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://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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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 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef _BspNode_H__ |
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30 | #define _BspNode_H__ |
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31 | |
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32 | #include "OgreBspPrerequisites.h" |
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33 | #include "OgrePlane.h" |
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34 | #include "OgreAxisAlignedBox.h" |
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35 | #include "OgreSceneQuery.h" |
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36 | |
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37 | namespace Ogre { |
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38 | |
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39 | /** Encapsulates a node in a BSP tree. |
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40 | A BSP tree represents space partitioned by planes . The space which is |
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41 | partitioned is either the world (in the case of the root node) or the space derived |
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42 | from their parent node. Each node can have elements which are in front or behind it, which are |
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43 | it's children and these elements can either be further subdivided by planes, |
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44 | or they can be undivided spaces or 'leaf nodes' - these are the nodes which actually contain |
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45 | objects and world geometry.The leaves of the tree are the stopping point of any tree walking algorithm, |
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46 | both for rendering and collision detection etc.</p> |
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47 | Ogre chooses not to represent splitting nodes and leaves as separate structures, but to merge the two for simplicity |
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48 | of the walking algorithm. If a node is a leaf, the isLeaf() method returns true and both getFront() and |
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49 | getBack() return null pointers. If the node is a partitioning plane isLeaf() returns false and getFront() |
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50 | and getBack() will return the corresponding BspNode objects. |
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51 | */ |
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52 | class BspNode |
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53 | { |
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54 | friend class BspLevel; |
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55 | |
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56 | public: |
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57 | /** Constructor, only to be used by BspLevel. */ |
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58 | BspNode(BspLevel* owner, bool isLeaf); |
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59 | |
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60 | BspNode(); |
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61 | ~BspNode(); |
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62 | |
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63 | /** Returns true if this node is a leaf (i.e. contains geometry) or false if it is a splitting plane. |
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64 | A BspNode can either be a splitting plane (the typical representation of a BSP node) or an undivided |
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65 | region contining geometry (a leaf node). Ogre represents both using the same class for simplicity |
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66 | of tree walking. However it is important that you use this method to determine which type you are dealing |
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67 | with, since certain methods are only supported with one of the subtypes. Details are given in the individual methods. |
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68 | Note that I could have represented splitting / leaf nodes as a class hierarchy but the |
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69 | virtual methods / run-time type identification would have a performance hit, and it would not make the |
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70 | code much (any?) simpler anyway. I think this is a fair trade-off in this case. |
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71 | */ |
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72 | bool isLeaf(void) const; |
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73 | |
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74 | /** Returns a pointer to a BspNode containing the subspace on the positive side of the splitting plane. |
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75 | This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this |
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76 | method on a leaf node will throw an exception. |
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77 | */ |
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78 | BspNode* getFront(void) const; |
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79 | |
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80 | /** Returns a pointer to a BspNode containing the subspace on the negative side of the splitting plane. |
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81 | This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this |
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82 | method on a leaf node will throw an exception. |
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83 | */ |
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84 | BspNode* getBack(void) const; |
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85 | |
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86 | /** Determines which side of the splitting plane a worldspace point is. |
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87 | This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this |
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88 | method on a leaf node will throw an exception. |
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89 | */ |
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90 | Plane::Side getSide (const Vector3& point) const; |
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91 | |
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92 | /** Gets the next node down in the tree, with the intention of |
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93 | locating the leaf containing the given point. |
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94 | This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this |
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95 | method on a leaf node will throw an exception. |
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96 | */ |
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97 | BspNode* getNextNode(const Vector3& point) const; |
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98 | |
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99 | |
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100 | /** Returns details of the plane which is used to subdivide the space of his node's children. |
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101 | This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this |
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102 | method on a leaf node will throw an exception. |
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103 | */ |
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104 | const Plane& getSplitPlane(void) const; |
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105 | |
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106 | /** Returns the axis-aligned box which contains this node if it is a leaf. |
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107 | This method should only be called on a leaf node. It returns a box which can be used in calls like |
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108 | Camera::isVisible to determine if the leaf node is visible in the view. |
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109 | */ |
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110 | const AxisAlignedBox& getBoundingBox(void) const; |
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111 | |
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112 | /** Returns the number of faces contained in this leaf node. |
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113 | Should only be called on a leaf node. |
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114 | */ |
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115 | int getNumFaceGroups(void) const; |
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116 | /** Returns the index to the face group index list for this leaf node. |
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117 | The contents of this buffer is a list of indexes which point to the |
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118 | actual face groups held in a central buffer in the BspLevel class (in |
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119 | actual fact for efficency the indexes themselves are also held in a single |
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120 | buffer in BspLevel too). The reason for this indirection is that the buffer |
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121 | of indexes to face groups is organised in chunks relative to nodes, whilst the |
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122 | main buffer of face groups may not be. |
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123 | Should only be called on a leaf node. |
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124 | */ |
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125 | int getFaceGroupStart(void) const; |
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126 | |
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127 | /** Determines if the passed in node (must also be a leaf) is visible from this leaf. |
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128 | Must only be called on a leaf node, and the parameter must also be a leaf node. If |
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129 | this method returns true, then the leaf passed in is visible from this leaf. |
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130 | Note that internally this uses the Potentially Visible Set (PVS) which is precalculated |
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131 | and stored with the BSP level. |
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132 | */ |
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133 | bool isLeafVisible(const BspNode* leaf) const; |
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134 | |
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135 | friend std::ostream& operator<< (std::ostream& o, BspNode& n); |
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136 | |
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137 | /// Internal method for telling the node that a movable intersects it |
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138 | void _addMovable(const MovableObject* mov); |
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139 | |
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140 | /// Internal method for telling the node that a movable no longer intersects it |
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141 | void _removeMovable(const MovableObject* mov); |
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142 | |
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143 | /// Gets the signed distance to the dividing plane |
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144 | Real getDistance(const Vector3& pos) const; |
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145 | |
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146 | typedef std::set<const MovableObject*> IntersectingObjectSet; |
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147 | |
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148 | struct Brush |
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149 | { |
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150 | std::list<Plane> planes; |
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151 | SceneQuery::WorldFragment fragment; // For query reporting |
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152 | }; |
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153 | typedef std::vector<Brush*> NodeBrushList; // Main brush memory held on level |
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154 | |
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155 | /** Get the list of solid Brushes for this node. |
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156 | @remarks Only applicable for leaf nodes. |
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157 | */ |
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158 | const NodeBrushList& getSolidBrushes(void) const; |
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159 | protected: |
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160 | BspLevel* mOwner; // Back-reference to containing level |
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161 | bool mIsLeaf; |
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162 | |
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163 | // Node-only members |
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164 | /** The plane which splits space in a non-leaf node. |
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165 | Note that nodes do not allocate the memory for other nodes - for simplicity and bulk-allocation |
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166 | of memory the BspLevel is responsible for assigning enough memory for all nodes in one go. |
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167 | */ |
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168 | Plane mSplitPlane; |
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169 | /** Pointer to the node in front of this non-leaf node. */ |
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170 | BspNode* mFront; |
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171 | /** Pointer to the node behind this non-leaf node. */ |
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172 | BspNode* mBack; |
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173 | |
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174 | // Leaf-only members |
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175 | /** The cluster number of this leaf. |
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176 | Leaf nodes are assigned to 'clusters' of nodes, which are used to group nodes together for |
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177 | visibility testing. There is a lookup table which is used to determine if one cluster of leaves |
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178 | is visible from another cluster. Whilst it would be possible to expand all this out so that |
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179 | each node had a list of pointers to other visible nodes, this would be very expensive in terms |
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180 | of storage (using the cluster method there is a table which is 1-bit squared per cluster, rounded |
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181 | up to the nearest byte obviously, which uses far less space than 4-bytes per linked node per source |
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182 | node). Of course the limitation here is that you have to each leaf in turn to determine if it is visible |
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183 | rather than just following a list, but since this is only done once per frame this is not such a big |
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184 | overhead. |
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185 | */ |
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186 | int mVisCluster; |
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187 | |
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188 | /** The axis-aligned box which bounds node if it is a leaf. */ |
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189 | AxisAlignedBox mBounds; |
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190 | /** Number of face groups in this node if it is a leaf. */ |
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191 | int mNumFaceGroups; |
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192 | /** Index to the part of the main leaf facegroup index buffer(held in BspLevel) for this leaf. |
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193 | This leaf uses mNumFaceGroups from this pointer onwards. From here you use the index |
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194 | in this buffer to look up the actual face. |
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195 | Note that again for simplicity and bulk memory allocation the face |
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196 | group list itself is allocated by the BspLevel for all nodes, and each leaf node is given a section of it to |
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197 | work on. This saves lots of small memory allocations / deallocations which limits memory fragmentation. |
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198 | */ |
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199 | int mFaceGroupStart; |
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200 | |
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201 | IntersectingObjectSet mMovables; |
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202 | |
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203 | NodeBrushList mSolidBrushes; |
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204 | public: |
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205 | const IntersectingObjectSet& getObjects(void) const { return mMovables; } |
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206 | |
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207 | |
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208 | }; |
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209 | |
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210 | |
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211 | } |
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212 | |
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213 | #endif |
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