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#ifndef BLASTSCENETREE_H
#define BLASTSCENETREE_H
#include <QtWidgets/QDockWidget>
#include "ui_BlastSceneTree.h"
#include "ProjectParams.h"
#include <vector>
#include <string>
#include <QtCore/QMap>
class QTreeWidgetItem;
class BlastAsset;
enum EBlastNodeType
{
eBond,
eChunk,
eAsset,
eProjectile,
eGraphicsMesh,
eAssetInstance,
eLandmark,
eComposite,
};
class BlastNode
{
public:
BlastNode(const std::string& inName, void* inData)
: name(inName)
, _data(inData)
, _parent(nullptr)
{
}
void* getData() { return _data; }
void setParent(BlastNode* parent) { _parent = parent; }
BlastNode* getParent() { return _parent; }
virtual EBlastNodeType getType() = 0;
virtual bool getVisible() = 0;
virtual void setVisible(bool val) = 0;
std::string name;
std::vector<BlastNode*> children;
protected:
void* _data;
BlastNode* _parent;
};
class BlastBondNode : public BlastNode
{
public:
BlastBondNode(const std::string& inName, BPPBond& inData)
: BlastNode(inName, &inData)
{
}
virtual EBlastNodeType getType() { return eBond; }
virtual bool getVisible() { return ((BPPBond*)_data)->visible; }
virtual void setVisible(bool val) { ((BPPBond*)_data)->visible = val; }
private:
std::vector<BlastNode*> children;
};
class BlastChunkNode : public BlastNode
{
public:
BlastChunkNode(const std::string& inName, BPPChunk& inData, void* assetPtr)
: BlastNode(inName, &inData)
{
_assetPtr = assetPtr;
}
virtual EBlastNodeType getType() { return eChunk; }
virtual bool getVisible() { return ((BPPChunk*)_data)->visible; }
virtual void setVisible(bool val);// { ((BPPChunk*)_data)->visible = val; }
void setSelected(bool val);
bool isSupport() { return ((BPPChunk*)_data)->support; }
void* _assetPtr;
};
class BlastAssetNode : public BlastNode
{
public:
BlastAssetNode(const std::string& inName, BPPAsset& inData)
: BlastNode(inName, &inData)
{
}
virtual EBlastNodeType getType() { return eAsset; }
virtual bool getVisible() { return ((BPPAsset*)_data)->visible; }
virtual void setVisible(bool val) { ((BPPAsset*)_data)->visible = val; }
};
class BlastProjectileNode : public BlastNode
{
public:
BlastProjectileNode(const std::string& inName, BPPProjectile& inData)
: BlastNode(inName, &inData)
{
}
virtual EBlastNodeType getType() { return eProjectile; }
virtual bool getVisible() { return ((BPPProjectile*)_data)->visible; }
virtual void setVisible(bool val) { ((BPPProjectile*)_data)->visible = val; }
};
class BlastGraphicsMeshNode : public BlastNode
{
public:
BlastGraphicsMeshNode(const std::string& inName, BPPGraphicsMesh& inData)
: BlastNode(inName, &inData)
{
}
virtual EBlastNodeType getType() { return eGraphicsMesh; }
virtual bool getVisible() { return ((BPPGraphicsMesh*)_data)->visible; }
virtual void setVisible(bool val) { ((BPPGraphicsMesh*)_data)->visible = val; }
};
class BlastAssetInstanceNode : public BlastNode
{
public:
BlastAssetInstanceNode(const std::string& inName, BPPAssetInstance& inData)
: BlastNode(inName, &inData)
{
}
virtual EBlastNodeType getType() { return eAssetInstance; }
virtual bool getVisible() { return ((BPPAssetInstance*)_data)->visible; }
virtual void setVisible(bool val) { ((BPPAssetInstance*)_data)->visible = val; }
void setSelected(bool val);
};
class BlastLandmarkNode : public BlastNode
{
public:
BlastLandmarkNode(const std::string& inName, BPPLandmark& inData)
: BlastNode(inName, &inData)
{
}
virtual EBlastNodeType getType() { return eLandmark; }
virtual bool getVisible() { return ((BPPLandmark*)_data)->visible; }
virtual void setVisible(bool val) { ((BPPLandmark*)_data)->visible = val; }
};
class BlastCompositeNode : public BlastNode
{
public:
BlastCompositeNode(const std::string& inName, BPPComposite& inData)
: BlastNode(inName, &inData)
{
}
virtual EBlastNodeType getType() { return eComposite; }
virtual bool getVisible() { return ((BPPComposite*)_data)->visible; }
virtual void setVisible(bool val) { ((BPPComposite*)_data)->visible = val; }
};
class BlastTreeData
{
public:
static BlastTreeData& ins();
static bool isChild(BlastChunkNode* parent, BlastChunkNode* child);
static std::vector<BlastChunkNode*> getTopChunkNodes(std::vector<BlastChunkNode*>& nodes);
static bool isRoot(BlastChunkNode* node);
static bool isLeaf(BlastChunkNode* node);
static void makeSupport(BlastChunkNode* node);
static void makeStaticSupport(BlastChunkNode* node);
static void removeSupport(BlastChunkNode* node);
BlastNode* getBlastNodeByProjectData(void* blastProjectData);
BlastCompositeNode* getCompsiteNode() { return _composite; }
std::vector<BlastAssetNode*>& getAssetNodes() { return _assets; }
BlastAsset* getAsset(BlastNode* node);
std::vector<BlastProjectileNode*>& getProjectileNodes() { return _projectiles; }
std::vector<BlastGraphicsMeshNode*>& getGraphicsMeshNodes() { return _graphicsMeshes; }
std::vector<BlastChunkNode*> getChunkNodeByBlastChunk(const BlastAsset* asset, const std::vector<uint32_t>& chunkIndexes);
bool isCompleteSupportAsset(const BlastAsset* asset);
bool isCompleteSupportAsset(const BlastAssetNode* node);
bool isOverlapSupportAsset(const BlastAsset* asset);
bool isOverlapSupportAsset(const BlastAssetNode* node);
BlastAssetNode* addAsset(const BlastAsset* asset);
BlastAssetInstanceNode* addAssetInstance(const BlastAsset* asset);
void remove(const BlastAssetNode* node);
void remove(const BlastAssetInstanceNode* node);
void update();
void update(const BlastAsset* asset);
void updateVisible(uint32_t assetIndex, uint32_t chunkIndex, bool visible);
private:
BlastTreeData();
void _addChunkNode(const BPPChunk& parentData, BPPAsset& asset, BlastChunkNode* parentNode, void* assetPtr);
void _freeBlastNode();
BlastAssetNode* _getAssetNode(const BlastAsset* asset);
private:
BlastCompositeNode* _composite;
std::vector<BlastAssetNode*> _assets;
std::vector<BlastProjectileNode*> _projectiles;
std::vector<BlastGraphicsMeshNode*> _graphicsMeshes;
std::map<void*, BlastNode*> _blastProjectDataToNodeMap;
};
class ISceneObserver
{
public:
virtual void dataSelected(std::vector<BlastNode*> selections) = 0;
};
class VisualButton : public QWidget
{
Q_OBJECT
public:
VisualButton(QWidget* parent, BlastNode* blastItem);
protected slots:
void on_visualbility_toggled(bool checked);
private:
void _updateBlast(bool visible);
private:
QPushButton* _button;
BlastNode* _blastItem;
};
class BlastSceneTree : public QDockWidget, public ISceneObserver
{
Q_OBJECT
public:
static BlastSceneTree* ins();
BlastSceneTree(QWidget *parent = 0);
~BlastSceneTree();
void updateValues(bool updataData = true);
virtual void dataSelected(std::vector<BlastNode*> selections);
void addObserver(ISceneObserver* observer);
void removeObserver(ISceneObserver* observer);
void updateVisible(uint32_t assetIndex, uint32_t chunkIndex, bool visible);
void updateChunkItemSelection();
void makeSupport();
void makeStaticSupport();
void removeSupport();
void bondChunks();
void bondChunksWithJoints();
void removeAllBonds();
protected slots:
void on_btnAsset_clicked();
void on_assetComposite_clicked();
void on_btnChunk_clicked();
void on_btnBond_clicked();
void on_btnProjectile_clicked();
void on_blastSceneTree_customContextMenuRequested(const QPoint &pos);
void on_blastSceneTree_itemSelectionChanged();
void onMakeSupportMenuItemClicked();
void onMakeStaticSupportMenuItemClicked();
void onRemoveSupportMenuItemClicked();
void onBondChunksMenuItemClicked();
void onBondChunksWithJointsMenuItemClicked();
void onRemoveAllBondsMenuItemClicked();
private:
void _updateTreeUIs();
void _addChunkUI(const BlastNode* parentNode, QTreeWidgetItem* parentTreeItem);
void _updateChunkTreeItemAndMenu(BPPChunk* chunk, QTreeWidgetItem* chunkItem);
void _updateChunkTreeItems();
void _selectTreeItem(BlastNode* node);
//void _createTestData();
private:
Ui::BlastSceneTree ui;
QMap<QTreeWidgetItem*, BlastNode*> _treeItemDataMap;
QMap<BlastNode*, QTreeWidgetItem*> _treeDataItemMap;
QMenu* _treeChunkContextMenu;
QMenu* _treeBondContextMenu;
QAction* _makeSupportAction;
QAction* _makeStaticSupportAction;
QAction* _removeSupportAction;
QAction* _bondChunksAction;
QAction* _bondChunksWithJointsAction;
QAction* _removeAllBondsAction;
std::vector<ISceneObserver*> _observers;
bool _updateData;
};
#endif // BLASTSCENETREE_H
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