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