[1812] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #ifndef _BspNode_H__
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| 26 | #define _BspNode_H__
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| 27 |
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| 28 | #include "OgreBspPrerequisites.h"
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| 29 | #include "OgrePlane.h"
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| 30 | #include "OgreAxisAlignedBox.h"
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| 31 | #include "OgreSceneQuery.h"
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| 32 |
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| 33 | namespace Ogre {
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| 34 |
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| 35 | /** Encapsulates a node in a BSP tree.
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| 36 | A BSP tree represents space partitioned by planes . The space which is
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| 37 | partitioned is either the world (in the case of the root node) or the space derived
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| 38 | from their parent node. Each node can have elements which are in front or behind it, which are
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| 39 | it's children and these elements can either be further subdivided by planes,
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| 40 | or they can be undivided spaces or 'leaf nodes' - these are the nodes which actually contain
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| 41 | objects and world geometry.The leaves of the tree are the stopping point of any tree walking algorithm,
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| 42 | both for rendering and collision detection etc.</p>
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| 43 | Ogre chooses not to represent splitting nodes and leaves as separate structures, but to merge the two for simplicity
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| 44 | of the walking algorithm. If a node is a leaf, the isLeaf() method returns true and both getFront() and
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| 45 | getBack() return null pointers. If the node is a partitioning plane isLeaf() returns false and getFront()
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| 46 | and getBack() will return the corresponding BspNode objects.
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| 47 | */
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| 48 | class BspNode
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| 49 | {
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| 50 | friend class BspLevel;
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| 51 |
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| 52 | public:
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| 53 | /** Constructor, only to be used by BspLevel. */
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| 54 | BspNode(BspLevel* owner, bool isLeaf);
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| 55 |
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| 56 | BspNode();
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| 57 | ~BspNode();
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| 58 |
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| 59 | /** Returns true if this node is a leaf (i.e. contains geometry) or false if it is a splitting plane.
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| 60 | A BspNode can either be a splitting plane (the typical representation of a BSP node) or an undivided
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| 61 | region contining geometry (a leaf node). Ogre represents both using the same class for simplicity
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| 62 | of tree walking. However it is important that you use this method to determine which type you are dealing
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| 63 | with, since certain methods are only supported with one of the subtypes. Details are given in the individual methods.
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| 64 | Note that I could have represented splitting / leaf nodes as a class hierarchy but the
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| 65 | virtual methods / run-time type identification would have a performance hit, and it would not make the
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| 66 | code much (any?) simpler anyway. I think this is a fair trade-off in this case.
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| 67 | */
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| 68 | bool isLeaf(void) const;
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| 69 |
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| 70 | /** Returns a pointer to a BspNode containing the subspace on the positive side of the splitting plane.
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| 71 | This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this
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| 72 | method on a leaf node will throw an exception.
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| 73 | */
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| 74 | BspNode* getFront(void) const;
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| 75 |
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| 76 | /** Returns a pointer to a BspNode containing the subspace on the negative side of the splitting plane.
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| 77 | This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this
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| 78 | method on a leaf node will throw an exception.
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| 79 | */
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| 80 | BspNode* getBack(void) const;
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| 81 |
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| 82 | /** Determines which side of the splitting plane a worldspace point is.
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| 83 | This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this
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| 84 | method on a leaf node will throw an exception.
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| 85 | */
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| 86 | Plane::Side getSide (const Vector3& point) const;
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| 87 |
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| 88 | /** Gets the next node down in the tree, with the intention of
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| 89 | locating the leaf containing the given point.
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| 90 | This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this
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| 91 | method on a leaf node will throw an exception.
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| 92 | */
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| 93 | BspNode* getNextNode(const Vector3& point) const;
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| 94 |
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| 95 |
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| 96 | /** Returns details of the plane which is used to subdivide the space of his node's children.
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| 97 | This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this
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| 98 | method on a leaf node will throw an exception.
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| 99 | */
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| 100 | const Plane& getSplitPlane(void) const;
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| 101 |
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| 102 | /** Returns the axis-aligned box which contains this node if it is a leaf.
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| 103 | This method should only be called on a leaf node. It returns a box which can be used in calls like
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| 104 | Camera::isVisible to determine if the leaf node is visible in the view.
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| 105 | */
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| 106 | const AxisAlignedBox& getBoundingBox(void) const;
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| 107 |
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| 108 | /** Returns the number of faces contained in this leaf node.
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| 109 | Should only be called on a leaf node.
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| 110 | */
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| 111 | int getNumFaceGroups(void) const;
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| 112 | /** Returns the index to the face group index list for this leaf node.
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| 113 | The contents of this buffer is a list of indexes which point to the
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| 114 | actual face groups held in a central buffer in the BspLevel class (in
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| 115 | actual fact for efficency the indexes themselves are also held in a single
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| 116 | buffer in BspLevel too). The reason for this indirection is that the buffer
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| 117 | of indexes to face groups is organised in chunks relative to nodes, whilst the
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| 118 | main buffer of face groups may not be.
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| 119 | Should only be called on a leaf node.
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| 120 | */
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| 121 | int getFaceGroupStart(void) const;
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| 122 |
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| 123 | /** Determines if the passed in node (must also be a leaf) is visible from this leaf.
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| 124 | Must only be called on a leaf node, and the parameter must also be a leaf node. If
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| 125 | this method returns true, then the leaf passed in is visible from this leaf.
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| 126 | Note that internally this uses the Potentially Visible Set (PVS) which is precalculated
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| 127 | and stored with the BSP level.
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| 128 | */
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| 129 | bool isLeafVisible(const BspNode* leaf) const;
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| 130 |
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| 131 | friend std::ostream& operator<< (std::ostream& o, BspNode& n);
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| 132 |
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| 133 | /// Internal method for telling the node that a movable intersects it
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| 134 | void _addMovable(const MovableObject* mov);
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| 135 |
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| 136 | /// Internal method for telling the node that a movable no longer intersects it
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| 137 | void _removeMovable(const MovableObject* mov);
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| 138 |
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| 139 | /// Gets the signed distance to the dividing plane
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| 140 | Real getDistance(const Vector3& pos) const;
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| 141 |
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| 142 | typedef std::set<const MovableObject*> IntersectingObjectSet;
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| 143 |
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| 144 | struct Brush
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| 145 | {
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| 146 | std::list<Plane> planes;
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| 147 | SceneQuery::WorldFragment fragment; // For query reporting
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| 148 | };
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| 149 | typedef std::vector<Brush*> NodeBrushList; // Main brush memory held on level
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| 150 |
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| 151 | /** Get the list of solid Brushes for this node.
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| 152 | @remarks Only applicable for leaf nodes.
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| 153 | */
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| 154 | const NodeBrushList& getSolidBrushes(void) const;
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| 155 | protected:
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| 156 | BspLevel* mOwner; // Back-reference to containing level
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| 157 | bool mIsLeaf;
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| 158 |
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| 159 | // Node-only members
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| 160 | /** The plane which splits space in a non-leaf node.
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| 161 | Note that nodes do not allocate the memory for other nodes - for simplicity and bulk-allocation
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| 162 | of memory the BspLevel is responsible for assigning enough memory for all nodes in one go.
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| 163 | */
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| 164 | Plane mSplitPlane;
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| 165 | /** Pointer to the node in front of this non-leaf node. */
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| 166 | BspNode* mFront;
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| 167 | /** Pointer to the node behind this non-leaf node. */
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| 168 | BspNode* mBack;
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| 169 |
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| 170 | // Leaf-only members
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| 171 | /** The cluster number of this leaf.
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| 172 | Leaf nodes are assigned to 'clusters' of nodes, which are used to group nodes together for
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| 173 | visibility testing. There is a lookup table which is used to determine if one cluster of leaves
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| 174 | is visible from another cluster. Whilst it would be possible to expand all this out so that
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| 175 | each node had a list of pointers to other visible nodes, this would be very expensive in terms
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| 176 | of storage (using the cluster method there is a table which is 1-bit squared per cluster, rounded
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| 177 | up to the nearest byte obviously, which uses far less space than 4-bytes per linked node per source
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| 178 | node). Of course the limitation here is that you have to each leaf in turn to determine if it is visible
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| 179 | rather than just following a list, but since this is only done once per frame this is not such a big
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| 180 | overhead.
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| 181 | */
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| 182 | int mVisCluster;
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| 183 |
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| 184 | /** The axis-aligned box which bounds node if it is a leaf. */
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| 185 | AxisAlignedBox mBounds;
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| 186 | /** Number of face groups in this node if it is a leaf. */
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| 187 | int mNumFaceGroups;
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| 188 | /** Index to the part of the main leaf facegroup index buffer(held in BspLevel) for this leaf.
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| 189 | This leaf uses mNumFaceGroups from this pointer onwards. From here you use the index
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| 190 | in this buffer to look up the actual face.
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| 191 | Note that again for simplicity and bulk memory allocation the face
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| 192 | group list itself is allocated by the BspLevel for all nodes, and each leaf node is given a section of it to
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| 193 | work on. This saves lots of small memory allocations / deallocations which limits memory fragmentation.
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| 194 | */
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| 195 | int mFaceGroupStart;
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| 196 |
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| 197 | IntersectingObjectSet mMovables;
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| 198 |
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| 199 | NodeBrushList mSolidBrushes;
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| 200 | public:
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| 201 | const IntersectingObjectSet& getObjects(void) const { return mMovables; }
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| 202 |
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| 203 |
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| 204 | };
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| 205 |
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| 206 |
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| 207 | }
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| 208 |
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| 209 | #endif
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