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A lightweight C++ OpenGL middleware for 2D/3D graphics
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X:/dropbox/visualizationlibrary/src/vlGraphics/ActorTreeAbstract.cpp

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00001 /**************************************************************************************/
00002 /*                                                                                    */
00003 /*  Visualization Library                                                             */
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00005 /*                                                                                    */
00006 /*  Copyright (c) 2005-2010, Michele Bosi                                             */
00007 /*  All rights reserved.                                                              */
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00011 /*                                                                                    */
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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 //-----------------------------------------------------------------------------

Visualization Library 2011.09.1160 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu May 2 2013 13:40:35.
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