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 = GetWorldCenter();
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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 | if (mLODLevels[i].GetSquaredDistance() > dist)
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51 | break;
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52 |
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53 | mCurrentLODLevel = i;
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54 | }
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55 | }
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56 |
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57 |
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58 | int SceneEntity::GetCurrentLODLevel()
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59 | {
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60 | if (mLODLastUpdated != LODLevel::sFrameId)
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61 | {
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62 | mLODLastUpdated = LODLevel::sFrameId;
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63 | UpdateLODs(LODLevel::sViewPoint);
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64 | }
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65 |
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66 | return mCurrentLODLevel;
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67 | }
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68 |
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69 |
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70 | void SceneEntity::GetCurrentLODLevel(ShapeContainer::iterator &start,
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71 | ShapeContainer::iterator &end)
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72 | {
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73 | if (mLODLastUpdated != LODLevel::sFrameId)
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74 | {
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75 | mLODLastUpdated = LODLevel::sFrameId;
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76 | UpdateLODs(LODLevel::sViewPoint);
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77 | }
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78 |
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79 | start = mLODLevels[mCurrentLODLevel].GetShapes().begin();
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80 | end = mLODLevels[mCurrentLODLevel].GetShapes().end();
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81 | }
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82 |
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83 |
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84 | void SceneEntity::GetLODLevel(int level,
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85 | ShapeContainer::iterator &start,
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86 | ShapeContainer::iterator &end)
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87 | {
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88 | start = mLODLevels[level].GetShapes().begin();
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89 | end = mLODLevels[level].GetShapes().end();
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90 | }
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91 |
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92 |
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93 | void SceneEntity::Render(RenderState *state)
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94 | {
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95 | ShapeContainer::iterator sit, sit_end;
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96 |
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97 | if (!mLODLevels.empty())
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98 | GetCurrentLODLevel(sit, sit_end);
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99 | else
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100 | {
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101 | sit = mShapes.begin(); sit_end = mShapes.end();
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102 | }
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103 |
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104 | for (; sit != sit_end; ++ sit)
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105 | {
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106 | (*sit)->Render(state);
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107 | }
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108 | }
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109 |
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110 |
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111 | void SceneEntity::AddShape(Shape *shape)
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112 | {
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113 | mShapes.push_back(shape);
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114 | mBox.Include(shape->GetBoundingBox());
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115 |
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116 | mCenter = mBox.Center();
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117 | }
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118 |
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119 |
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120 | void SceneEntity::SetTransform(Transform3 *trafo)
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121 | {
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122 | mTransform = trafo;
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123 | }
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124 |
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125 |
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126 | void SceneEntity::SetLastRendered(int lastRendered)
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127 | {
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128 | mLastRendered = lastRendered;
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129 | }
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130 |
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131 |
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132 | int SceneEntity::GetLastRendered() const
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133 | {
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134 | return mLastRendered;
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135 | }
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136 |
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137 |
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138 | int SceneEntity::CountNumTriangles(int lodLevel)
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139 | {
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140 | int numTriangles = 0;
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141 |
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142 | ShapeContainer::iterator sit, sit_end;
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143 |
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144 | if (lodLevel == -1)
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145 | {
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146 | lodLevel = GetCurrentLODLevel();
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147 | }
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148 |
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149 | return mLODLevels[lodLevel].GetNumTriangles();
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150 | }
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151 |
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152 |
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153 | AxisAlignedBox3 SceneEntity::GetWorldBoundingBox() const
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154 | {
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155 | if (mTransform->IsIdentity()) return mBox;
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156 |
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157 | Matrix4x4 mat = mTransform->GetMatrix();
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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::GetWorldCenter() const
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170 | {
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171 | if (mTransform->IsIdentity())
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172 | return mCenter;
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173 |
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174 | return mTransform->GetMatrix() * mCenter;
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175 | }
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176 |
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177 |
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178 | } |
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