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A lightweight C++ OpenGL middleware for 2D/3D graphics
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00002 /*                                                                                    */
00003 /*  Visualization Library                                                             */
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00005 /*                                                                                    */
00006 /*  Copyright (c) 2005-2010, Michele Bosi                                             */
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00031 
00032 #ifndef PortalSceneManager_INCLUDE_ONCE
00033 #define PortalSceneManager_INCLUDE_ONCE
00034 
00035 #include <vlGraphics/Actor.hpp>
00036 #include <vlCore/Vector4.hpp>
00037 #include <vlCore/Vector3.hpp>
00038 #include <vlGraphics/SceneManager.hpp>
00039 #include <vlCore/Log.hpp>
00040 #include <vlGraphics/Frustum.hpp>
00041 
00042 namespace vl
00043 {
00044 //-----------------------------------------------------------------------------
00045   class Sector;
00046   class SceneManagerPortals;
00047 //-----------------------------------------------------------------------------
00053   class VLGRAPHICS_EXPORT Portal: public Object
00054   {
00055     VL_INSTRUMENT_CLASS(vl::Portal, Object)
00056 
00057     friend class SceneManagerPortals;
00058 
00059   public:
00061     Portal()
00062     {
00063       VL_DEBUG_SET_OBJECT_NAME()
00064       mIsOpen = true;
00065       mVisitTick = 0;
00066     }
00067 
00069     std::vector<fvec3>& geometry() { return mPortalGeometry; }
00071     const std::vector<fvec3>& geometry() const { return mPortalGeometry; }
00072 
00074     void setTargetSector(Sector* sector) { mTargetSector = sector; }
00076     Sector* targetSector() { return mTargetSector; }
00078     const Sector* targetSector() const { return mTargetSector; }
00079 
00081     bool isOpen() const { return mIsOpen; }
00083     void setIsOpen(bool is_open) { mIsOpen = is_open; }
00084 
00085   protected:
00087     void setNormal(const fvec3& n) { mNormal = n; }
00089     const fvec3& normal() const { return mNormal; }
00090 
00093     bool computeNormal();
00094 
00095   protected:
00096     std::vector<fvec3> mPortalGeometry;
00097     Sector* mTargetSector;
00098     fvec3 mNormal;
00099     unsigned int mVisitTick;
00100     bool mIsOpen;
00101   };
00102 //-----------------------------------------------------------------------------
00109   class VLGRAPHICS_EXPORT Sector: public Object
00110   {
00111     VL_INSTRUMENT_CLASS(vl::Sector, Object)
00112 
00113   public:
00119     class VisibilityCallback: public Object
00120     {
00121     public:
00130         virtual void operator()(const Camera* cam, SceneManagerPortals* psm, Sector* s, Portal* p) = 0;
00131     };
00132   public:
00134     Sector() 
00135     { 
00136       VL_DEBUG_SET_OBJECT_NAME()
00137       mActors = new ActorCollection; 
00138     }
00139 
00141     ActorCollection* actors() { return mActors.get(); }
00143     const ActorCollection* actors() const { return mActors.get(); }
00144 
00146     std::vector< ref<Portal> >& portals() { return mPortals; }
00148     const std::vector< ref<Portal> >& portals() const { return mPortals; }
00149 
00152     std::vector< AABB >& volumes() { return mVolumes; }
00155     const std::vector< AABB >& volumes() const { return mVolumes; }
00156 
00158     AABB computeBoundingBox();
00159 
00160     std::vector< ref<VisibilityCallback> >& callbacks() { return mCallbacks; }
00161     const std::vector< ref<VisibilityCallback> >& callbacks() const { return mCallbacks; }
00162     void executeCallbacks(const Camera*cam,SceneManagerPortals* psm, Portal*p);
00163 
00164   protected:
00165     std::vector< ref<Portal> > mPortals;
00166     std::vector< AABB > mVolumes;
00167     ref< ActorCollection > mActors;
00168     std::vector< ref<VisibilityCallback> > mCallbacks;
00169   };
00170 //-----------------------------------------------------------------------------
00184   class VLGRAPHICS_EXPORT SceneManagerPortals: public SceneManager
00185   {
00186     VL_INSTRUMENT_CLASS(vl::SceneManagerPortals, SceneManager)
00187 
00188   public:
00190     SceneManagerPortals(): mExternalSector(new Sector), mVisitTick(1), mShowPortals(false) 
00191     {
00192       VL_DEBUG_SET_OBJECT_NAME()
00193     }
00194 
00196     void extractActors(ActorCollection& list);
00198     void extractVisibleActors(ActorCollection& list, const Camera* camera);
00199 
00201     std::vector< ref<Sector> >& sectors() { return mSectors; }
00203     const std::vector< ref<Sector> >& sectors() const { return mSectors; }
00204 
00212     Sector* externalSector() { return mExternalSector.get(); }
00214     const Sector* externalSector() const { return mExternalSector.get(); }
00215 
00217     void computePortalNormals();
00218 
00220     void initialize();
00221 
00223     bool showPortals() const { return mShowPortals; }
00225     void setShowPortals(bool show) { mShowPortals = show; }
00227     void invalidatePortalActors() { mPortalActorMap.clear(); }
00228 
00230     const std::vector<Frustum>& frustumStack() const { return mFrustumStack; }
00231 
00232   protected:
00233     void renderPortal(Portal* portal);
00234     void visitSector(Sector* prev, Sector* sector, const vec3& eye, const Camera* camera);
00235     Sector* computeStartingSector(const Camera* camera);
00236 
00237   protected:
00238     ref<Sector> mExternalSector;
00239     std::vector< ref<Sector> > mSectors;
00240     std::vector< ref<Actor> > mTempActors;
00241     std::map<Portal*, ref<Actor> > mPortalActorMap;
00242     std::vector<Frustum> mFrustumStack;
00243     unsigned mVisitTick;
00244     bool mShowPortals;
00245   };
00246 //-----------------------------------------------------------------------------
00247 }
00248 
00249 #endif

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