Visualization LibraryA lightweight C++ OpenGL middleware for 2D/3D graphics |
[Home] [Tutorials] [All Classes] [Grouped Classes] |
00001 /**************************************************************************************/ 00002 /* */ 00003 /* Visualization Library */ 00004 /* http://www.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/SceneManager.hpp> 00033 #include <vlGraphics/Actor.hpp> 00034 #include <vlGraphics/Camera.hpp> 00035 #include <vlGraphics/Effect.hpp> 00036 #include <vlGraphics/Scissor.hpp> 00037 #include <vlGraphics/Texture.hpp> 00038 #include <vlCore/Image.hpp> 00039 00040 using namespace vl; 00041 00042 //----------------------------------------------------------------------------- 00043 SceneManager::SceneManager() 00044 { 00045 VL_DEBUG_SET_OBJECT_NAME() 00046 // mActors = new ActorCollection; 00047 mBoundsDirty = true; 00048 mCullingEnabled = true; 00049 mEnableMask = 0xFFFFFFFF; 00050 } 00051 //----------------------------------------------------------------------------- 00052 void SceneManager::computeBounds() 00053 { 00054 ActorCollection actors; 00055 extractActors(actors); 00056 00057 AABB bbox; 00058 bbox.setNull(); 00059 for(int i=0; i<actors.size(); ++i) 00060 { 00061 actors.at(i)->computeBounds(); 00062 bbox += actors.at(i)->boundingBox(); 00063 } 00064 setBoundingBox(bbox); 00065 00066 // better method 00067 Sphere sphere; 00068 real radius = real(-1.0); 00069 for(int i=0; i<actors.size(); ++i) 00070 { 00071 if (actors.at(i)->boundingSphere().isNull()) 00072 continue; 00073 real r = (actors.at(i)->boundingSphere().center() - boundingBox().center()).length() + actors.at(i)->boundingSphere().radius(); 00074 if (r > radius) 00075 radius = r; 00076 } 00077 sphere.setCenter(boundingBox().center()); 00078 sphere.setRadius(radius); 00079 setBoundingSphere(sphere); 00080 00081 setBoundsDirty(false); 00082 } 00083 //----------------------------------------------------------------------------- 00084 bool SceneManager::isEnabled(Actor*a) const 00085 { 00086 return (a->enableMask() & enableMask()) != 0; 00087 } 00088 //-----------------------------------------------------------------------------