Visualization Library v1.0.3A lightweight C++ OpenGL middleware for 2D/3D graphics |
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00001 /**************************************************************************************/ 00002 /* */ 00003 /* Visualization Library */ 00004 /* http://visualizationlibrary.org */ 00005 /* */ 00006 /* Copyright (c) 2005-2010, Michele Bosi */ 00007 /* All rights reserved. */ 00008 /* */ 00009 /* Redistribution and use in source and binary forms, with or without modification, */ 00010 /* are permitted provided that the following conditions are met: */ 00011 /* */ 00012 /* - Redistributions of source code must retain the above copyright notice, this */ 00013 /* list of conditions and the following disclaimer. */ 00014 /* */ 00015 /* - Redistributions in binary form must reproduce the above copyright notice, this */ 00016 /* list of conditions and the following disclaimer in the documentation and/or */ 00017 /* other materials provided with the distribution. */ 00018 /* */ 00019 /* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ 00020 /* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */ 00021 /* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */ 00022 /* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ 00023 /* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */ 00024 /* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */ 00025 /* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */ 00026 /* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */ 00027 /* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */ 00028 /* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 00029 /* */ 00030 /**************************************************************************************/ 00031 00032 #include <vlGraphics/ActorTreeAbstract.hpp> 00033 #include <vlGraphics/Camera.hpp> 00034 00035 using namespace vl; 00036 00037 //----------------------------------------------------------------------------- 00038 ActorTreeAbstract::ActorTreeAbstract() 00039 { 00040 VL_DEBUG_SET_OBJECT_NAME() 00041 mActors.setAutomaticDelete(false); 00042 mParent = NULL; 00043 } 00044 //----------------------------------------------------------------------------- 00045 void ActorTreeAbstract::computeAABB() 00046 { 00047 AABB aabb; 00048 for(int i=0; i<actors()->size(); ++i) 00049 { 00050 actors()->at(i)->computeBounds(); 00051 aabb += actors()->at(i)->boundingBox(); 00052 } 00053 for(int i=0; i<childrenCount(); ++i) 00054 { 00055 if (child(i)) 00056 { 00057 child(i)->computeAABB(); 00058 aabb += child(i)->aabb(); 00059 } 00060 } 00061 mAABB = aabb; 00062 } 00063 //----------------------------------------------------------------------------- 00064 void ActorTreeAbstract::extractActors(ActorCollection& list) 00065 { 00066 for(int i=0; i<actors()->size(); ++i) 00067 list.push_back(actors()->at(i)); 00068 for(int i=0; i<childrenCount(); ++i) 00069 if (child(i)) 00070 child(i)->extractActors(list); 00071 } 00072 //----------------------------------------------------------------------------- 00073 void ActorTreeAbstract::extractVisibleActors(ActorCollection& list, const Camera* camera, unsigned enable_mask) 00074 { 00075 // try to cull the whole node 00076 if ( !camera->frustum().cull(aabb()) ) 00077 { 00078 // cull Actor by Actor 00079 for(int i=0; i<actors()->size(); ++i) 00080 { 00081 if (enable_mask & actors()->at(i)->enableMask()) 00082 { 00083 VL_CHECK(actors()->at(i)->lod(0)) 00084 actors()->at(i)->computeBounds(); 00085 if ( !camera->frustum().cull( actors()->at(i)->boundingSphere() ) ) 00086 list.push_back(actors()->at(i)); 00087 } 00088 } 00089 for(int i=0; i<childrenCount(); ++i) 00090 if (child(i)) 00091 child(i)->extractVisibleActors(list, camera); 00092 } 00093 } 00094 //----------------------------------------------------------------------------- 00095 ActorTreeAbstract* ActorTreeAbstract::eraseActor(Actor* actor) 00096 { 00097 int pos = actors()->find(actor); 00098 if (pos != -1) 00099 { 00100 actors()->eraseAt(pos); 00101 return this; 00102 } 00103 else 00104 { 00105 ActorTreeAbstract* node = NULL; 00106 for(int i=0; !node && i<childrenCount(); ++i) 00107 if (child(i)) 00108 node = child(i)->eraseActor(actor); 00109 return node; 00110 } 00111 } 00112 //----------------------------------------------------------------------------- 00113 Actor* ActorTreeAbstract::addActor(Renderable* renderable, Effect* eff, Transform* tr) 00114 { 00115 ref<Actor> act = new Actor(renderable,eff,tr); 00116 actors()->push_back( act.get() ); 00117 return act.get(); 00118 } 00119 //----------------------------------------------------------------------------- 00120 Actor* ActorTreeAbstract::addActor(Actor* actor) 00121 { 00122 actors()->push_back(actor); 00123 return actor; 00124 } 00125 //----------------------------------------------------------------------------- 00126 void ActorTreeAbstract::prepareActors(ActorCollection& actors) 00127 { 00128 // finds the root transforms 00129 00130 std::set< Transform* > root_transforms; 00131 for(int i=0; i<(int)actors.size(); ++i) 00132 { 00133 for( Transform* root = actors[i]->transform(); root; root = root->parent() ) 00134 if ( !root->parent() ) 00135 root_transforms.insert(root); 00136 } 00137 00138 // setup the matrices 00139 00140 std::set< Transform* >::iterator tra = root_transforms.begin(); 00141 while( tra != root_transforms.end() ) 00142 { 00143 (*tra)->computeWorldMatrixRecursive(); 00144 ++tra; 00145 } 00146 00147 // setup the Actor[s] bounding box and bounding sphere 00148 00149 for(int i=0; i<(int)actors.size(); ++i) 00150 actors[i]->computeBounds(); 00151 } 00152 //-----------------------------------------------------------------------------