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source: downloads/PlugIns/BSPSceneManager/include/OgreBspLevel.h @ 1

Last change on this file since 1 was 1, checked in by landauf, 17 years ago
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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#ifndef _BspLevel_H__
30#define _BspLevel_H__
31
32#include "OgreBspPrerequisites.h"
33#include "OgreResource.h"
34#include "OgreStaticFaceGroup.h"
35#include "OgreSceneManager.h"
36#include "OgreBspNode.h"
37#include "OgreHardwareBufferManager.h"
38#include "OgreDefaultHardwareBufferManager.h"
39#include "OgreQuake3Level.h"
40
41
42namespace Ogre {
43
44    /** Holds all the data associated with a Binary Space Parition
45        (BSP) based indoor level.
46        The data used here is populated by loading level files via
47        the BspLevelManager::load method, although application users
48        are more likely to call SceneManager::setWorldGeometry which will
49        automatically arrange the loading of the level. Note that this assumes
50        that you have asked for an indoor-specialised SceneManager (specify
51        ST_INDOOR when calling Root::getSceneManager).</p>
52        Ogre currently only supports loading from Quake3 Arena level files,
53        although any source that can be converted into this classes structure
54        could also be used. The Quake3 level load process is in a different
55        class called Quake3Level to keep the specifics separate.</p>
56    */
57    class BspLevel : public Resource
58    {
59        friend class BspSceneManager;
60    public:
61        /** Default constructor - used by BspResourceManager (do not call directly) */
62        BspLevel(ResourceManager* creator, const String& name, ResourceHandle handle,
63            const String& group, bool isManual = false, ManualResourceLoader* loader = 0);
64        ~BspLevel();
65
66        /** Determines if one leaf node is visible from another. */
67        bool isLeafVisible(const BspNode* from, const BspNode* to) const;
68
69        /** Returns a pointer to the root node (BspNode) of the BSP tree. */
70        const BspNode* getRootNode(void);
71
72        /** Walks the entire BSP tree and returns the leaf
73            which contains the given point.
74        */
75        BspNode* findLeaf(const Vector3& point) const;
76
77        /** Ensures that the MovableObject is attached to the right leaves of the
78            BSP tree.
79        */
80        void _notifyObjectMoved(const MovableObject* mov, 
81            const Vector3& pos);
82                /** Internal method, makes sure an object is removed from the leaves when detached from a node. */
83                void _notifyObjectDetached(const MovableObject* mov);
84        /** Gets a pointer to the start of the leaf nodes. */
85        BspNode* getLeafStart(void) {return &mRootNode[mLeafStart]; }
86        /** Gets the number of leaf nodes */
87        int getNumLeaves(void) const { return mNumLeaves; }
88
89        /** Calculate the number of loading stages required for a given level */
90        static size_t calculateLoadingStages(const String& levelName);
91        /** Calculate the number of loading stages required for a given level */
92        static size_t calculateLoadingStages(DataStreamPtr& stream);
93
94                /** Load direct from stream */
95                void load(DataStreamPtr& stream);
96
97                /** Is sky enabled? */
98                bool isSkyEnabled(void) const;
99                /** Get Sky material name */
100                const String& getSkyMaterialName(void) const;
101                /** Get sky curvature */
102                Real getSkyCurvature(void) const;
103
104        /** Utility class just to enable queueing of patches */
105    protected:
106        /** @copydoc Resource::loadImpl. */
107        void loadImpl(void);
108        /** @copydoc Resource::unloadImpl. */
109        void unloadImpl(void);
110        /** @copydoc Resource::calculateSize. */
111        size_t calculateSize(void) const;
112        /** Pointer to the root node of the BSP tree;
113            This pointer actually has a dual purpose; to avoid allocating lots of small chunks of
114            memory, the BspLevel actually allocates all nodes required through this pointer. So this
115            pointer is the handle for the allocation of memory for all nodes. It also happens to point
116            to the root node, since the first one in the memory chunk is the root node.
117        */
118        BspNode* mRootNode;
119        int mNumNodes;
120        int mNumLeaves;
121        int mLeafStart; // the index at which leaf nodes begin
122
123        /** Vertex format for fixed geometry.
124            Note that in this case vertex components (position, normal, texture coords etc)
125            are held interleaved in the same buffer. However, the format here is different from
126            the format used by Quake because older Direct3d drivers like the vertex elements
127            to be in a particular order within the buffer. See VertexDeclaration for full
128            details of this marvellous(not) feature.
129        */
130        struct BspVertex
131        {
132            float position[3];
133            float normal[3];
134            int colour;
135            float texcoords[2];
136            float lightmap[2];
137        };
138        /*
139        /// Array of vertices for whole level.
140        BspVertex* mVertices;
141        int mNumVertices;
142        */
143        /// Vertex data holding all the data for the level, but able to render parts of it
144        VertexData* mVertexData;
145
146        /** Array of indexes into the mFaceGroups array. This buffer is organised
147            by leaf node so leaves can just use contiguous chunks of it and
148            get repointed to the actual entries in mFaceGroups. */
149        int* mLeafFaceGroups;
150        int mNumLeafFaceGroups;
151
152        /** Array of face groups, indexed into by contents of mLeafFaceGroups. */
153        StaticFaceGroup* mFaceGroups;
154        int mNumFaceGroups;
155
156
157        /*
158        /// Array of elements i.e. vertex indexes as used by face groups.
159        int* mElements;
160        int mNumElements;
161        */
162
163        /// indexes for the whole level, will be copied to the real indexdata per frame
164        size_t mNumIndexes;
165        // system-memory buffer
166        HardwareIndexBufferSharedPtr mIndexes;
167
168        /// Brushes as used for collision, main memory is here
169        BspNode::Brush *mBrushes;
170
171        /** Vector of player start points */
172        std::vector<ViewPoint> mPlayerStarts;
173
174        /** Internal utility function for loading data from Quake3. */
175        void loadQuake3Level(const Quake3Level& q3lvl);
176        /** Internal lookup table to determine visibility between leaves.
177            Leaf nodes are assigned to 'clusters' of nodes, which are used to group nodes together for
178            visibility testing. This data holds a lookup table which is used to determine if one cluster of leaves
179            is visible from another cluster. Whilst it would be possible to expand all this out so that
180            each node had a list of pointers to other visible nodes, this would be very expensive in terms
181            of storage (using the cluster method there is a table which is 1-bit squared per cluster, rounded
182            up to the nearest byte obviously, which uses far less space than 4-bytes per linked node per source
183            node). Of course the limitation here is that you have to each leaf in turn to determine if it is visible
184            rather than just following a list, but since this is only done once per frame this is not such a big
185            overhead.</p>
186            Each row in the table is a 'from' cluster, with each bit in the row corresponding to a 'to' cluster,
187            both ordered based on cluster index. A 0 in the bit indicates the 'to' cluster is not visible from the
188            'from' cluster, whilst a 1 indicates it is.</p>
189            As many will notice, this is lifted directly from the Quake implementation of PVS.
190        */
191        struct VisData
192        {
193            unsigned char *tableData;
194            int numClusters;            // Number of clusters, therefore number of rows
195            int rowLength;                // Length in bytes of each row (num clusters / 8 rounded up)
196        };
197
198        VisData mVisData;
199
200
201        /** Internal method for parsing chosen entities. */
202        void loadEntities(const Quake3Level& q3lvl);
203
204        typedef std::map<const MovableObject*, std::list<BspNode*> > MovableToNodeMap;
205        /// Map for locating the nodes a movable is currently a member of
206        MovableToNodeMap mMovableToNodeMap;
207
208        void tagNodesWithMovable(BspNode* node, const MovableObject* mov, const Vector3& pos);
209
210        // Storage of patches
211        typedef std::map<int, PatchSurface*> PatchMap;
212        PatchMap mPatches;
213        // Total number of vertices required for all patches
214        size_t mPatchVertexCount;
215        // Total number of indexes required for all patches
216        size_t mPatchIndexCount;
217                // Sky enabled?
218                bool mSkyEnabled;
219                // Sky material
220                String mSkyMaterial;
221                // Sky details
222                Real mSkyCurvature;
223
224
225        void initQuake3Patches(const Quake3Level & q3lvl, VertexDeclaration* decl);
226        void buildQuake3Patches(size_t vertOffset, size_t indexOffset);
227
228        void quakeVertexToBspVertex(const bsp_vertex_t* src, BspVertex* dest);
229
230
231    };
232    /** Specialisation of SharedPtr to allow SharedPtr to be assigned to BspLevelPtr
233    @note Has to be a subclass since we need operator=.
234    We could templatise this instead of repeating per Resource subclass,
235    except to do so requires a form VC6 does not support i.e.
236    ResourceSubclassPtr<T> : public SharedPtr<T>
237    */
238    class BspLevelPtr : public SharedPtr<BspLevel> 
239    {
240    public:
241        BspLevelPtr() : SharedPtr<BspLevel>() {}
242        explicit BspLevelPtr(BspLevel* rep) : SharedPtr<BspLevel>(rep) {}
243        BspLevelPtr(const BspLevelPtr& r) : SharedPtr<BspLevel>(r) {} 
244        BspLevelPtr(const ResourcePtr& r) : SharedPtr<BspLevel>()
245        {
246                        // lock & copy other mutex pointer
247                        OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
248                        OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
249            pRep = static_cast<BspLevel*>(r.getPointer());
250            pUseCount = r.useCountPointer();
251            if (pUseCount)
252            {
253                ++(*pUseCount);
254            }
255        }
256
257        /// Operator used to convert a ResourcePtr to a BspLevelPtr
258        BspLevelPtr& operator=(const ResourcePtr& r)
259        {
260            if (pRep == static_cast<BspLevel*>(r.getPointer()))
261                return *this;
262            release();
263                        // lock & copy other mutex pointer
264                        OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME)
265                        OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME)
266            pRep = static_cast<BspLevel*>(r.getPointer());
267            pUseCount = r.useCountPointer();
268            if (pUseCount)
269            {
270                ++(*pUseCount);
271            }
272            return *this;
273        }
274    };
275
276}
277
278#endif
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