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