Files
FlaxEngine/Source/Engine/Level/Actors/ModelInstanceActor.cpp
2024-02-26 19:00:48 +01:00

84 lines
2.2 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "ModelInstanceActor.h"
#include "Engine/Content/Assets/MaterialInstance.h"
#include "Engine/Level/Scene/SceneRendering.h"
ModelInstanceActor::ModelInstanceActor(const SpawnParams& params)
: Actor(params)
{
}
void ModelInstanceActor::SetEntries(const Array<ModelInstanceEntry>& value)
{
WaitForModelLoad();
bool anyChanged = false;
Entries.Resize(value.Count());
for (int32 i = 0; i < value.Count(); i++)
{
anyChanged |= Entries[i] != value[i];
Entries[i] = value[i];
}
if (anyChanged && _sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
}
void ModelInstanceActor::SetMaterial(int32 entryIndex, MaterialBase* material)
{
WaitForModelLoad();
if (Entries.Count() == 0 && !material)
return;
CHECK(entryIndex >= 0 && entryIndex < Entries.Count());
if (Entries[entryIndex].Material == material)
return;
Entries[entryIndex].Material = material;
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
}
MaterialInstance* ModelInstanceActor::CreateAndSetVirtualMaterialInstance(int32 entryIndex)
{
WaitForModelLoad();
MaterialBase* material = GetMaterial(entryIndex);
CHECK_RETURN(material && !material->WaitForLoaded(), nullptr);
MaterialInstance* result = material->CreateVirtualInstance();
Entries[entryIndex].Material = result;
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
return result;
}
void ModelInstanceActor::WaitForModelLoad()
{
}
void ModelInstanceActor::OnLayerChanged()
{
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
}
void ModelInstanceActor::OnTransformChanged()
{
// Base
Actor::OnTransformChanged();
UpdateBounds();
}
void ModelInstanceActor::OnEnable()
{
GetSceneRendering()->AddActor(this, _sceneRenderingKey);
// Base
Actor::OnEnable();
}
void ModelInstanceActor::OnDisable()
{
// Base
Actor::OnDisable();
GetSceneRendering()->RemoveActor(this, _sceneRenderingKey);
}