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 | #include "OgreBspSceneManager.h"
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26 | #include "OgreBspResourceManager.h"
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27 | #include "OgreBspNode.h"
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28 | #include "OgreException.h"
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29 | #include "OgreRenderSystem.h"
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30 | #include "OgreCamera.h"
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31 | #include "OgreMaterial.h"
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32 | #include "OgrePatchSurface.h"
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33 | #include "OgreMesh.h"
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34 | #include "OgreSubMesh.h"
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35 | #include "OgreMath.h"
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36 | #include "OgreControllerManager.h"
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37 | #include "OgreLogManager.h"
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38 | #include "OgreBspSceneNode.h"
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39 | #include "OgreStringConverter.h"
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40 | #include "OgreLogManager.h"
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41 | #include "OgreTechnique.h"
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42 | #include "OgrePass.h"
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43 | #include "OgreMaterialManager.h"
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44 |
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45 |
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46 | #include <fstream>
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47 |
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48 | namespace Ogre {
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49 |
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50 | //-----------------------------------------------------------------------
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51 | BspSceneManager::BspSceneManager(const String& name)
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52 | : SceneManager(name)
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53 | {
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54 | // Set features for debugging render
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55 | mShowNodeAABs = false;
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56 |
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57 | // No sky by default
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58 | mSkyPlaneEnabled = false;
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59 | mSkyBoxEnabled = false;
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60 | mSkyDomeEnabled = false;
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61 |
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62 | mLevel.setNull();
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63 |
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64 | }
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65 | //-----------------------------------------------------------------------
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66 | const String& BspSceneManager::getTypeName(void) const
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67 | {
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68 | return BspSceneManagerFactory::FACTORY_TYPE_NAME;
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69 | }
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70 | //-----------------------------------------------------------------------
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71 | BspSceneManager::~BspSceneManager()
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72 | {
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73 | freeMemory();
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74 | mLevel.setNull();
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75 | }
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76 | //-----------------------------------------------------------------------
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77 | size_t BspSceneManager::estimateWorldGeometry(const String& filename)
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78 | {
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79 | return BspLevel::calculateLoadingStages(filename);
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80 |
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81 | }
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82 | //-----------------------------------------------------------------------
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83 | size_t BspSceneManager::estimateWorldGeometry(DataStreamPtr& stream,
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84 | const String& typeName)
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85 | {
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86 | return BspLevel::calculateLoadingStages(stream);
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87 |
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88 | }
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89 | //-----------------------------------------------------------------------
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90 | void BspSceneManager::setWorldGeometry(const String& filename)
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91 | {
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92 | mLevel.setNull();
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93 | // Check extension is .bsp
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94 | char extension[6];
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95 | size_t pos = filename.find_last_of(".");
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96 | if( pos == String::npos )
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97 | OGRE_EXCEPT(
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98 | Exception::ERR_INVALIDPARAMS,
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99 | "Unable to load world geometry. Invalid extension (must be .bsp).",
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100 | "BspSceneManager::setWorldGeometry");
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101 |
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102 | strcpy(extension, filename.substr(pos + 1, filename.length() - pos).c_str());
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103 |
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104 | if (stricmp(extension, "bsp"))
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105 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
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106 | "Unable to load world geometry. Invalid extension (must be .bsp).",
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107 | "BspSceneManager::setWorldGeometry");
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108 |
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109 | // Load using resource manager
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110 | mLevel = BspResourceManager::getSingleton().load(filename,
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111 | ResourceGroupManager::getSingleton().getWorldResourceGroupName());
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112 |
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113 | if (mLevel->isSkyEnabled())
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114 | {
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115 | // Quake3 is always aligned with Z upwards
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116 | Quaternion q;
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117 | q.FromAngleAxis(Radian(Math::HALF_PI), Vector3::UNIT_X);
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118 | // Also draw last, and make close to camera (far clip plane is shorter)
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119 | setSkyDome(true, mLevel->getSkyMaterialName(),
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120 | mLevel->getSkyCurvature(), 12, 2000, false, q);
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121 | }
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122 | else
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123 | {
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124 | setSkyDome(false, StringUtil::BLANK);
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125 | }
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126 |
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127 | // Init static render operation
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128 | mRenderOp.vertexData = mLevel->mVertexData;
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129 | // index data is per-frame
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130 | mRenderOp.indexData = new IndexData();
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131 | mRenderOp.indexData->indexStart = 0;
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132 | mRenderOp.indexData->indexCount = 0;
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133 | // Create enough index space to render whole level
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134 | mRenderOp.indexData->indexBuffer = HardwareBufferManager::getSingleton()
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135 | .createIndexBuffer(
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136 | HardwareIndexBuffer::IT_32BIT, // always 32-bit
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137 | mLevel->mNumIndexes,
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138 | HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE, false);
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139 |
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140 | mRenderOp.operationType = RenderOperation::OT_TRIANGLE_LIST;
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141 | mRenderOp.useIndexes = true;
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142 |
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143 |
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144 | }
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145 | //-----------------------------------------------------------------------
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146 | void BspSceneManager::setWorldGeometry(DataStreamPtr& stream,
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147 | const String& typeName)
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148 | {
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149 | mLevel.setNull();
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150 |
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151 | // Load using resource manager
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152 | mLevel = BspResourceManager::getSingleton().load(stream,
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153 | ResourceGroupManager::getSingleton().getWorldResourceGroupName());
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154 |
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155 | if (mLevel->isSkyEnabled())
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156 | {
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157 | // Quake3 is always aligned with Z upwards
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158 | Quaternion q;
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159 | q.FromAngleAxis(Radian(Math::HALF_PI), Vector3::UNIT_X);
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160 | // Also draw last, and make close to camera (far clip plane is shorter)
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161 | setSkyDome(true, mLevel->getSkyMaterialName(),
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162 | mLevel->getSkyCurvature(), 12, 2000, false, q);
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163 | }
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164 | else
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165 | {
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166 | setSkyDome(false, StringUtil::BLANK);
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167 | }
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168 |
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169 | // Init static render operation
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170 | mRenderOp.vertexData = mLevel->mVertexData;
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171 | // index data is per-frame
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172 | mRenderOp.indexData = new IndexData();
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173 | mRenderOp.indexData->indexStart = 0;
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174 | mRenderOp.indexData->indexCount = 0;
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175 | // Create enough index space to render whole level
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176 | mRenderOp.indexData->indexBuffer = HardwareBufferManager::getSingleton()
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177 | .createIndexBuffer(
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178 | HardwareIndexBuffer::IT_32BIT, // always 32-bit
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179 | mLevel->mNumIndexes,
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180 | HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE, false);
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181 |
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182 | mRenderOp.operationType = RenderOperation::OT_TRIANGLE_LIST;
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183 | mRenderOp.useIndexes = true;
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184 |
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185 |
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186 | }
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187 | //-----------------------------------------------------------------------
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188 | void BspSceneManager::_findVisibleObjects(Camera* cam, bool onlyShadowCasters)
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189 | {
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190 | // Clear unique list of movables for this frame
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191 | mMovablesForRendering.clear();
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192 | // Walk the tree, tag static geometry, return camera's node (for info only)
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193 | // Movables are now added to the render queue in processVisibleLeaf
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194 | BspNode* cameraNode = walkTree(cam, onlyShadowCasters);
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195 |
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196 |
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197 | }
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198 | //-----------------------------------------------------------------------
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199 | void BspSceneManager::renderStaticGeometry(void)
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200 | {
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201 | // Check we should be rendering
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202 | if (!isRenderQueueToBeProcessed(mWorldGeometryRenderQueue))
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203 | return;
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204 |
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205 | // Cache vertex/face data first
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206 | std::vector<StaticFaceGroup*>::const_iterator faceGrpi;
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207 | static RenderOperation patchOp;
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208 |
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209 | // no world transform required
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210 | mDestRenderSystem->_setWorldMatrix(Matrix4::IDENTITY);
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211 | // Set view / proj
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212 | mDestRenderSystem->_setViewMatrix(mCameraInProgress->getViewMatrix(true));
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213 | mDestRenderSystem->_setProjectionMatrix(mCameraInProgress->getProjectionMatrixRS());
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214 |
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215 | // For each material in turn, cache rendering data & render
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216 | MaterialFaceGroupMap::const_iterator mati;
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217 |
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218 | for (mati = mMatFaceGroupMap.begin(); mati != mMatFaceGroupMap.end(); ++mati)
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219 | {
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220 | // Get Material
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221 | Material* thisMaterial = mati->first;
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222 |
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223 | // Empty existing cache
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224 | mRenderOp.indexData->indexCount = 0;
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225 | // lock index buffer ready to receive data
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226 | unsigned int* pIdx = static_cast<unsigned int*>(
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227 | mRenderOp.indexData->indexBuffer->lock(HardwareBuffer::HBL_DISCARD));
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228 |
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229 | for (faceGrpi = mati->second.begin(); faceGrpi != mati->second.end(); ++faceGrpi)
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230 | {
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231 | // Cache each
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232 | unsigned int numelems = cacheGeometry(pIdx, *faceGrpi);
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233 | mRenderOp.indexData->indexCount += numelems;
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234 | pIdx += numelems;
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235 | }
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236 | // Unlock the buffer
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237 | mRenderOp.indexData->indexBuffer->unlock();
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238 |
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239 | // Skip if no faces to process (we're not doing flare types yet)
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240 | if (mRenderOp.indexData->indexCount == 0)
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241 | continue;
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242 |
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243 | Technique::PassIterator pit = thisMaterial->getTechnique(0)->getPassIterator();
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244 |
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245 | while (pit.hasMoreElements())
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246 | {
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247 | _setPass(pit.getNext());
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248 |
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249 | mDestRenderSystem->_render(mRenderOp);
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250 |
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251 |
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252 | }
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253 |
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254 |
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255 | } // for each material
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256 |
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257 | /*
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258 | if (mShowNodeAABs)
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259 | {
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260 | mDestRenderSystem->_render(mAABGeometry);
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261 | }
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262 | */
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263 | }
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264 | //-----------------------------------------------------------------------
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265 | void BspSceneManager::_renderVisibleObjects(void)
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266 | {
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267 | // Render static level geometry first
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268 | renderStaticGeometry();
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269 |
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270 | // Call superclass to render the rest
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271 | SceneManager::_renderVisibleObjects();
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272 |
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273 | }
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274 |
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275 | //-----------------------------------------------------------------------
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276 | // REMOVE THIS CRAP
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277 | //-----------------------------------------------------------------------
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278 | // Temp debug lines
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279 | bool firstTime = true;
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280 | std::ofstream of;
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281 | //-----------------------------------------------------------------------
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282 | //-----------------------------------------------------------------------
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283 | //-----------------------------------------------------------------------
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284 | BspNode* BspSceneManager::walkTree(Camera* camera, bool onlyShadowCasters)
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285 | {
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286 | if (mLevel.isNull()) return 0;
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287 |
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288 | // Locate the leaf node where the camera is located
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289 | BspNode* cameraNode = mLevel->findLeaf(camera->getDerivedPosition());
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290 |
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291 | mMatFaceGroupMap.clear();
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292 | mFaceGroupSet.clear();
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293 |
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294 | // Scan through all the other leaf nodes looking for visibles
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295 | int i = mLevel->mNumNodes - mLevel->mLeafStart;
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296 | BspNode* nd = mLevel->mRootNode + mLevel->mLeafStart;
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297 |
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298 | /*
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299 | if (firstTime)
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300 | {
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301 | camera->getViewMatrix(); // Force update view before report
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302 | of.open("BspSceneManager.log");
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303 | of << *camera << std::endl;
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304 | of << "Camera Node: " << *cameraNode << std::endl;
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305 | of << "Vertex Data: " << std::endl;
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306 | for (int testi = 0; testi < mLevel->mNumVertices; ++testi)
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307 | {
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308 | of << " " << testi << ": pos(" <<
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309 | mLevel->mVertices[testi].position[0] << ", " <<
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310 | mLevel->mVertices[testi].position[1] << ", " << mLevel->mVertices[testi].position[2] << ")" <<
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311 | " uv(" << mLevel->mVertices[testi].texcoords[0] << ", " << mLevel->mVertices[testi].texcoords[1] << ")" <<
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312 | " lm(" << mLevel->mVertices[testi].lightmap[0] << ", " << mLevel->mVertices[testi].lightmap[1] << ")" << std::endl;
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313 | }
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314 | of << "Element data:" << std::endl;
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315 | for (testi = 0; testi < mLevel->mNumElements; ++testi)
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316 | {
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317 | of << " " << testi << ": " << mLevel->mElements[testi] << std::endl;
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318 |
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319 | }
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320 | }
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321 | */
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322 |
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323 | while (i--)
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324 | {
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325 | if (mLevel->isLeafVisible(cameraNode, nd))
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326 | {
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327 |
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328 | // Visible according to PVS, check bounding box against frustum
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329 | FrustumPlane plane;
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330 | if (camera->isVisible(nd->getBoundingBox(), &plane))
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331 | {
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332 | //if (firstTime)
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333 | //{
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334 | // of << "Visible Node: " << *nd << std::endl;
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335 | //}
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336 | processVisibleLeaf(nd, camera, onlyShadowCasters);
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337 | if (mShowNodeAABs)
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338 | addBoundingBox(nd->getBoundingBox(), true);
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339 | }
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340 | }
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341 | nd++;
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342 | }
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343 |
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344 |
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345 | // TEST
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346 | //if (firstTime)
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347 | //{
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348 | // of.close();
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349 | // firstTime = false;
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350 | //}
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351 | return cameraNode;
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352 |
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353 | }
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354 | //-----------------------------------------------------------------------
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355 | void BspSceneManager::processVisibleLeaf(BspNode* leaf, Camera* cam, bool onlyShadowCasters)
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356 | {
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357 | MaterialPtr pMat;
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358 | // Skip world geometry if we're only supposed to process shadow casters
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359 | // World is pre-lit
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360 | if (!onlyShadowCasters)
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361 | {
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362 | // Parse the leaf node's faces, add face groups to material map
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363 | int numGroups = leaf->getNumFaceGroups();
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364 | int idx = leaf->getFaceGroupStart();
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365 |
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366 | while (numGroups--)
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367 | {
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368 | int realIndex = mLevel->mLeafFaceGroups[idx++];
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369 | // Check not already included
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370 | if (mFaceGroupSet.find(realIndex) != mFaceGroupSet.end())
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371 | continue;
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372 | StaticFaceGroup* faceGroup = mLevel->mFaceGroups + realIndex;
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373 | // Get Material pointer by handle
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374 | pMat = MaterialManager::getSingleton().getByHandle(faceGroup->materialHandle);
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375 | assert (!pMat.isNull());
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376 | // Check normal (manual culling)
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377 | ManualCullingMode cullMode = pMat->getTechnique(0)->getPass(0)->getManualCullingMode();
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378 | if (cullMode != MANUAL_CULL_NONE)
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379 | {
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380 | Real dist = faceGroup->plane.getDistance(cam->getDerivedPosition());
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381 | if ( (dist < 0 && cullMode == MANUAL_CULL_BACK) ||
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382 | (dist > 0 && cullMode == MANUAL_CULL_FRONT) )
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383 | continue; // skip
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384 | }
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385 | mFaceGroupSet.insert(realIndex);
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386 | // Try to insert, will find existing if already there
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387 | std::pair<MaterialFaceGroupMap::iterator, bool> matgrpi;
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388 | matgrpi = mMatFaceGroupMap.insert(
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389 | MaterialFaceGroupMap::value_type(pMat.getPointer(), std::vector<StaticFaceGroup*>())
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390 | );
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391 | // Whatever happened, matgrpi.first is map iterator
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392 | // Need to get second part of that to get vector
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393 | matgrpi.first->second.push_back(faceGroup);
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394 |
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395 | //if (firstTime)
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396 | //{
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397 | // of << " Emitting faceGroup: index=" << realIndex << ", " << *faceGroup << std::endl;
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398 | //}
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399 | }
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400 | }
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401 |
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402 | // Add movables to render queue, provided it hasn't been seen already
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403 | const BspNode::IntersectingObjectSet& objects = leaf->getObjects();
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404 | BspNode::IntersectingObjectSet::const_iterator oi, oiend;
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405 | oiend = objects.end();
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406 | for (oi = objects.begin(); oi != oiend; ++oi)
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407 | {
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408 | if (mMovablesForRendering.find(*oi) == mMovablesForRendering.end())
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409 | {
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410 | // It hasn't been seen yet
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411 | MovableObject *mov = const_cast<MovableObject*>(*oi); // hacky
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412 | if (mov->isVisible() &&
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413 | (!onlyShadowCasters || mov->getCastShadows()) &&
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414 | cam->isVisible(mov->getWorldBoundingBox()))
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415 | {
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416 | mov->_notifyCurrentCamera(cam);
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417 | mov->_updateRenderQueue(getRenderQueue());
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418 | // Check if the bounding box should be shown.
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419 | SceneNode* sn = static_cast<SceneNode*>(mov->getParentNode());
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420 | if (sn->getShowBoundingBox() || mShowBoundingBoxes)
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421 | {
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422 | sn->_addBoundingBoxToQueue(getRenderQueue());
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423 | }
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424 | mMovablesForRendering.insert(*oi);
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425 | }
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426 |
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427 | }
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428 | }
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429 |
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430 |
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431 | }
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432 | //-----------------------------------------------------------------------
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433 | unsigned int BspSceneManager::cacheGeometry(unsigned int* pIndexes,
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434 | const StaticFaceGroup* faceGroup)
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435 | {
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436 | // Skip sky always
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437 | if (faceGroup->isSky)
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438 | return 0;
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439 |
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440 | size_t idxStart, numIdx, vertexStart;
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441 |
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442 | if (faceGroup->fType == FGT_FACE_LIST)
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443 | {
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444 | idxStart = faceGroup->elementStart;
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445 | numIdx = faceGroup->numElements;
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446 | vertexStart = faceGroup->vertexStart;
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447 | }
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448 | else if (faceGroup->fType == FGT_PATCH)
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449 | {
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450 |
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451 | idxStart = faceGroup->patchSurf->getIndexOffset();
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452 | numIdx = faceGroup->patchSurf->getCurrentIndexCount();
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453 | vertexStart = faceGroup->patchSurf->getVertexOffset();
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454 | }
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455 | else
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456 | {
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457 | // Unsupported face type
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458 | return 0;
|
---|
459 | }
|
---|
460 |
|
---|
461 |
|
---|
462 | // Copy index data
|
---|
463 | unsigned int* pSrc = static_cast<unsigned int*>(
|
---|
464 | mLevel->mIndexes->lock(
|
---|
465 | idxStart * sizeof(unsigned int),
|
---|
466 | numIdx * sizeof(unsigned int),
|
---|
467 | HardwareBuffer::HBL_READ_ONLY));
|
---|
468 | // Offset the indexes here
|
---|
469 | // we have to do this now rather than up-front because the
|
---|
470 | // indexes are sometimes reused to address different vertex chunks
|
---|
471 | for (size_t elem = 0; elem < numIdx; ++elem)
|
---|
472 | {
|
---|
473 | *pIndexes++ = *pSrc++ + vertexStart;
|
---|
474 | }
|
---|
475 | mLevel->mIndexes->unlock();
|
---|
476 |
|
---|
477 | // return number of elements
|
---|
478 | return static_cast<unsigned int>(numIdx);
|
---|
479 |
|
---|
480 |
|
---|
481 | }
|
---|
482 |
|
---|
483 | //-----------------------------------------------------------------------
|
---|
484 | void BspSceneManager::freeMemory(void)
|
---|
485 | {
|
---|
486 | // no need to delete index buffer, will be handled by shared pointer
|
---|
487 | delete mRenderOp.indexData;
|
---|
488 | mRenderOp.indexData = 0;
|
---|
489 | }
|
---|
490 | //-----------------------------------------------------------------------
|
---|
491 | void BspSceneManager::showNodeBoxes(bool show)
|
---|
492 | {
|
---|
493 | mShowNodeAABs = show;
|
---|
494 | }
|
---|
495 | //-----------------------------------------------------------------------
|
---|
496 | void BspSceneManager::addBoundingBox(const AxisAlignedBox& aab, bool visible)
|
---|
497 | {
|
---|
498 | /*
|
---|
499 | unsigned long visibleColour;
|
---|
500 | unsigned long nonVisibleColour;
|
---|
501 | Root& r = Root::getSingleton();
|
---|
502 |
|
---|
503 | r.convertColourValue(ColourValue::White, &visibleColour);
|
---|
504 | r.convertColourValue(ColourValue::Blue, &nonVisibleColour);
|
---|
505 | if (mShowNodeAABs)
|
---|
506 | {
|
---|
507 | // Add set of lines
|
---|
508 | float* pVertices = (float*)mAABGeometry.pVertices + (mAABGeometry.numVertices*3);
|
---|
509 | unsigned short* pIndexes = mAABGeometry.pIndexes + mAABGeometry.numIndexes;
|
---|
510 | unsigned long* pColours = (unsigned long*)mAABGeometry.pDiffuseColour + mAABGeometry.numVertices;
|
---|
511 |
|
---|
512 | const Vector3* pCorner = aab.getAllCorners();
|
---|
513 |
|
---|
514 | int i;
|
---|
515 | for (i = 0; i < 8; ++i)
|
---|
516 | {
|
---|
517 | *pVertices++ = pCorner->x;
|
---|
518 | *pVertices++ = pCorner->y;
|
---|
519 | *pVertices++ = pCorner->z;
|
---|
520 | pCorner++;
|
---|
521 |
|
---|
522 | if (visible)
|
---|
523 | {
|
---|
524 | *pColours++ = visibleColour;
|
---|
525 | }
|
---|
526 | else
|
---|
527 | {
|
---|
528 | *pColours++ = nonVisibleColour;
|
---|
529 | }
|
---|
530 |
|
---|
531 | }
|
---|
532 |
|
---|
533 | *pIndexes++ = 0 + mAABGeometry.numVertices;
|
---|
534 | *pIndexes++ = 1 + mAABGeometry.numVertices;
|
---|
535 | *pIndexes++ = 1 + mAABGeometry.numVertices;
|
---|
536 | *pIndexes++ = 2 + mAABGeometry.numVertices;
|
---|
537 | *pIndexes++ = 2 + mAABGeometry.numVertices;
|
---|
538 | *pIndexes++ = 3 + mAABGeometry.numVertices;
|
---|
539 | *pIndexes++ = 3 + mAABGeometry.numVertices;
|
---|
540 | *pIndexes++ = 1 + mAABGeometry.numVertices;
|
---|
541 | *pIndexes++ = 4 + mAABGeometry.numVertices;
|
---|
542 | *pIndexes++ = 5 + mAABGeometry.numVertices;
|
---|
543 | *pIndexes++ = 5 + mAABGeometry.numVertices;
|
---|
544 | *pIndexes++ = 6 + mAABGeometry.numVertices;
|
---|
545 | *pIndexes++ = 6 + mAABGeometry.numVertices;
|
---|
546 | *pIndexes++ = 7 + mAABGeometry.numVertices;
|
---|
547 | *pIndexes++ = 7 + mAABGeometry.numVertices;
|
---|
548 | *pIndexes++ = 4 + mAABGeometry.numVertices;
|
---|
549 | *pIndexes++ = 1 + mAABGeometry.numVertices;
|
---|
550 | *pIndexes++ = 5 + mAABGeometry.numVertices;
|
---|
551 | *pIndexes++ = 2 + mAABGeometry.numVertices;
|
---|
552 | *pIndexes++ = 4 + mAABGeometry.numVertices;
|
---|
553 | *pIndexes++ = 0 + mAABGeometry.numVertices;
|
---|
554 | *pIndexes++ = 6 + mAABGeometry.numVertices;
|
---|
555 | *pIndexes++ = 3 + mAABGeometry.numVertices;
|
---|
556 | *pIndexes++ = 7 + mAABGeometry.numVertices;
|
---|
557 |
|
---|
558 |
|
---|
559 | mAABGeometry.numVertices += 8;
|
---|
560 | mAABGeometry.numIndexes += 24;
|
---|
561 |
|
---|
562 |
|
---|
563 | }
|
---|
564 | */
|
---|
565 |
|
---|
566 | }
|
---|
567 | //-----------------------------------------------------------------------
|
---|
568 | ViewPoint BspSceneManager::getSuggestedViewpoint(bool random)
|
---|
569 | {
|
---|
570 | if (mLevel.isNull() || mLevel->mPlayerStarts.size() == 0)
|
---|
571 | {
|
---|
572 | // No level, use default
|
---|
573 | return SceneManager::getSuggestedViewpoint(random);
|
---|
574 | }
|
---|
575 | else
|
---|
576 | {
|
---|
577 | if (random)
|
---|
578 | {
|
---|
579 | size_t idx = (size_t)( Math::UnitRandom() * mLevel->mPlayerStarts.size() );
|
---|
580 | return mLevel->mPlayerStarts[idx];
|
---|
581 | }
|
---|
582 | else
|
---|
583 | {
|
---|
584 | return mLevel->mPlayerStarts[0];
|
---|
585 | }
|
---|
586 |
|
---|
587 |
|
---|
588 | }
|
---|
589 |
|
---|
590 | }
|
---|
591 | //-----------------------------------------------------------------------
|
---|
592 | SceneNode * BspSceneManager::createSceneNode( void )
|
---|
593 | {
|
---|
594 | BspSceneNode * sn = new BspSceneNode( this );
|
---|
595 | mSceneNodes[ sn->getName() ] = sn;
|
---|
596 | return sn;
|
---|
597 | }
|
---|
598 | //-----------------------------------------------------------------------
|
---|
599 | SceneNode * BspSceneManager::createSceneNode( const String &name )
|
---|
600 | {
|
---|
601 | BspSceneNode * sn = new BspSceneNode( this, name );
|
---|
602 | mSceneNodes[ sn->getName() ] = sn;
|
---|
603 | return sn;
|
---|
604 | }
|
---|
605 | //-----------------------------------------------------------------------
|
---|
606 | void BspSceneManager::_notifyObjectMoved(const MovableObject* mov,
|
---|
607 | const Vector3& pos)
|
---|
608 | {
|
---|
609 | if (!mLevel.isNull())
|
---|
610 | {
|
---|
611 | mLevel->_notifyObjectMoved(mov, pos);
|
---|
612 | }
|
---|
613 | }
|
---|
614 | //-----------------------------------------------------------------------
|
---|
615 | void BspSceneManager::_notifyObjectDetached(const MovableObject* mov)
|
---|
616 | {
|
---|
617 | if (!mLevel.isNull())
|
---|
618 | {
|
---|
619 | mLevel->_notifyObjectDetached(mov);
|
---|
620 | }
|
---|
621 | }
|
---|
622 | //-----------------------------------------------------------------------
|
---|
623 | void BspSceneManager::clearScene(void)
|
---|
624 | {
|
---|
625 | SceneManager::clearScene();
|
---|
626 | freeMemory();
|
---|
627 | // Clear level
|
---|
628 | mLevel.setNull();
|
---|
629 | }
|
---|
630 | //-----------------------------------------------------------------------
|
---|
631 | /*
|
---|
632 | AxisAlignedBoxSceneQuery* BspSceneManager::
|
---|
633 | createAABBQuery(const AxisAlignedBox& box, unsigned long mask)
|
---|
634 | {
|
---|
635 | // TODO
|
---|
636 | return NULL;
|
---|
637 | }
|
---|
638 | //-----------------------------------------------------------------------
|
---|
639 | SphereSceneQuery* BspSceneManager::
|
---|
640 | createSphereQuery(const Sphere& sphere, unsigned long mask)
|
---|
641 | {
|
---|
642 | // TODO
|
---|
643 | return NULL;
|
---|
644 | }
|
---|
645 | */
|
---|
646 | //-----------------------------------------------------------------------
|
---|
647 | RaySceneQuery* BspSceneManager::
|
---|
648 | createRayQuery(const Ray& ray, unsigned long mask)
|
---|
649 | {
|
---|
650 | BspRaySceneQuery* q = new BspRaySceneQuery(this);
|
---|
651 | q->setRay(ray);
|
---|
652 | q->setQueryMask(mask);
|
---|
653 | return q;
|
---|
654 | }
|
---|
655 | //-----------------------------------------------------------------------
|
---|
656 | IntersectionSceneQuery* BspSceneManager::
|
---|
657 | createIntersectionQuery(unsigned long mask)
|
---|
658 | {
|
---|
659 | BspIntersectionSceneQuery* q = new BspIntersectionSceneQuery(this);
|
---|
660 | q->setQueryMask(mask);
|
---|
661 | return q;
|
---|
662 | }
|
---|
663 | //-----------------------------------------------------------------------
|
---|
664 | //-----------------------------------------------------------------------
|
---|
665 | BspIntersectionSceneQuery::BspIntersectionSceneQuery(SceneManager* creator)
|
---|
666 | : DefaultIntersectionSceneQuery(creator)
|
---|
667 | {
|
---|
668 | // Add bounds fragment type
|
---|
669 | mSupportedWorldFragments.insert(SceneQuery::WFT_PLANE_BOUNDED_REGION);
|
---|
670 |
|
---|
671 | }
|
---|
672 | void BspIntersectionSceneQuery::execute(IntersectionSceneQueryListener* listener)
|
---|
673 | {
|
---|
674 | /*
|
---|
675 | Go through each leaf node in BspLevel and check movables against each other and world
|
---|
676 | Issue: some movable-movable intersections could be reported twice if 2 movables
|
---|
677 | overlap 2 leaves?
|
---|
678 | */
|
---|
679 | const BspLevelPtr& lvl = ((BspSceneManager*)mParentSceneMgr)->getLevel();
|
---|
680 | if (lvl.isNull()) return;
|
---|
681 |
|
---|
682 | BspNode* leaf = lvl->getLeafStart();
|
---|
683 | int numLeaves = lvl->getNumLeaves();
|
---|
684 |
|
---|
685 | while (numLeaves--)
|
---|
686 | {
|
---|
687 | const BspNode::IntersectingObjectSet& objects = leaf->getObjects();
|
---|
688 | int numObjects = (int)objects.size();
|
---|
689 |
|
---|
690 | BspNode::IntersectingObjectSet::const_iterator a, b, theEnd;
|
---|
691 | theEnd = objects.end();
|
---|
692 | a = objects.begin();
|
---|
693 | for (int oi = 0; oi < numObjects; ++oi, ++a)
|
---|
694 | {
|
---|
695 | const MovableObject* aObj = *a;
|
---|
696 | // Skip this object if collision not enabled
|
---|
697 | if (!(aObj->getQueryFlags() & mQueryMask) ||
|
---|
698 | !(aObj->getTypeFlags() & mQueryTypeMask) ||
|
---|
699 | !aObj->isInScene())
|
---|
700 | continue;
|
---|
701 |
|
---|
702 | if (oi < (numObjects-1))
|
---|
703 | {
|
---|
704 | // Check object against others in this node
|
---|
705 | b = a;
|
---|
706 | for (++b; b != theEnd; ++b)
|
---|
707 | {
|
---|
708 | const MovableObject* bObj = *b;
|
---|
709 | // Apply mask to b (both must pass)
|
---|
710 | if ((bObj->getQueryFlags() & mQueryMask) &&
|
---|
711 | (bObj->getTypeFlags() & mQueryTypeMask) &&
|
---|
712 | bObj->isInScene())
|
---|
713 | {
|
---|
714 | const AxisAlignedBox& box1 = aObj->getWorldBoundingBox();
|
---|
715 | const AxisAlignedBox& box2 = bObj->getWorldBoundingBox();
|
---|
716 |
|
---|
717 | if (box1.intersects(box2))
|
---|
718 | {
|
---|
719 | if (!listener->queryResult(const_cast<MovableObject*>(aObj),
|
---|
720 | const_cast<MovableObject*>(bObj)))
|
---|
721 | return;
|
---|
722 | }
|
---|
723 | }
|
---|
724 | }
|
---|
725 | }
|
---|
726 | // Check object against brushes
|
---|
727 | if (mQueryTypeMask & SceneManager::WORLD_GEOMETRY_TYPE_MASK)
|
---|
728 | {
|
---|
729 | const BspNode::NodeBrushList& brushes = leaf->getSolidBrushes();
|
---|
730 | BspNode::NodeBrushList::const_iterator bi, biend;
|
---|
731 | biend = brushes.end();
|
---|
732 | Real radius = aObj->getBoundingRadius();
|
---|
733 | const Vector3& pos = aObj->getParentNode()->_getDerivedPosition();
|
---|
734 |
|
---|
735 | for (bi = brushes.begin(); bi != biend; ++bi)
|
---|
736 | {
|
---|
737 | std::list<Plane>::const_iterator planeit, planeitend;
|
---|
738 | planeitend = (*bi)->planes.end();
|
---|
739 | bool brushIntersect = true; // Assume intersecting for now
|
---|
740 |
|
---|
741 | for (planeit = (*bi)->planes.begin(); planeit != planeitend; ++planeit)
|
---|
742 | {
|
---|
743 | Real dist = planeit->getDistance(pos);
|
---|
744 | if (dist > radius)
|
---|
745 | {
|
---|
746 | // Definitely excluded
|
---|
747 | brushIntersect = false;
|
---|
748 | break;
|
---|
749 | }
|
---|
750 | }
|
---|
751 | if (brushIntersect)
|
---|
752 | {
|
---|
753 | // report this brush as it's WorldFragment
|
---|
754 | assert((*bi)->fragment.fragmentType == SceneQuery::WFT_PLANE_BOUNDED_REGION);
|
---|
755 | if (!listener->queryResult(const_cast<MovableObject*>(aObj),
|
---|
756 | const_cast<WorldFragment*>(&((*bi)->fragment))))
|
---|
757 | return;
|
---|
758 | }
|
---|
759 |
|
---|
760 | }
|
---|
761 | }
|
---|
762 |
|
---|
763 |
|
---|
764 | }
|
---|
765 |
|
---|
766 | ++leaf;
|
---|
767 | }
|
---|
768 |
|
---|
769 |
|
---|
770 |
|
---|
771 | }
|
---|
772 | //-----------------------------------------------------------------------
|
---|
773 | //-----------------------------------------------------------------------
|
---|
774 | BspRaySceneQuery::BspRaySceneQuery(SceneManager* creator)
|
---|
775 | :DefaultRaySceneQuery(creator)
|
---|
776 | {
|
---|
777 | // Add supported fragment types
|
---|
778 | mSupportedWorldFragments.insert(SceneQuery::WFT_SINGLE_INTERSECTION);
|
---|
779 | mSupportedWorldFragments.insert(SceneQuery::WFT_PLANE_BOUNDED_REGION);
|
---|
780 | }
|
---|
781 | //-----------------------------------------------------------------------
|
---|
782 | void BspRaySceneQuery::execute(RaySceneQueryListener* listener)
|
---|
783 | {
|
---|
784 | clearTemporaries();
|
---|
785 | BspLevelPtr lvl = static_cast<BspSceneManager*>(mParentSceneMgr)->getLevel();
|
---|
786 | if (!lvl.isNull())
|
---|
787 | {
|
---|
788 | processNode(
|
---|
789 | lvl->getRootNode(),
|
---|
790 | mRay, listener);
|
---|
791 | }
|
---|
792 | }
|
---|
793 | //-----------------------------------------------------------------------
|
---|
794 | BspRaySceneQuery::~BspRaySceneQuery()
|
---|
795 | {
|
---|
796 | clearTemporaries();
|
---|
797 | }
|
---|
798 | //-----------------------------------------------------------------------
|
---|
799 | void BspRaySceneQuery::clearTemporaries(void)
|
---|
800 | {
|
---|
801 | mObjsThisQuery.clear();
|
---|
802 | std::vector<WorldFragment*>::iterator i;
|
---|
803 | for (i = mSingleIntersections.begin(); i != mSingleIntersections.end(); ++i)
|
---|
804 | {
|
---|
805 | delete *i;
|
---|
806 | }
|
---|
807 | mSingleIntersections.clear();
|
---|
808 | }
|
---|
809 | //-----------------------------------------------------------------------
|
---|
810 | bool BspRaySceneQuery::processNode(const BspNode* node, const Ray& tracingRay,
|
---|
811 | RaySceneQueryListener* listener, Real maxDistance, Real traceDistance)
|
---|
812 | {
|
---|
813 | if (node->isLeaf())
|
---|
814 | {
|
---|
815 | return processLeaf(node, tracingRay, listener, maxDistance, traceDistance);
|
---|
816 | }
|
---|
817 |
|
---|
818 | bool res = true;
|
---|
819 | std::pair<bool, Real> result = tracingRay.intersects(node->getSplitPlane());
|
---|
820 | if (result.first && result.second < maxDistance)
|
---|
821 | {
|
---|
822 | // Crosses the split plane, need to perform 2 queries
|
---|
823 | // Calculate split point ray
|
---|
824 | Vector3 splitPoint = tracingRay.getOrigin()
|
---|
825 | + tracingRay.getDirection() * result.second;
|
---|
826 | Ray splitRay(splitPoint, tracingRay.getDirection());
|
---|
827 |
|
---|
828 | if (node->getSide(tracingRay.getOrigin()) == Plane::NEGATIVE_SIDE)
|
---|
829 | {
|
---|
830 | // Intersects from -ve side, so do back then front
|
---|
831 | res = processNode(
|
---|
832 | node->getBack(), tracingRay, listener, result.second, traceDistance);
|
---|
833 | if (!res) return res;
|
---|
834 |
|
---|
835 | res = processNode(
|
---|
836 | node->getFront(), splitRay, listener,
|
---|
837 | maxDistance - result.second,
|
---|
838 | traceDistance + result.second);
|
---|
839 | }
|
---|
840 | else
|
---|
841 | {
|
---|
842 | // Intersects from +ve side, so do front then back
|
---|
843 | res = processNode(node->getFront(), tracingRay, listener,
|
---|
844 | result.second, traceDistance);
|
---|
845 | if (!res) return res;
|
---|
846 | res = processNode(node->getBack(), splitRay, listener,
|
---|
847 | maxDistance - result.second,
|
---|
848 | traceDistance + result.second);
|
---|
849 | }
|
---|
850 | }
|
---|
851 | else
|
---|
852 | {
|
---|
853 | // Does not cross the splitting plane, just cascade down one side
|
---|
854 | res = processNode(node->getNextNode(tracingRay.getOrigin()),
|
---|
855 | tracingRay, listener, maxDistance, traceDistance);
|
---|
856 | }
|
---|
857 |
|
---|
858 | return res;
|
---|
859 | }
|
---|
860 | //-----------------------------------------------------------------------
|
---|
861 | bool BspRaySceneQuery::processLeaf(const BspNode* leaf, const Ray& tracingRay,
|
---|
862 | RaySceneQueryListener* listener, Real maxDistance, Real traceDistance)
|
---|
863 | {
|
---|
864 | const BspNode::IntersectingObjectSet& objects = leaf->getObjects();
|
---|
865 |
|
---|
866 | BspNode::IntersectingObjectSet::const_iterator i, iend;
|
---|
867 | iend = objects.end();
|
---|
868 | //Check ray against objects
|
---|
869 | for(i = objects.begin(); i != iend; ++i)
|
---|
870 | {
|
---|
871 | // cast away constness, constness of node is nothing to do with objects
|
---|
872 | MovableObject* obj = const_cast<MovableObject*>(*i);
|
---|
873 | // Skip this object if not enabled
|
---|
874 | if(!(obj->getQueryFlags() & mQueryMask) ||
|
---|
875 | !((obj->getTypeFlags() & mQueryTypeMask)))
|
---|
876 | continue;
|
---|
877 |
|
---|
878 | // check we haven't reported this one already
|
---|
879 | // (objects can be intersecting more than one node)
|
---|
880 | if (mObjsThisQuery.find(obj) != mObjsThisQuery.end())
|
---|
881 | continue;
|
---|
882 |
|
---|
883 | //Test object as bounding box
|
---|
884 | std::pair<bool, Real> result =
|
---|
885 | tracingRay.intersects(obj->getWorldBoundingBox());
|
---|
886 | // if the result came back positive and intersection point is inside
|
---|
887 | // the node, fire the event handler
|
---|
888 | if(result.first && result.second <= maxDistance)
|
---|
889 | {
|
---|
890 | if (!listener->queryResult(obj, result.second + traceDistance))
|
---|
891 | return false;
|
---|
892 | }
|
---|
893 | }
|
---|
894 |
|
---|
895 |
|
---|
896 | // Check ray against brushes
|
---|
897 | if (mQueryTypeMask & SceneManager::WORLD_GEOMETRY_TYPE_MASK)
|
---|
898 | {
|
---|
899 | const BspNode::NodeBrushList& brushList = leaf->getSolidBrushes();
|
---|
900 | BspNode::NodeBrushList::const_iterator bi, biend;
|
---|
901 | biend = brushList.end();
|
---|
902 | bool intersectedBrush = false;
|
---|
903 | for (bi = brushList.begin(); bi != biend; ++bi)
|
---|
904 | {
|
---|
905 | BspNode::Brush* brush = *bi;
|
---|
906 |
|
---|
907 |
|
---|
908 | std::pair<bool, Real> result = Math::intersects(tracingRay, brush->planes, true);
|
---|
909 | // if the result came back positive and intersection point is inside
|
---|
910 | // the node, check if this brush is closer
|
---|
911 | if(result.first && result.second <= maxDistance)
|
---|
912 | {
|
---|
913 | intersectedBrush = true;
|
---|
914 | if(mWorldFragmentType == SceneQuery::WFT_SINGLE_INTERSECTION)
|
---|
915 | {
|
---|
916 | // We're interested in a single intersection
|
---|
917 | // Have to create these
|
---|
918 | SceneQuery::WorldFragment* wf = new SceneQuery::WorldFragment();
|
---|
919 | wf->fragmentType = SceneQuery::WFT_SINGLE_INTERSECTION;
|
---|
920 | wf->singleIntersection = tracingRay.getPoint(result.second);
|
---|
921 | // save this so we can clean up later
|
---|
922 | mSingleIntersections.push_back(wf);
|
---|
923 | if (!listener->queryResult(wf, result.second + traceDistance))
|
---|
924 | return false;
|
---|
925 | }
|
---|
926 | else if (mWorldFragmentType == SceneQuery::WFT_PLANE_BOUNDED_REGION)
|
---|
927 | {
|
---|
928 | // We want the whole bounded volume
|
---|
929 | assert((*bi)->fragment.fragmentType == SceneQuery::WFT_PLANE_BOUNDED_REGION);
|
---|
930 | if (!listener->queryResult(const_cast<WorldFragment*>(&(brush->fragment)),
|
---|
931 | result.second + traceDistance))
|
---|
932 | return false;
|
---|
933 |
|
---|
934 | }
|
---|
935 | }
|
---|
936 | }
|
---|
937 | if (intersectedBrush)
|
---|
938 | {
|
---|
939 | return false; // stop here
|
---|
940 | }
|
---|
941 | }
|
---|
942 |
|
---|
943 | return true;
|
---|
944 |
|
---|
945 | }
|
---|
946 | //-----------------------------------------------------------------------
|
---|
947 | //-----------------------------------------------------------------------
|
---|
948 | const String BspSceneManagerFactory::FACTORY_TYPE_NAME = "BspSceneManager";
|
---|
949 | //-----------------------------------------------------------------------
|
---|
950 | void BspSceneManagerFactory::initMetaData(void) const
|
---|
951 | {
|
---|
952 | mMetaData.typeName = FACTORY_TYPE_NAME;
|
---|
953 | mMetaData.description = "Scene manager for loading Quake3 .bsp files.";
|
---|
954 | mMetaData.sceneTypeMask = ST_INTERIOR;
|
---|
955 | mMetaData.worldGeometrySupported = true;
|
---|
956 | }
|
---|
957 | //-----------------------------------------------------------------------
|
---|
958 | SceneManager* BspSceneManagerFactory::createInstance(
|
---|
959 | const String& instanceName)
|
---|
960 | {
|
---|
961 | return new BspSceneManager(instanceName);
|
---|
962 | }
|
---|
963 | //-----------------------------------------------------------------------
|
---|
964 | void BspSceneManagerFactory::destroyInstance(SceneManager* instance)
|
---|
965 | {
|
---|
966 | delete instance;
|
---|
967 | }
|
---|
968 |
|
---|
969 | }
|
---|
970 |
|
---|