1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of the GameTools Project
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4 | http://www.gametools.org
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5 |
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6 | Author: Martin Szydlowski
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7 | -----------------------------------------------------------------------------
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8 | */
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9 |
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10 | #include "OgreBvHierarchyCamera.h"
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11 |
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12 | namespace Ogre
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13 | {
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14 |
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15 | BvHierarchyCamera::BvHierarchyCamera(const String& name, SceneManager *sm):
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16 | Camera(name, sm)
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17 | {
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18 |
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19 | }
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20 |
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21 | BvHierarchyCamera::~BvHierarchyCamera()
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22 | {
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23 |
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24 | }
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25 |
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26 | //-----------------------------------------------------------------------
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27 | // enhanced vis calculation - borrowed from OctreeCamera - indicate when entire box inside the frustum
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28 | BvHierarchyCamera::NodeVisibility BvHierarchyCamera::getVisibilityEnhanced(const AxisAlignedBox& box) const
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29 | {
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30 | ++ mNumVisQueries;
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31 |
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32 | // Null boxes always invisible
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33 | if ( box.isNull() )
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34 | return BVHNV_NONE;
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35 |
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36 | // Make any pending updates to the calculated frustum planes
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37 | updateFrustumPlanes();
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38 |
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39 | // Get corners of the box
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40 | const Vector3* pCorners = box.getAllCorners();
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41 |
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42 | // For each plane, see if all points are on the negative side
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43 | // If so, object is not visible.
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44 | // If one or more are, it's partial.
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45 | // If all aren't, full
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46 |
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47 | int corners[ 8 ] = {0, 4, 3, 5, 2, 6, 1, 7};
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48 |
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49 | int planes[ 6 ] = {FRUSTUM_PLANE_TOP, FRUSTUM_PLANE_BOTTOM,
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50 | FRUSTUM_PLANE_LEFT, FRUSTUM_PLANE_RIGHT,
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51 | FRUSTUM_PLANE_FAR, FRUSTUM_PLANE_NEAR };
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52 |
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53 | bool all_inside = true;
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54 |
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55 | for ( int plane = 0; plane < 6; ++plane )
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56 | {
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57 |
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58 | // Skip far plane if infinite view frustum
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59 | if (mFarDist == 0 && planes[ plane ] == FRUSTUM_PLANE_FAR)
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60 | continue;
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61 |
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62 | bool all_outside = true;
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63 |
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64 | float distance = 0;
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65 |
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66 | for ( int corner = 0; corner < 8; ++corner )
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67 | {
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68 | distance = mFrustumPlanes[ planes[ plane ] ].getDistance( pCorners[ corners[ corner ] ] );
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69 | all_outside = all_outside && ( distance < 0 );
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70 | all_inside = all_inside && ( distance >= 0 );
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71 |
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72 | if ( !all_outside && !all_inside )
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73 | break;
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74 | }
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75 |
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76 | if ( all_outside )
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77 | return BVHNV_NONE;
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78 | }
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79 |
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80 | if ( all_inside )
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81 | return BVHNV_FULL;
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82 | else
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83 | return BVHNV_PART;
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84 | }
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85 |
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86 | //-----------------------------------------------------------------------
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87 | // simple vis calculation - does the same as isVisible, only different return type
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88 | BvHierarchyCamera::NodeVisibility BvHierarchyCamera::getVisibilitySimple(const AxisAlignedBox& box) const
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89 | {
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90 | ++ mNumVisQueries;
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91 |
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92 | // dummy
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93 | FrustumPlane* culledBy = 0;
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94 | if (mCullFrustum)
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95 | {
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96 | return mCullFrustum->isVisible(box, culledBy) ? BVHNV_PART : BVHNV_NONE;
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97 | }
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98 | else
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99 | {
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100 | return Frustum::isVisible(box, culledBy) ? BVHNV_PART : BVHNV_NONE;
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101 | }
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102 | }
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103 |
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104 | } // namespace Ogre |
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