1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #ifndef _BspNode_H__
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26 | #define _BspNode_H__
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27 |
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28 | #include "OgreBspPrerequisites.h"
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29 | #include "OgrePlane.h"
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30 | #include "OgreAxisAlignedBox.h"
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31 | #include "OgreSceneQuery.h"
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32 |
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33 | namespace Ogre {
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34 |
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35 | /** Encapsulates a node in a BSP tree.
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36 | A BSP tree represents space partitioned by planes . The space which is
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37 | partitioned is either the world (in the case of the root node) or the space derived
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38 | from their parent node. Each node can have elements which are in front or behind it, which are
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39 | it's children and these elements can either be further subdivided by planes,
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40 | or they can be undivided spaces or 'leaf nodes' - these are the nodes which actually contain
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41 | objects and world geometry.The leaves of the tree are the stopping point of any tree walking algorithm,
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42 | both for rendering and collision detection etc.</p>
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43 | Ogre chooses not to represent splitting nodes and leaves as separate structures, but to merge the two for simplicity
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44 | of the walking algorithm. If a node is a leaf, the isLeaf() method returns true and both getFront() and
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45 | getBack() return null pointers. If the node is a partitioning plane isLeaf() returns false and getFront()
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46 | and getBack() will return the corresponding BspNode objects.
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47 | */
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48 | class BspNode
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49 | {
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50 | friend class BspLevel;
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51 |
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52 | public:
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53 | /** Constructor, only to be used by BspLevel. */
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54 | BspNode(BspLevel* owner, bool isLeaf);
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55 |
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56 | BspNode();
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57 | ~BspNode();
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58 |
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59 | /** Returns true if this node is a leaf (i.e. contains geometry) or false if it is a splitting plane.
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60 | A BspNode can either be a splitting plane (the typical representation of a BSP node) or an undivided
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61 | region contining geometry (a leaf node). Ogre represents both using the same class for simplicity
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62 | of tree walking. However it is important that you use this method to determine which type you are dealing
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63 | with, since certain methods are only supported with one of the subtypes. Details are given in the individual methods.
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64 | Note that I could have represented splitting / leaf nodes as a class hierarchy but the
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65 | virtual methods / run-time type identification would have a performance hit, and it would not make the
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66 | code much (any?) simpler anyway. I think this is a fair trade-off in this case.
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67 | */
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68 | bool isLeaf(void) const;
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69 |
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70 | /** Returns a pointer to a BspNode containing the subspace on the positive side of the splitting plane.
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71 | This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this
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72 | method on a leaf node will throw an exception.
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73 | */
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74 | BspNode* getFront(void) const;
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75 |
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76 | /** Returns a pointer to a BspNode containing the subspace on the negative side of the splitting plane.
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77 | This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this
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78 | method on a leaf node will throw an exception.
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79 | */
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80 | BspNode* getBack(void) const;
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81 |
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82 | /** Determines which side of the splitting plane a worldspace point is.
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83 | This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this
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84 | method on a leaf node will throw an exception.
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85 | */
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86 | Plane::Side getSide (const Vector3& point) const;
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87 |
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88 | /** Gets the next node down in the tree, with the intention of
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89 | locating the leaf containing the given point.
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90 | This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this
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91 | method on a leaf node will throw an exception.
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92 | */
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93 | BspNode* getNextNode(const Vector3& point) const;
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94 |
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95 |
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96 | /** Returns details of the plane which is used to subdivide the space of his node's children.
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97 | This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this
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98 | method on a leaf node will throw an exception.
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99 | */
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100 | const Plane& getSplitPlane(void) const;
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101 |
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102 | /** Returns the axis-aligned box which contains this node if it is a leaf.
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103 | This method should only be called on a leaf node. It returns a box which can be used in calls like
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104 | Camera::isVisible to determine if the leaf node is visible in the view.
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105 | */
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106 | const AxisAlignedBox& getBoundingBox(void) const;
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107 |
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108 | /** Returns the number of faces contained in this leaf node.
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109 | Should only be called on a leaf node.
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110 | */
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111 | int getNumFaceGroups(void) const;
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112 | /** Returns the index to the face group index list for this leaf node.
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113 | The contents of this buffer is a list of indexes which point to the
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114 | actual face groups held in a central buffer in the BspLevel class (in
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115 | actual fact for efficency the indexes themselves are also held in a single
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116 | buffer in BspLevel too). The reason for this indirection is that the buffer
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117 | of indexes to face groups is organised in chunks relative to nodes, whilst the
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118 | main buffer of face groups may not be.
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119 | Should only be called on a leaf node.
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120 | */
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121 | int getFaceGroupStart(void) const;
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122 |
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123 | /** Determines if the passed in node (must also be a leaf) is visible from this leaf.
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124 | Must only be called on a leaf node, and the parameter must also be a leaf node. If
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125 | this method returns true, then the leaf passed in is visible from this leaf.
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126 | Note that internally this uses the Potentially Visible Set (PVS) which is precalculated
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127 | and stored with the BSP level.
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128 | */
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129 | bool isLeafVisible(const BspNode* leaf) const;
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130 |
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131 | friend std::ostream& operator<< (std::ostream& o, BspNode& n);
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132 |
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133 | /// Internal method for telling the node that a movable intersects it
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134 | void _addMovable(const MovableObject* mov);
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135 |
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136 | /// Internal method for telling the node that a movable no longer intersects it
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137 | void _removeMovable(const MovableObject* mov);
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138 |
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139 | /// Gets the signed distance to the dividing plane
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140 | Real getDistance(const Vector3& pos) const;
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141 |
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142 | typedef std::set<const MovableObject*> IntersectingObjectSet;
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143 |
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144 | struct Brush
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145 | {
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146 | std::list<Plane> planes;
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147 | SceneQuery::WorldFragment fragment; // For query reporting
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148 | };
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149 | typedef std::vector<Brush*> NodeBrushList; // Main brush memory held on level
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150 |
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151 | /** Get the list of solid Brushes for this node.
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152 | @remarks Only applicable for leaf nodes.
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153 | */
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154 | const NodeBrushList& getSolidBrushes(void) const;
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155 | protected:
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156 | BspLevel* mOwner; // Back-reference to containing level
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157 | bool mIsLeaf;
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158 |
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159 | // Node-only members
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160 | /** The plane which splits space in a non-leaf node.
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161 | Note that nodes do not allocate the memory for other nodes - for simplicity and bulk-allocation
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162 | of memory the BspLevel is responsible for assigning enough memory for all nodes in one go.
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163 | */
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164 | Plane mSplitPlane;
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165 | /** Pointer to the node in front of this non-leaf node. */
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166 | BspNode* mFront;
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167 | /** Pointer to the node behind this non-leaf node. */
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168 | BspNode* mBack;
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169 |
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170 | // Leaf-only members
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171 | /** The cluster number of this leaf.
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172 | Leaf nodes are assigned to 'clusters' of nodes, which are used to group nodes together for
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173 | visibility testing. There is a lookup table which is used to determine if one cluster of leaves
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174 | is visible from another cluster. Whilst it would be possible to expand all this out so that
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175 | each node had a list of pointers to other visible nodes, this would be very expensive in terms
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176 | of storage (using the cluster method there is a table which is 1-bit squared per cluster, rounded
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177 | up to the nearest byte obviously, which uses far less space than 4-bytes per linked node per source
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178 | node). Of course the limitation here is that you have to each leaf in turn to determine if it is visible
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179 | rather than just following a list, but since this is only done once per frame this is not such a big
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180 | overhead.
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181 | */
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182 | int mVisCluster;
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183 |
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184 | /** The axis-aligned box which bounds node if it is a leaf. */
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185 | AxisAlignedBox mBounds;
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186 | /** Number of face groups in this node if it is a leaf. */
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187 | int mNumFaceGroups;
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188 | /** Index to the part of the main leaf facegroup index buffer(held in BspLevel) for this leaf.
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189 | This leaf uses mNumFaceGroups from this pointer onwards. From here you use the index
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190 | in this buffer to look up the actual face.
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191 | Note that again for simplicity and bulk memory allocation the face
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192 | group list itself is allocated by the BspLevel for all nodes, and each leaf node is given a section of it to
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193 | work on. This saves lots of small memory allocations / deallocations which limits memory fragmentation.
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194 | */
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195 | int mFaceGroupStart;
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196 |
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197 | IntersectingObjectSet mMovables;
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198 |
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199 | NodeBrushList mSolidBrushes;
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200 | public:
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201 | const IntersectingObjectSet& getObjects(void) const { return mMovables; }
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202 |
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203 |
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204 | };
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205 |
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206 |
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207 | }
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208 |
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209 | #endif
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