/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef _BspNode_H__ #define _BspNode_H__ #include "OgreBspPrerequisites.h" #include "OgrePlane.h" #include "OgreAxisAlignedBox.h" #include "OgreSceneQuery.h" namespace Ogre { /** Encapsulates a node in a BSP tree. A BSP tree represents space partitioned by planes . The space which is partitioned is either the world (in the case of the root node) or the space derived from their parent node. Each node can have elements which are in front or behind it, which are it's children and these elements can either be further subdivided by planes, or they can be undivided spaces or 'leaf nodes' - these are the nodes which actually contain objects and world geometry.The leaves of the tree are the stopping point of any tree walking algorithm, both for rendering and collision detection etc.
Ogre chooses not to represent splitting nodes and leaves as separate structures, but to merge the two for simplicity of the walking algorithm. If a node is a leaf, the isLeaf() method returns true and both getFront() and getBack() return null pointers. If the node is a partitioning plane isLeaf() returns false and getFront() and getBack() will return the corresponding BspNode objects. */ class BspNode { friend class BspLevel; public: /** Constructor, only to be used by BspLevel. */ BspNode(BspLevel* owner, bool isLeaf); BspNode(); ~BspNode(); /** Returns true if this node is a leaf (i.e. contains geometry) or false if it is a splitting plane. A BspNode can either be a splitting plane (the typical representation of a BSP node) or an undivided region contining geometry (a leaf node). Ogre represents both using the same class for simplicity of tree walking. However it is important that you use this method to determine which type you are dealing with, since certain methods are only supported with one of the subtypes. Details are given in the individual methods. Note that I could have represented splitting / leaf nodes as a class hierarchy but the virtual methods / run-time type identification would have a performance hit, and it would not make the code much (any?) simpler anyway. I think this is a fair trade-off in this case. */ bool isLeaf(void) const; /** Returns a pointer to a BspNode containing the subspace on the positive side of the splitting plane. This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this method on a leaf node will throw an exception. */ BspNode* getFront(void) const; /** Returns a pointer to a BspNode containing the subspace on the negative side of the splitting plane. This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this method on a leaf node will throw an exception. */ BspNode* getBack(void) const; /** Determines which side of the splitting plane a worldspace point is. This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this method on a leaf node will throw an exception. */ Plane::Side getSide (const Vector3& point) const; /** Gets the next node down in the tree, with the intention of locating the leaf containing the given point. This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this method on a leaf node will throw an exception. */ BspNode* getNextNode(const Vector3& point) const; /** Returns details of the plane which is used to subdivide the space of his node's children. This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this method on a leaf node will throw an exception. */ const Plane& getSplitPlane(void) const; /** Returns the axis-aligned box which contains this node if it is a leaf. This method should only be called on a leaf node. It returns a box which can be used in calls like Camera::isVisible to determine if the leaf node is visible in the view. */ const AxisAlignedBox& getBoundingBox(void) const; /** Returns the number of faces contained in this leaf node. Should only be called on a leaf node. */ int getNumFaceGroups(void) const; /** Returns the index to the face group index list for this leaf node. The contents of this buffer is a list of indexes which point to the actual face groups held in a central buffer in the BspLevel class (in actual fact for efficency the indexes themselves are also held in a single buffer in BspLevel too). The reason for this indirection is that the buffer of indexes to face groups is organised in chunks relative to nodes, whilst the main buffer of face groups may not be. Should only be called on a leaf node. */ int getFaceGroupStart(void) const; /** Determines if the passed in node (must also be a leaf) is visible from this leaf. Must only be called on a leaf node, and the parameter must also be a leaf node. If this method returns true, then the leaf passed in is visible from this leaf. Note that internally this uses the Potentially Visible Set (PVS) which is precalculated and stored with the BSP level. */ bool isLeafVisible(const BspNode* leaf) const; friend std::ostream& operator<< (std::ostream& o, BspNode& n); /// Internal method for telling the node that a movable intersects it void _addMovable(const MovableObject* mov); /// Internal method for telling the node that a movable no longer intersects it void _removeMovable(const MovableObject* mov); /// Gets the signed distance to the dividing plane Real getDistance(const Vector3& pos) const; typedef std::set