary( *p.transform->translation ); // @TODO(abock, 2021-03-05) I don't think this is necessary anymore as we // transitioned to throwing exceptions when the construction fails if (result->_transform.translation == nullptr) { LERROR(fmt::format( "Failed to create ephemeris for SceneGraphNode '{}'", result->identifier() )); return nullptr; } LDEBUG(fmt::format( "Successfully created ephemeris for '{}'", result->identifier() )); result->addPropertySubOwner(result->_transform.translation.get()); } if (p.transform->rotation.has_value()) { result->_transform.rotation = Rotation::createFromDictionary( *p.transform->rotation ); // @TODO(abock, 2021-03-05) I don't think this is necessary anymore as we // transitioned to throwing exceptions when the construction fails if (result->_transform.rotation == nullptr) { LERROR(fmt::format( "Failed to create rotation for SceneGraphNode '{}'", result->identifier() )); return nullptr; } LDEBUG(fmt::format( "Successfully created rotation for '{}'", result->identifier() )); result->addPropertySubOwner(result->_transform.rotation.get()); } if (p.transform->scale.has_value()) { result->_transform.scale = Scale::createFromDictionary(*p.transform->scale); // @TODO(abock, 2021-03-05) I don't think this is necessary anymore as we // transitioned to throwing exceptions when the construction fails if (result->_transform.scale == nullptr) { LERROR(fmt::format( "Failed to create scale for SceneGraphNode '{}'", result->identifier() )); return nullptr; } LDEBUG(fmt::format( "Successfully created scale for '{}'", result->identifier() )); result->addPropertySubOwner(result->_transform.scale.get()); } } if (p.timeFrame.has_value()) { result->_timeFrame = TimeFrame::createFromDictionary(*p.timeFrame); // @TODO(abock, 2021-03-05) I don't think this is necessary anymore as we // transitioned to throwing exceptions when the construction fails if (result->_timeFrame == nullptr) { LERROR(fmt::format( "Failed to create time frame for SceneGraphNode '{}'", result->identifier() )); return nullptr; } LDEBUG(fmt::format( "Successfully created time frame for '{}'", result->identifier() )); result->addPropertySubOwner(result->_timeFrame.get()); } // We initialize the renderable last as it probably has the most dependencies if (p.renderable.has_value()) { result->_renderable = Renderable::createFromDictionary(*p.renderable); ghoul_assert(result->_renderable, "Failed to create Renderable"); result->addPropertySubOwner(result->_renderable.get()); LDEBUG(fmt::format( "Successfully created renderable for '{}'", result->identifier() )); // If the renderable child has a larger bounding sphere, we allow it to override if (result->_renderable->boundingSphere() > result->_boundingSphere) { result->_boundingSphere = result->_renderable->boundingSphere(); if (p.boundingSphere.has_value()) { LWARNING(fmt::format( "The specified property 'BoundingSphere' for '{}' was overwritten " "by a child renderable", result->_identifier )); } } } if (p.tag.has_value()) { if (std::holds_alternative(*p.tag)) { result->addTag(std::get(*p.tag)); } else if (std::holds_alternative>(*p.tag)) { for (const std::string& tag : std::get>(*p.tag)) { if (!tag.empty()) { result->addTag(tag); } } } else { throw ghoul::MissingCaseException(); } } LDEBUG(fmt::format("Successfully created SceneGraphNode '{}'", result->identifier())); result->_lastScreenSpaceUpdateTime = std::chrono::high_resolution_clock::now(); return result; } documentation::Documentation SceneGraphNode::Documentation() { documentation::Documentation doc = codegen::doc(); doc.id = "core_scene_node"; return doc; } SceneGraphNode::SceneGraphNode() : properties::PropertyOwner({ "" }) , _guiHidden(GuiHiddenInfo) , _guiPath(GuiPathInfo) , _guiDisplayName(GuiNameInfo) , _guiDescription(GuiDescriptionInfo) , _transform { ghoul::mm_unique_ptr( global::memoryManager->PersistentMemory.alloc() ), ghoul::mm_unique_ptr( global::memoryManager->PersistentMemory.alloc() ), ghoul::mm_unique_ptr( global::memoryManager->PersistentMemory.alloc() ) } , _boundingSphere(BoundingSphereInfo, 0.0) , _computeScreenSpaceValues(ComputeScreenSpaceInfo, false) , _screenSpacePosition(ScreenSpacePositionInfo, glm::ivec2(-1, -1)) , _screenVisibility(ScreenVisibilityInfo, false) , _distFromCamToNode(DistanceFromCamToNodeInfo, -1.0) , _screenSizeRadius(ScreenSizeRadiusInfo, 0) , _visibilityDistance(VisibilityDistanceInfo, 6e10f) { addProperty(_computeScreenSpaceValues); addProperty(_screenSpacePosition); addProperty(_screenVisibility); addProperty(_distFromCamToNode); addProperty(_screenSizeRadius); addProperty(_visibilityDistance); addProperty(_boundingSphere); } SceneGraphNode::~SceneGraphNode() {} // NOLINT void SceneGraphNode::initialize() { ZoneScoped ZoneName(identifier().c_str(), identifier().size()) LDEBUG(fmt::format("Initializing: {}", identifier())); if (_renderable) { _renderable->initialize(); } if (_transform.translation) { _transform.translation->initialize(); } if (_transform.rotation) { _transform.rotation->initialize(); } if (_transform.scale) { _transform.scale->initialize(); } _state = State::Initialized; LDEBUG(fmt::format("Finished initializing: {}", identifier())); } void SceneGraphNode::initializeGL() { ZoneScoped ZoneName(identifier().c_str(), identifier().size()) LDEBUG(fmt::format("Initializing GL: {}", identifier())); if (_renderable) { _renderable->initializeGL(); } _state = State::GLInitialized; LDEBUG(fmt::format("Finished initializating GL: {}", identifier())); } void SceneGraphNode::deinitialize() { ZoneScoped ZoneName(identifier().c_str(), identifier().size()) LDEBUG(fmt::format("Deinitializing: {}", identifier())); setScene(nullptr); if (_renderable) { _renderable->deinitialize(); } clearChildren(); _parent = nullptr; LDEBUG(fmt::format("Finished deinitializing: {}", identifier())); } void SceneGraphNode::deinitializeGL() { ZoneScoped ZoneName(identifier().c_str(), identifier().size()) LDEBUG(fmt::format("Deinitializing GL: {}", identifier())); if (_renderable) { _renderable->deinitializeGL(); } LDEBUG(fmt::format("Finished deinitializing GL: {}", identifier())); } void SceneGraphNode::traversePreOrder(const std::function& fn) { fn(this); for (ghoul::mm_unique_ptr& child : _children) { child->traversePreOrder(fn); } } void SceneGraphNode::traversePostOrder(const std::function& fn) { for (ghoul::mm_unique_ptr& child : _children) { child->traversePostOrder(fn); } fn(this); } void SceneGraphNode::update(const UpdateData& data) { ZoneScoped ZoneName(identifier().c_str(), identifier().size()) State s = _state; if (s != State::Initialized && _state != State::GLInitialized) { return; } if (!isTimeFrameActive(data.time)) { return; } if (_transform.translation) { _transform.translation->update(data); } if (_transform.rotation) { _transform.rotation->update(data); } if (_transform.scale) { _transform.scale->update(data); } UpdateData newUpdateData = data; // Assumes _worldRotationCached and _worldScaleCached have been calculated for parent _worldPositionCached = calculateWorldPosition(); _worldRotationCached = calculateWorldRotation(); _worldScaleCached = calculateWorldScale(); newUpdateData.modelTransform.translation = _worldPositionCached; newUpdateData.modelTransform.rotation = _worldRotationCached; newUpdateData.modelTransform.scale = _worldScaleCached; glm::dmat4 translation = glm::translate( glm::dmat4(1.0), newUpdateData.modelTransform.translation ); glm::dmat4 rotation = glm::dmat4(newUpdateData.modelTransform.rotation); glm::dmat4 scaling = glm::scale( glm::dmat4(1.0), newUpdateData.modelTransform.scale ); _modelTransformCached = translation * rotation * scaling; if (_renderable && _renderable->isReady() && (_renderable->isEnabled() || _renderable->shouldUpdateIfDisabled())) { _renderable->update(newUpdateData); } } void SceneGraphNode::render(const RenderData& data, RendererTasks& tasks) { ZoneScoped ZoneName(identifier().c_str(), identifier().size()) if (_state != State::GLInitialized) { return; } const bool visible = _renderable && _renderable->isVisible() && _renderable->isReady() && _renderable->isEnabled() && _renderable->matchesRenderBinMask(data.renderBinMask); if (!visible) { return; } if (!isTimeFrameActive(data.time)) { return; } { TracyGpuZone("Render") RenderData newData = { data.camera, data.time, data.renderBinMask, { _worldPositionCached, _worldRotationCached, _worldScaleCached } }; _renderable->render(newData, tasks); if (_computeScreenSpaceValues) { computeScreenSpaceData(newData); } } } void SceneGraphNode::setParent(SceneGraphNode& parent) { ghoul_assert(_parent != nullptr, "Node must be attached to a parent"); parent.attachChild(_parent->detachChild(*this)); } void SceneGraphNode::attachChild(ghoul::mm_unique_ptr child) { ghoul_assert(child != nullptr, "Child may not be null"); ghoul_assert(child->parent() == nullptr, "Child may not already have a parent"); // Create link between parent and child child->_parent = this; SceneGraphNode* childRaw = child.get(); _children.push_back(std::move(child)); // Set scene of child (and children recursively) childRaw->setScene(_scene); } ghoul::mm_unique_ptr SceneGraphNode::detachChild(SceneGraphNode& child) { ghoul_assert( child._dependentNodes.empty(), "Nodes cannot depend on a node being detached" ); ghoul_assert(child._parent != nullptr, "Node must be attached to a parent"); const auto iter = std::find_if( _children.begin(), _children.end(), [&child] (const ghoul::mm_unique_ptr& c) { return &child == c.get(); } ); if (iter == _children.end()) { LERROR("Trying to detach a non-existing child"); } traversePreOrder([](SceneGraphNode* node) { node->clearDependencies(); }); // Unset scene of child (and children recursively) if (_scene) { child.setScene(nullptr); } // Remove link between parent and child child._parent = nullptr; ghoul::mm_unique_ptr c = std::move(*iter); _children.erase(iter); return c; } void SceneGraphNode::clearChildren() { traversePreOrder([](SceneGraphNode* node) { node->clearDependencies(); }); for (const ghoul::mm_unique_ptr& c : _children) { if (_scene) { c->setScene(nullptr); } c->_parent = nullptr; } _children.clear(); } void SceneGraphNode::addDependency(SceneGraphNode& dependency) { dependency._dependentNodes.push_back(this); _dependencies.push_back(&dependency); if (_scene) { _scene->markNodeRegistryDirty(); } } void SceneGraphNode::removeDependency(SceneGraphNode& dependency) { dependency._dependentNodes.erase( std::remove( dependency._dependentNodes.begin(), dependency._dependentNodes.end(), this ), dependency._dependentNodes.end() ); _dependencies.erase( std::remove( _dependencies.begin(), _dependencies.end(), &dependency ), _dependencies.end() ); if (_scene) { _scene->markNodeRegistryDirty(); } } void SceneGraphNode::clearDependencies() { for (SceneGraphNode* dependency : _dependencies) { dependency->_dependentNodes.erase( std::remove( dependency->_dependentNodes.begin(), dependency->_dependentNodes.end(), this ), dependency->_dependentNodes.end() ); } _dependencies.clear(); if (_scene) { _scene->markNodeRegistryDirty(); } } void SceneGraphNode::setDependencies(const std::vector& dependencies) { clearDependencies(); _dependencies = dependencies; for (SceneGraphNode* dependency : dependencies) { dependency->_dependentNodes.push_back(this); } if (_scene) { _scene->markNodeRegistryDirty(); } } void SceneGraphNode::computeScreenSpaceData(RenderData& newData) { // Purposely slow the update rate of screen space position in order to reduce the // effects of jittering in the position of information icon markers in web gui. auto now = std::chrono::high_resolution_clock::now(); if ((now - _lastScreenSpaceUpdateTime) < std::chrono::milliseconds(100)) { return; } _lastScreenSpaceUpdateTime = now; // Calculate ndc const Camera& cam = newData.camera; const glm::dvec3& worldPos = _worldPositionCached; const glm::dvec4 clipSpace = glm::dmat4(cam.projectionMatrix()) * cam.combinedViewMatrix() * glm::vec4(worldPos, 1.0); const glm::dvec2 worldPosNDC = glm::dvec2(clipSpace / clipSpace.w); const bool visible = worldPosNDC.x >= -1.0 && worldPosNDC.x <= 1.0 && worldPosNDC.y >= -1.0 && worldPosNDC.y <= 1.0 && clipSpace.z > 0; // If not on the screen, we want to reset it or don't update it if (!visible) { _screenVisibility = false; return; } glm::ivec2 res = global::windowDelegate->currentSubwindowSize(); // Get the radius of node double nodeRadius = boundingSphere(); // Distance from the camera to the node double distFromCamToNode = glm::distance(cam.positionVec3(), worldPos) - nodeRadius; // Fix to limit the update of properties if (distFromCamToNode >= _visibilityDistance) { _screenVisibility = false; return; } _screenVisibility = true; // Calculate the node radius to screensize pixels const glm::dvec3 lookUp = normalize(cam.lookUpVectorWorldSpace()); const glm::dvec3 radiusPos = worldPos + (nodeRadius * lookUp); const glm::dvec4 clipSpaceRadius = glm::dmat4(cam.projectionMatrix()) * cam.combinedViewMatrix() * glm::vec4(radiusPos, 1.0); const glm::dvec3 radiusNDC = clipSpaceRadius / clipSpaceRadius.w; const glm::ivec2 centerScreenSpace = glm::ivec2( (worldPosNDC.x + 1.0) * res.x / 2, (worldPosNDC.y + 1.0) * res.y / 2 ); const glm::ivec2 radiusScreenSpace = glm::ivec2( (radiusNDC.x + 1.0) * res.x / 2, (radiusNDC.y + 1.0) * res.y / 2 ); const double screenSpaceRadius = length( glm::vec2(centerScreenSpace) - glm::vec2(radiusScreenSpace) ); constexpr const double RadiusThreshold = 2.0; const double r = std::fabs(_screenSizeRadius - screenSpaceRadius); if (r > RadiusThreshold) { _screenSizeRadius = screenSpaceRadius; } constexpr const double ZoomThreshold = 0.1; const double d = std::fabs(_distFromCamToNode - distFromCamToNode); if (d > (ZoomThreshold * distFromCamToNode)) { _distFromCamToNode = distFromCamToNode; } constexpr const double MoveThreshold = 1.0; const glm::ivec2 ssp = _screenSpacePosition; const glm::dvec2 c = glm::abs(ssp - centerScreenSpace); if (c.x > MoveThreshold || c.y > MoveThreshold) { _screenSpacePosition = centerScreenSpace; } } SurfacePositionHandle SceneGraphNode::calculateSurfacePositionHandle( const glm::dvec3& targetModelSpace) const { if (_renderable) { return _renderable->calculateSurfacePositionHandle(targetModelSpace); } else { return { glm::dvec3(0.0), glm::normalize(targetModelSpace), 0.0 }; } } const std::vector& SceneGraphNode::dependencies() const { return _dependencies; } const std::vector& SceneGraphNode::dependentNodes() const { return _dependentNodes; } glm::dvec3 SceneGraphNode::position() const { return _transform.translation->position(); } const glm::dmat3& SceneGraphNode::rotationMatrix() const { return _transform.rotation->matrix(); } glm::dvec3 SceneGraphNode::scale() const { return _transform.scale->scaleValue(); } glm::dvec3 SceneGraphNode::worldPosition() const { return _worldPositionCached; } const glm::dmat3& SceneGraphNode::worldRotationMatrix() const { return _worldRotationCached; } glm::dmat4 SceneGraphNode::modelTransform() const { return _modelTransformCached; } glm::dvec3 SceneGraphNode::worldScale() const { return _worldScaleCached; } std::string SceneGraphNode::guiPath() const { return _guiPath; } bool SceneGraphNode::hasGuiHintHidden() const { return _guiHidden; } glm::dvec3 SceneGraphNode::calculateWorldPosition() const { // recursive up the hierarchy if there are parents available if (_parent) { const glm::dvec3 wp = _parent->worldPosition(); const glm::dmat3 wrot = _parent->worldRotationMatrix(); const glm::dvec3 ws = _parent->worldScale(); const glm::dvec3 p = position(); return wp + wrot * (ws * p); } else { return position(); } } bool SceneGraphNode::isTimeFrameActive(const Time& time) const { for (SceneGraphNode* dep : _dependencies) { if (!dep->isTimeFrameActive(time)) { return false; } } if (_parent && !_parent->isTimeFrameActive(time)) { return false; } return !_timeFrame || _timeFrame->isActive(time); } glm::dmat3 SceneGraphNode::calculateWorldRotation() const { // recursive up the hierarchy if there are parents available if (_parent) { return _parent->worldRotationMatrix() * rotationMatrix(); } else { return rotationMatrix(); } } glm::dvec3 SceneGraphNode::calculateWorldScale() const { // recursive up the hierarchy if there are parents available if (_parent) { return _parent->worldScale() * scale(); } else { return scale(); } } SceneGraphNode* SceneGraphNode::parent() const { return _parent; } Scene* SceneGraphNode::scene() { return _scene; } void SceneGraphNode::setScene(Scene* scene) { ZoneScoped // Unregister from previous scene, bottom up traversePostOrder([](SceneGraphNode* node) { if (node->_scene) { node->_scene->unregisterNode(node); } node->_scene = nullptr; }); if (!scene) { return; } // Register on new scene, top down traversePreOrder([scene](SceneGraphNode* node) { node->_scene = scene; if (scene) { scene->registerNode(node); } }); } std::vector SceneGraphNode::children() const { std::vector nodes; for (const ghoul::mm_unique_ptr& child : _children) { nodes.push_back(child.get()); } return nodes; } double SceneGraphNode::boundingSphere() const { return _boundingSphere; } const Renderable* SceneGraphNode::renderable() const { return _renderable.get(); } Renderable* SceneGraphNode::renderable() { return _renderable.get(); } SceneGraphNode* SceneGraphNode::childNode(const std::string& id) { if (identifier() == id) { return this; } else { for (ghoul::mm_unique_ptr& it : _children) { SceneGraphNode* tmp = it->childNode(id); if (tmp) { return tmp; } } } return nullptr; } } // namespace openspace