source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/SceneEntity.cpp @ 3071

Revision 3071, 3.1 KB checked in by mattausch, 16 years ago (diff)

worked on dynamic objects

RevLine 
[2766]1#include "SceneEntity.h"
2#include "Geometry.h"
3#include "Material.h"
[2769]4#include "RenderState.h"
[2840]5#include "Shape.h"
[2844]6#include "Transform3.h"
7#include "Camera.h"
8
9#include "glInterface.h"
[2818]10#include <Cg/cg.h>
11#include <Cg/cgGL.h>
[2766]12
13
[2842]14using namespace std;
15
16
[2776]17namespace CHCDemoEngine
[2766]18{
19
[2865]20bool SceneEntity::sUseLODs = true;
[2842]21
[2865]22
[2844]23SceneEntity::SceneEntity(Transform3 *trafo):
[2847]24mTransform(trafo), mCurrentLODLevel(0), mLODLastUpdated(-1)
[2766]25{
[2844]26        mBox.Initialize();
[2766]27}
28
29
[2792]30SceneEntity::~SceneEntity()
31{
32}
33
34
[2847]35void SceneEntity::UpdateLODs(const Vector3 &viewPoint)
[2766]36{
[2865]37        mCurrentLODLevel = 0;
38
39        if (!sUseLODs) return;
40
[3070]41        const Vector3 pos = GetWorldCenter();
[2766]42
[2853]43        const float dist = SqrDistance(pos, viewPoint);
[2841]44
[2853]45        // note: we assume that lods are ordered from smallest distance to largest
[2847]46        const int l = (int)mLODLevels.size();
[2839]47
[2844]48        for (int i = 0; i < l; ++ i)
[2766]49        {
[3070]50                if (mLODLevels[i].GetSquaredDistance() > dist)
[2841]51                        break;
[2844]52
53                mCurrentLODLevel = i;
[2839]54        }
[2848]55}
[2766]56
[2848]57
58int SceneEntity::GetCurrentLODLevel()
59{
60        if (mLODLastUpdated != LODLevel::sFrameId)
[2841]61        {
[2848]62                mLODLastUpdated = LODLevel::sFrameId;
63                UpdateLODs(LODLevel::sViewPoint);
64        }
65
66        return mCurrentLODLevel;
[2839]67}
[2825]68
[2848]69
[2844]70void SceneEntity::GetCurrentLODLevel(ShapeContainer::iterator &start,
71                                                                         ShapeContainer::iterator &end)
72{
[2847]73        if (mLODLastUpdated != LODLevel::sFrameId)
74        {
75                mLODLastUpdated = LODLevel::sFrameId;
76                UpdateLODs(LODLevel::sViewPoint);
77        }
78
[3070]79        start = mLODLevels[mCurrentLODLevel].GetShapes().begin();
80        end   = mLODLevels[mCurrentLODLevel].GetShapes().end();
[2844]81}
[2825]82
[2844]83
[3034]84void SceneEntity::GetLODLevel(int level,
[2844]85                                                          ShapeContainer::iterator &start,
86                                                          ShapeContainer::iterator &end)
[2839]87{
[3070]88        start = mLODLevels[level].GetShapes().begin();
89        end = mLODLevels[level].GetShapes().end();
[2844]90}
[2839]91
92
[2844]93void SceneEntity::Render(RenderState *state)
94{
95        ShapeContainer::iterator sit, sit_end;
[2841]96
[3070]97        if (!mLODLevels.empty())
98                GetCurrentLODLevel(sit, sit_end);
99        else
100        {
101                sit = mShapes.begin(); sit_end = mShapes.end();
102        }
[2844]103
[3071]104        mTransform->Load(state);
105
[2844]106        for (; sit != sit_end; ++ sit)
107        {
[2841]108                (*sit)->Render(state);
[2766]109        }
[3071]110
111        mTransform->Unload(state);
[2766]112}
113
114
[2839]115void SceneEntity::AddShape(Shape *shape)
[2766]116{
[2839]117        mShapes.push_back(shape);
[2844]118        mBox.Include(shape->GetBoundingBox());
[2847]119
120        mCenter = mBox.Center();
[2766]121}
122
123
[2840]124void SceneEntity::SetTransform(Transform3 *trafo)
[2766]125{
126        mTransform = trafo;
127}
128
129
130void SceneEntity::SetLastRendered(int lastRendered)
131{
132        mLastRendered = lastRendered;
133}
134
135
136int SceneEntity::GetLastRendered() const
137{
138        return mLastRendered;
139}
140
141
[2844]142int SceneEntity::CountNumTriangles(int lodLevel)
[2766]143{
[2842]144        int numTriangles = 0;
[2844]145       
146        ShapeContainer::iterator sit, sit_end;
[2766]147
[2844]148        if (lodLevel == -1)
149        {
[2848]150                lodLevel = GetCurrentLODLevel();
[2844]151        }
[2842]152
[3070]153        return mLODLevels[lodLevel].GetNumTriangles();
[2766]154}
155
156
[3070]157AxisAlignedBox3 SceneEntity::GetWorldBoundingBox() const
[2844]158{
[2961]159        if (mTransform->IsIdentity()) return mBox;
[2844]160
[2957]161        Matrix4x4 mat = mTransform->GetMatrix();
162
163        return Transform(mBox, mat);
[2844]164}
165
166
167AxisAlignedBox3 SceneEntity::GetBoundingBox() const
168{
169        return mBox;
170}
171
[2847]172
[3070]173Vector3 SceneEntity::GetWorldCenter() const
[2847]174{
[2957]175        if (mTransform->IsIdentity())
176                return mCenter;
[2847]177
[3070]178        return mTransform->GetMatrix() *  mCenter;
[2847]179}
180
181
[2766]182}
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