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source: downloads/ogre/PlugIns/BSPSceneManager/include/OgreBspSceneManager.h @ 17

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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 __BspSceneManager_H__
30#define __BspSceneManager_H__
31
32
33#include "OgreBspPrerequisites.h"
34#include "OgreSceneManager.h"
35#include "OgreStaticFaceGroup.h"
36#include "OgreRenderOperation.h"
37#include "OgreBspLevel.h"
38#include <set>
39
40
41namespace Ogre {
42
43
44    /** Specialisation of the SceneManager class to deal with indoor scenes
45        based on a BSP tree.
46        This class refines the behaviour of the default SceneManager to manage
47        a scene whose bulk of geometry is made up of an indoor environment which
48        is organised by a Binary Space Partition (BSP) tree. </p>
49        A BSP tree progressively subdivides the space using planes which are the nodes of the tree.
50        At some point we stop subdividing and everything in the remaining space is part of a 'leaf' which
51        contains a number of polygons. Typically we traverse the tree to locate the leaf in which a
52        point in space is (say the camera origin) and work from there. A second structure, the
53        Potentially Visible Set, tells us which other leaves can been seen from this
54        leaf, and we test their bounding boxes against the camera frustum to see which
55        we need to draw. Leaves are also a good place to start for collision detection since
56        they divide the level into discrete areas for testing.</p>
57        This BSP and PVS technique has been made famous by engines such as Quake and Unreal. Ogre
58        provides support for loading Quake3 level files to populate your world through this class,
59        by calling the BspSceneManager::setWorldGeometry. Note that this interface is made
60        available at the top level of the SceneManager class so you don't have to write your code
61        specifically for this class - just call Root::getSceneManager passing a SceneType of ST_INTERIOR
62        and in the current implementation you will get a BspSceneManager silently disguised as a
63        standard SceneManager.
64    */
65    class BspSceneManager : public SceneManager
66    {
67    protected:
68
69        // World geometry
70        BspLevelPtr mLevel;
71
72        // State variables for rendering WIP
73        // Set of face groups (by index) already included
74        typedef std::set<int> FaceGroupSet;
75        FaceGroupSet mFaceGroupSet;
76        // Material -> face group hashmap
77        typedef std::map<Material*, std::vector<StaticFaceGroup*>, materialLess > MaterialFaceGroupMap;
78        MaterialFaceGroupMap mMatFaceGroupMap;
79
80        RenderOperation mRenderOp;
81
82        // Debugging features
83        bool mShowNodeAABs;
84        RenderOperation mAABGeometry;
85
86        /** Walks the BSP tree looking for the node which the camera
87            is in, and tags any geometry which is in a visible leaf for
88            later processing.
89            @param camera Pointer to the viewpoint.
90            @returns The BSP node the camera was found in, for info.
91        */
92        BspNode* walkTree(Camera* camera, VisibleObjectsBoundsInfo* visibleBounds, bool onlyShadowCasters);
93        /** Tags geometry in the leaf specified for later rendering. */
94        void processVisibleLeaf(BspNode* leaf, Camera* cam, 
95                        VisibleObjectsBoundsInfo* visibleBounds, bool onlyShadowCasters);
96
97        /** Caches a face group for imminent rendering. */
98        unsigned int cacheGeometry(unsigned int* pIndexes, const StaticFaceGroup* faceGroup);
99
100        /** Frees up allocated memory for geometry caches. */
101        void freeMemory(void);
102
103        /** Adds a bounding box to draw if turned on. */
104        void addBoundingBox(const AxisAlignedBox& aab, bool visible);
105
106        /** Renders the static level geometry tagged in walkTree. */
107        void renderStaticGeometry(void);
108
109                /** @copydoc SceneManager::clearScene */
110                void clearScene(void);
111
112
113        typedef std::set<const MovableObject*> MovablesForRendering;
114        MovablesForRendering mMovablesForRendering;
115
116    public:
117        BspSceneManager(const String& name);
118        ~BspSceneManager();
119
120
121                /// @copydoc SceneManager::getTypeName
122                const String& getTypeName(void) const;
123
124        /** Specialised from SceneManager to support Quake3 bsp files. */
125        void setWorldGeometry(const String& filename);
126
127        /** Specialised from SceneManager to support Quake3 bsp files. */
128        size_t estimateWorldGeometry(const String& filename);
129       
130        /** Specialised from SceneManager to support Quake3 bsp files. */
131        void setWorldGeometry(DataStreamPtr& stream, 
132                        const String& typeName = StringUtil::BLANK);
133
134        /** Specialised from SceneManager to support Quake3 bsp files. */
135        size_t estimateWorldGeometry(DataStreamPtr& stream, 
136                        const String& typeName = StringUtil::BLANK);
137
138                /** Tells the manager whether to draw the axis-aligned boxes that surround
139            nodes in the Bsp tree. For debugging purposes.
140        */
141        void showNodeBoxes(bool show);
142
143        /** Specialised to suggest viewpoints. */
144        ViewPoint getSuggestedViewpoint(bool random = false);
145
146        const BspLevelPtr& getLevel(void) {return mLevel; }
147
148        /** Overriden from SceneManager. */
149        void _findVisibleObjects(Camera* cam, VisibleObjectsBoundsInfo* visibleBounds, 
150                        bool onlyShadowCasters);
151
152        /** Overriden from SceneManager. */
153        void _renderVisibleObjects(void);
154
155        /** Creates a specialized BspSceneNode */
156        SceneNode * createSceneNode ( void );
157        /** Creates a specialized BspSceneNode */
158        SceneNode * createSceneNode ( const String &name );
159
160        /** Internal method for tagging BspNodes with objects which intersect them. */
161        void _notifyObjectMoved(const MovableObject* mov, const Vector3& pos);
162                /** Internal method for notifying the level that an object has been detached from a node */
163                void _notifyObjectDetached(const MovableObject* mov);
164
165        /** Creates an AxisAlignedBoxSceneQuery for this scene manager.
166        @remarks
167            This method creates a new instance of a query object for this scene manager,
168            for an axis aligned box region. See SceneQuery and AxisAlignedBoxSceneQuery
169            for full details.
170        @par
171            The instance returned from this method must be destroyed by calling
172            SceneManager::destroyQuery when it is no longer required.
173        @param box Details of the box which describes the region for this query.
174        @param mask The query mask to apply to this query; can be used to filter out
175            certain objects; see SceneQuery for details.
176        */
177        /*
178        virtual AxisAlignedBoxSceneQuery*
179            createAABBQuery(const AxisAlignedBox& box, unsigned long mask = 0xFFFFFFFF);
180        */
181        /** Creates a SphereSceneQuery for this scene manager.
182        @remarks
183            This method creates a new instance of a query object for this scene manager,
184            for a spherical region. See SceneQuery and SphereSceneQuery
185            for full details.
186        @par
187            The instance returned from this method must be destroyed by calling
188            SceneManager::destroyQuery when it is no longer required.
189        @param sphere Details of the sphere which describes the region for this query.
190        @param mask The query mask to apply to this query; can be used to filter out
191            certain objects; see SceneQuery for details.
192        */
193        /*
194        virtual SphereSceneQuery*
195            createSphereQuery(const Sphere& sphere, unsigned long mask = 0xFFFFFFFF);
196        */
197        /** Creates a RaySceneQuery for this scene manager.
198        @remarks
199            This method creates a new instance of a query object for this scene manager,
200            looking for objects which fall along a ray. See SceneQuery and RaySceneQuery
201            for full details.
202        @par
203            The instance returned from this method must be destroyed by calling
204            SceneManager::destroyQuery when it is no longer required.
205        @param ray Details of the ray which describes the region for this query.
206        @param mask The query mask to apply to this query; can be used to filter out
207            certain objects; see SceneQuery for details.
208        */
209        virtual RaySceneQuery* 
210            createRayQuery(const Ray& ray, unsigned long mask = 0xFFFFFFFF);
211        /** Creates an IntersectionSceneQuery for this scene manager.
212        @remarks
213            This method creates a new instance of a query object for locating
214            intersecting objects. See SceneQuery and IntersectionSceneQuery
215            for full details.
216        @par
217            The instance returned from this method must be destroyed by calling
218            SceneManager::destroyQuery when it is no longer required.
219        @param mask The query mask to apply to this query; can be used to filter out
220            certain objects; see SceneQuery for details.
221        */
222        virtual IntersectionSceneQuery* 
223            createIntersectionQuery(unsigned long mask = 0xFFFFFFFF);
224
225    };
226
227    /** BSP specialisation of IntersectionSceneQuery */
228    class BspIntersectionSceneQuery : public DefaultIntersectionSceneQuery
229    {
230    public:
231        BspIntersectionSceneQuery(SceneManager* creator);
232
233        /** See IntersectionSceneQuery. */
234        void execute(IntersectionSceneQueryListener* listener);
235
236    };
237
238    /** BSP specialisation of RaySceneQuery */
239    class BspRaySceneQuery : public DefaultRaySceneQuery
240    {
241    public:
242        BspRaySceneQuery(SceneManager* creator);
243        ~BspRaySceneQuery();
244
245        /** See RaySceneQuery. */
246        void execute(RaySceneQueryListener* listener);
247    protected:
248        /// Set for eliminating duplicates since objects can be in > 1 node
249        std::set<MovableObject*> mObjsThisQuery;
250        /// list of the last single intersection world fragments (derived)
251        std::vector<SceneQuery::WorldFragment*> mSingleIntersections;
252
253        void clearTemporaries(void);
254        /** Internal processing of a single node.
255        @returns true if we should continue tracing, false otherwise
256        */
257        bool processNode(const BspNode* node, const Ray& tracingRay, RaySceneQueryListener* listener,
258            Real maxDistance = Math::POS_INFINITY, Real traceDistance = 0.0f);
259        /** Internal processing of a single leaf.
260        @returns true if we should continue tracing, false otherwise
261        */
262        bool processLeaf(const BspNode* node, const Ray& tracingRay, RaySceneQueryListener* listener,
263            Real maxDistance = Math::POS_INFINITY, Real traceDistance = 0.0f);
264
265    };
266
267        /// Factory for BspSceneManager
268        class BspSceneManagerFactory : public SceneManagerFactory
269        {
270        protected:
271                void initMetaData(void) const;
272        public:
273                BspSceneManagerFactory() {}
274                ~BspSceneManagerFactory() {}
275                /// Factory type name
276                static const String FACTORY_TYPE_NAME;
277                SceneManager* createInstance(const String& instanceName);
278                void destroyInstance(SceneManager* instance);
279        };
280}
281
282#endif
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