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://ogre.sourceforge.net/
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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 __BspSceneManager_H__
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26 | #define __BspSceneManager_H__
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27 |
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28 |
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29 | #include "OgreBspPrerequisites.h"
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30 | #include "OgreSceneManager.h"
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31 | #include "OgreStaticFaceGroup.h"
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32 | #include "OgreRenderOperation.h"
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33 | #include "OgreBspLevel.h"
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34 | #include <set>
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35 |
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36 |
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37 | namespace Ogre {
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38 |
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39 |
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40 | /** Specialisation of the SceneManager class to deal with indoor scenes
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41 | based on a BSP tree.
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42 | This class refines the behaviour of the default SceneManager to manage
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43 | a scene whose bulk of geometry is made up of an indoor environment which
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44 | is organised by a Binary Space Partition (BSP) tree. </p>
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45 | A BSP tree progressively subdivides the space using planes which are the nodes of the tree.
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46 | At some point we stop subdividing and everything in the remaining space is part of a 'leaf' which
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47 | contains a number of polygons. Typically we traverse the tree to locate the leaf in which a
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48 | point in space is (say the camera origin) and work from there. A second structure, the
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49 | Potentially Visible Set, tells us which other leaves can been seen from this
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50 | leaf, and we test their bounding boxes against the camera frustum to see which
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51 | we need to draw. Leaves are also a good place to start for collision detection since
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52 | they divide the level into discrete areas for testing.</p>
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53 | This BSP and PVS technique has been made famous by engines such as Quake and Unreal. Ogre
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54 | provides support for loading Quake3 level files to populate your world through this class,
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55 | by calling the BspSceneManager::setWorldGeometry. Note that this interface is made
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56 | available at the top level of the SceneManager class so you don't have to write your code
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57 | specifically for this class - just call Root::getSceneManager passing a SceneType of ST_INTERIOR
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58 | and in the current implementation you will get a BspSceneManager silently disguised as a
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59 | standard SceneManager.
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60 | */
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61 | class BspSceneManager : public SceneManager
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62 | {
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63 | protected:
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64 |
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65 | // World geometry
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66 | BspLevelPtr mLevel;
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67 |
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68 | // State variables for rendering WIP
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69 | // Set of face groups (by index) already included
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70 | typedef std::set<int> FaceGroupSet;
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71 | FaceGroupSet mFaceGroupSet;
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72 | // Material -> face group hashmap
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73 | typedef std::map<Material*, std::vector<StaticFaceGroup*>, materialLess > MaterialFaceGroupMap;
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74 | MaterialFaceGroupMap mMatFaceGroupMap;
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75 |
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76 | RenderOperation mRenderOp;
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77 |
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78 | // Debugging features
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79 | bool mShowNodeAABs;
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80 | RenderOperation mAABGeometry;
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81 |
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82 | /** Walks the BSP tree looking for the node which the camera
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83 | is in, and tags any geometry which is in a visible leaf for
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84 | later processing.
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85 | @param camera Pointer to the viewpoint.
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86 | @returns The BSP node the camera was found in, for info.
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87 | */
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88 | BspNode* walkTree(Camera* camera, bool onlyShadowCasters);
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89 | /** Tags geometry in the leaf specified for later rendering. */
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90 | void processVisibleLeaf(BspNode* leaf, Camera* cam, bool onlyShadowCasters);
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91 |
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92 | /** Caches a face group for imminent rendering. */
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93 | unsigned int cacheGeometry(unsigned int* pIndexes, const StaticFaceGroup* faceGroup);
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94 |
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95 | /** Frees up allocated memory for geometry caches. */
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96 | void freeMemory(void);
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97 |
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98 | /** Adds a bounding box to draw if turned on. */
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99 | void addBoundingBox(const AxisAlignedBox& aab, bool visible);
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100 |
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101 | /** Renders the static level geometry tagged in walkTree. */
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102 | void renderStaticGeometry(void);
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103 |
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104 | /** @copydoc SceneManager::clearScene */
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105 | void clearScene(void);
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106 |
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107 |
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108 | typedef std::set<const MovableObject*> MovablesForRendering;
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109 | MovablesForRendering mMovablesForRendering;
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110 |
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111 | public:
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112 | BspSceneManager(const String& name);
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113 | ~BspSceneManager();
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114 |
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115 |
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116 | /// @copydoc SceneManager::getTypeName
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117 | const String& getTypeName(void) const;
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118 |
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119 | /** Specialised from SceneManager to support Quake3 bsp files. */
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120 | void setWorldGeometry(const String& filename);
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121 |
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122 | /** Specialised from SceneManager to support Quake3 bsp files. */
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123 | size_t estimateWorldGeometry(const String& filename);
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124 |
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125 | /** Specialised from SceneManager to support Quake3 bsp files. */
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126 | void setWorldGeometry(DataStreamPtr& stream,
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127 | const String& typeName = StringUtil::BLANK);
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128 |
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129 | /** Specialised from SceneManager to support Quake3 bsp files. */
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130 | size_t estimateWorldGeometry(DataStreamPtr& stream,
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131 | const String& typeName = StringUtil::BLANK);
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132 |
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133 | /** Tells the manager whether to draw the axis-aligned boxes that surround
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134 | nodes in the Bsp tree. For debugging purposes.
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135 | */
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136 | void showNodeBoxes(bool show);
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137 |
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138 | /** Specialised to suggest viewpoints. */
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139 | ViewPoint getSuggestedViewpoint(bool random = false);
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140 |
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141 | const BspLevelPtr& getLevel(void) {return mLevel; }
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142 |
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143 | /** Overriden from SceneManager. */
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144 | void _findVisibleObjects(Camera* cam, bool onlyShadowCasters);
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145 |
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146 | /** Overriden from SceneManager. */
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147 | void _renderVisibleObjects(void);
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148 |
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149 | /** Creates a specialized BspSceneNode */
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150 | SceneNode * createSceneNode ( void );
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151 | /** Creates a specialized BspSceneNode */
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152 | SceneNode * createSceneNode ( const String &name );
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153 |
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154 | /** Internal method for tagging BspNodes with objects which intersect them. */
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155 | void _notifyObjectMoved(const MovableObject* mov, const Vector3& pos);
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156 | /** Internal method for notifying the level that an object has been detached from a node */
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157 | void _notifyObjectDetached(const MovableObject* mov);
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158 |
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159 | /** Creates an AxisAlignedBoxSceneQuery for this scene manager.
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160 | @remarks
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161 | This method creates a new instance of a query object for this scene manager,
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162 | for an axis aligned box region. See SceneQuery and AxisAlignedBoxSceneQuery
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163 | for full details.
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164 | @par
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165 | The instance returned from this method must be destroyed by calling
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166 | SceneManager::destroyQuery when it is no longer required.
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167 | @param box Details of the box which describes the region for this query.
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168 | @param mask The query mask to apply to this query; can be used to filter out
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169 | certain objects; see SceneQuery for details.
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170 | */
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171 | /*
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172 | virtual AxisAlignedBoxSceneQuery*
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173 | createAABBQuery(const AxisAlignedBox& box, unsigned long mask = 0xFFFFFFFF);
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174 | */
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175 | /** Creates a SphereSceneQuery for this scene manager.
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176 | @remarks
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177 | This method creates a new instance of a query object for this scene manager,
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178 | for a spherical region. See SceneQuery and SphereSceneQuery
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179 | for full details.
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180 | @par
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181 | The instance returned from this method must be destroyed by calling
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182 | SceneManager::destroyQuery when it is no longer required.
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183 | @param sphere Details of the sphere which describes the region for this query.
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184 | @param mask The query mask to apply to this query; can be used to filter out
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185 | certain objects; see SceneQuery for details.
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186 | */
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187 | /*
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188 | virtual SphereSceneQuery*
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189 | createSphereQuery(const Sphere& sphere, unsigned long mask = 0xFFFFFFFF);
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190 | */
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191 | /** Creates a RaySceneQuery for this scene manager.
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192 | @remarks
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193 | This method creates a new instance of a query object for this scene manager,
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194 | looking for objects which fall along a ray. See SceneQuery and RaySceneQuery
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195 | for full details.
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196 | @par
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197 | The instance returned from this method must be destroyed by calling
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198 | SceneManager::destroyQuery when it is no longer required.
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199 | @param ray Details of the ray which describes the region for this query.
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200 | @param mask The query mask to apply to this query; can be used to filter out
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201 | certain objects; see SceneQuery for details.
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202 | */
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203 | virtual RaySceneQuery*
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204 | createRayQuery(const Ray& ray, unsigned long mask = 0xFFFFFFFF);
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205 | /** Creates an IntersectionSceneQuery for this scene manager.
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206 | @remarks
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207 | This method creates a new instance of a query object for locating
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208 | intersecting objects. See SceneQuery and IntersectionSceneQuery
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209 | for full details.
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210 | @par
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211 | The instance returned from this method must be destroyed by calling
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212 | SceneManager::destroyQuery when it is no longer required.
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213 | @param mask The query mask to apply to this query; can be used to filter out
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214 | certain objects; see SceneQuery for details.
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215 | */
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216 | virtual IntersectionSceneQuery*
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217 | createIntersectionQuery(unsigned long mask = 0xFFFFFFFF);
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218 |
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219 | };
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220 |
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221 | /** BSP specialisation of IntersectionSceneQuery */
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222 | class BspIntersectionSceneQuery : public DefaultIntersectionSceneQuery
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223 | {
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224 | public:
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225 | BspIntersectionSceneQuery(SceneManager* creator);
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226 |
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227 | /** See IntersectionSceneQuery. */
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228 | void execute(IntersectionSceneQueryListener* listener);
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229 |
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230 | };
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231 |
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232 | /** BSP specialisation of RaySceneQuery */
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233 | class BspRaySceneQuery : public DefaultRaySceneQuery
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234 | {
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235 | public:
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236 | BspRaySceneQuery(SceneManager* creator);
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237 | ~BspRaySceneQuery();
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238 |
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239 | /** See RaySceneQuery. */
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240 | void execute(RaySceneQueryListener* listener);
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241 | protected:
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242 | /// Set for eliminating duplicates since objects can be in > 1 node
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243 | std::set<MovableObject*> mObjsThisQuery;
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244 | /// list of the last single intersection world fragments (derived)
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245 | std::vector<SceneQuery::WorldFragment*> mSingleIntersections;
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246 |
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247 | void clearTemporaries(void);
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248 | /** Internal processing of a single node.
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249 | @returns true if we should continue tracing, false otherwise
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250 | */
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251 | bool processNode(const BspNode* node, const Ray& tracingRay, RaySceneQueryListener* listener,
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252 | Real maxDistance = Math::POS_INFINITY, Real traceDistance = 0.0f);
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253 | /** Internal processing of a single leaf.
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254 | @returns true if we should continue tracing, false otherwise
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255 | */
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256 | bool processLeaf(const BspNode* node, const Ray& tracingRay, RaySceneQueryListener* listener,
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257 | Real maxDistance = Math::POS_INFINITY, Real traceDistance = 0.0f);
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258 |
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259 | };
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260 |
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261 | /// Factory for BspSceneManager
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262 | class BspSceneManagerFactory : public SceneManagerFactory
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263 | {
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264 | protected:
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265 | void initMetaData(void) const;
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266 | public:
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267 | BspSceneManagerFactory() {}
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268 | ~BspSceneManagerFactory() {}
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269 | /// Factory type name
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270 | static const String FACTORY_TYPE_NAME;
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271 | SceneManager* createInstance(const String& instanceName);
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272 | void destroyInstance(SceneManager* instance);
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273 | };
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274 | }
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275 |
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276 | #endif
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