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

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