SceneObject.cs :  » Game » RealmForge » Axiom » Core » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » Core » SceneObject.cs
#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003  Axiom Project Team

The overall design, and a majority of the core engine and rendering code 
contained within this library is a derivative of the open source Object Oriented 
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  
Many thanks to the OGRE team for maintaining such a high quality project.

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion

using System;
using System.Collections;
using Axiom.Graphics;
using Axiom.MathLib;
using Axiom.Scripting;

namespace Axiom.Core{
  /// <summary>
  ///    Abstract class definining a movable object in a scene.
  /// </summary>
  /// <remarks>
  ///    Instances of this class are discrete, relatively small, movable objects
  ///    which are attached to SceneNode objects to define their position.              
  /// </remarks>
  public abstract class SceneObject : ShadowCaster {
    #region Fields

    /// <summary>
    ///    Node that this node is attached to.
    /// </summary>
    protected Node parentNode;
    /// <summary>
    ///    Is this object visible?
    /// </summary>
    protected bool isVisible;
    /// <summary>
    ///    Name of this object.
    /// </summary>
    protected string name;
    /// <summary>
    ///    The render queue to use when rendering this object.
    /// </summary>
    protected RenderQueueGroupID renderQueueID;
    /// <summary>
    ///    Flags determining whether this object is included/excluded from scene queries.
    /// </summary>
    protected ulong queryFlags;
    /// <summary>
    ///    Cached world bounding box of this object.
    /// </summary>
    protected AxisAlignedBox worldAABB;
    /// <summary>
    ///    Cached world bounding spehere.
    /// </summary>
    protected Sphere worldBoundingSphere = new Sphere();
    /// <summary>
    ///    A link back to a GameObject (or subclass thereof) that may be associated with this SceneObject.
    /// </summary>
    protected object userData;
    /// <summary>
    ///    Flag which indicates whether this objects parent is a <see cref="TagPoint"/>.
    /// </summary>
    protected bool parentIsTagPoint;
    /// <summary>
    ///    World space AABB of this object's dark cap.
    /// </summary>
    protected AxisAlignedBox worldDarkCapBounds = AxisAlignedBox.Null;
    /// <summary>
    ///    Does this object cast shadows?
    /// </summary>
    protected bool castShadows;

    protected ShadowRenderableList dummyList = new ShadowRenderableList();

    #endregion Fields

    #region Constructors

    /// <summary>
    ///    Default constructor.
    /// </summary>
    public SceneObject() {
      isVisible = true;

      // set default RenderQueueGroupID for this movable object
      renderQueueID = RenderQueueGroupID.Main;

      queryFlags = unchecked(0xffffffff);

      worldAABB = AxisAlignedBox.Null;

      castShadows = true;
    }

    #endregion Constructors

    #region Properties

    /// <summary>
    ///    An abstract method required by subclasses to return the bounding box of this object in local coordinates.
    /// </summary>
    public abstract AxisAlignedBox BoundingBox {
      get;
    }

    /// <summary>
    ///    An abstract method required by subclasses to return the bounding box of this object in local coordinates.
    /// </summary>
    public abstract float BoundingRadius {
      get;
    }

    /// <summary>
    ///     Get/Sets a link back to a GameObject (or subclass thereof, such as Entity) that may be associated with this SceneObject.
    /// </summary>
    public object UserData {
      get {
        return userData;
      }
      set {
        userData = value;
      }
    }

    /// <summary>
    ///    Gets the parent node that this object is attached to.
    /// </summary>
    public Node ParentNode {
      get {
        return parentNode;
      }
    }

    /// <summary>
    ///    See if this object is attached to another node.
    /// </summary>
    public bool IsAttached {
      get {
        return (parentNode != null);
      }
    }

    /// <summary>
    ///    States whether or not this object should be visible.
    /// </summary>
    public virtual bool IsVisible {
      get {
        return isVisible;
      }
      set {
        isVisible = value;
      }
    }

    /// <summary>
    ///    Name of this SceneObject.
    /// </summary>
    public string Name {
      get { 
        return name;
      }
      set { 
        name = value; 
      }
    }

    /// <summary>
    ///        Returns the full transformation of the parent SceneNode or the attachingPoint node
    /// </summary>
    public virtual Matrix4 ParentFullTransform {
      get {
        if(parentNode != null)
          return parentNode.FullTransform;
                
        // identity if no parent
        return Matrix4.Identity;
      }
    }

    /// <summary>
    ///    Gets the full transformation of the parent SceneNode or TagPoint.
    /// </summary>
    public virtual Matrix4 ParentNodeFullTransform {
      get {
        if(parentNode != null) {
          // object is attached to a node, so return the nodes transform
          return parentNode.FullTransform;
        }

        // fallback
        return Matrix4.Identity;
      }
    }

    /// <summary>
    ///    Gets/Sets the query flags for this object.
    /// </summary>
    /// <remarks>
    ///    When performing a scene query, this object will be included or excluded according
    ///    to flags on the object and flags on the query. This is a bitwise value, so only when
    ///    a bit on these flags is set, will it be included in a query asking for that flag. The
    ///    meaning of the bits is application-specific.
    /// </remarks>
    public ulong QueryFlags {
      get {
        return queryFlags;
      }
      set {
        queryFlags = value;
      }
    }

    /// <summary>
    ///    Allows showing the bounding box of an invidual SceneObject.
    /// </summary>
    /// <remarks>
    ///    This shows the bounding box of the SceneNode that the SceneObject is currently attached to.
    /// </remarks>
    public bool ShowBoundingBox {
      get {
        return ((SceneNode)parentNode).ShowBoundingBox;
      }
      set {
        ((SceneNode)parentNode).ShowBoundingBox = value;
      }
    }

    /// <summary>
    ///    Gets/Sets the render queue group this entity will be rendered through.
    /// </summary>
    /// <remarks>
    ///    Render queues are grouped to allow you to more tightly control the ordering
    ///    of rendered objects. If you do not call this method, all Entity objects default
    ///    to <see cref="RenderQueueGroupID.Main"/> which is fine for most objects. You may want to alter this
    ///    if you want this entity to always appear in front of other objects, e.g. for
    ///    a 3D menu system or such.
    /// </remarks>
    public RenderQueueGroupID RenderQueueGroup {
      get {
        return renderQueueID;
      }
      set {
        renderQueueID = value;
      }
    }

    #endregion Properties

    #region Methods

    /// <summary>
    ///    Appends the specified flags to the current flags for this object.
    /// </summary>
    /// <param name="flags"></param>
    public void AddQueryFlags(ulong flags) {
      queryFlags |= flags;
    }

    /// <summary>
    ///    Retrieves the axis-aligned bounding box for this object in world coordinates.
    /// </summary>
    /// <returns></returns>
    public override AxisAlignedBox GetWorldBoundingBox(bool derive) {
      if(derive) {
        worldAABB = this.BoundingBox;
        worldAABB.Transform(this.ParentFullTransform);
      }

      return worldAABB;
    }

    /// <summary>
    ///    Overloaded method.  Calls the overload with a default of not deriving the transform.
    /// </summary>
    /// <returns></returns>
    public Sphere GetWorldBoundingSphere() {
      return GetWorldBoundingSphere(false);
    }

    /// <summary>
    ///    Retrieves the worldspace bounding sphere for this object.
    /// </summary>
    /// <param name="derive">Whether or not to derive from parent transforms.</param>
    /// <returns></returns>
    public virtual Sphere GetWorldBoundingSphere(bool derive) {
      if(derive) {
        worldBoundingSphere.Radius = this.BoundingRadius;
        worldBoundingSphere.Center = parentNode.DerivedPosition;
      }

      return worldBoundingSphere;
    }

    /// <summary>
    ///    Removes the specified flags from the current flags for this object.
    /// </summary>
    /// <param name="flags"></param>
    public void RemoveQueryFlags(ulong flags) {
      queryFlags ^= flags;
    }

    #endregion Methods

    #region ShadowCaster Members

    /// <summary>
    ///    Overridden.
    /// </summary>
    public override bool CastShadows {
      get {
        return castShadows;
      }
      set {
        castShadows = value;
      }
    }

    public override AxisAlignedBox GetLightCapBounds() {
      // same as original bounds
      return GetWorldBoundingBox();
    }

    /// <summary>
    ///    
    /// </summary>
    /// <param name="light"></param>
    /// <param name="extrusionDistance"></param>
    /// <returns></returns>
    public override AxisAlignedBox GetDarkCapBounds(Light light, float extrusionDistance) {
      // Extrude own light cap bounds
      // need a clone to avoid modifying the original bounding box
      worldDarkCapBounds = (AxisAlignedBox)GetLightCapBounds().Clone();

      ExtrudeBounds(worldDarkCapBounds, light.GetAs4DVector(), extrusionDistance);

      return worldDarkCapBounds;
    }

        /// <summary>
        ///    Overridden.  Returns null by default.
        /// </summary>
        public override EdgeData GetEdgeList(int lodIndex) {
            return null;
        }

        public override IEnumerator GetShadowVolumeRenderableEnumerator(ShadowTechnique technique, Light light, 
      HardwareIndexBuffer indexBuffer, bool extrudeVertices, float extrusionDistance, int flags) {

      return dummyList.GetEnumerator();
    }

    public override IEnumerator GetLastShadowVolumeRenderableEnumerator() {
      return dummyList.GetEnumerator();
    }

    /// <summary>
    ///    Get the distance to extrude for a point/spot light
    /// </summary>
    /// <param name="light"></param>
    /// <returns></returns>
    public override float GetPointExtrusionDistance(Light light) {
      if (parentNode != null) {
        return GetExtrusionDistance(parentNode.DerivedPosition, light);
      }
      else {
        return 0;
      }
    }

    #endregion ShadowCast Members

    #region Internal engine methods

    /// <summary>
    ///    Internal method called to notify the object that it has been attached to a node.
    /// </summary>
    /// <param name="node">Scene node to notify.</param>
    internal virtual void NotifyAttached(Node node) {
      NotifyAttached(node, false);
    }

    /// <summary>
    ///    Internal method called to notify the object that it has been attached to a node.
    /// </summary>
    /// <param name="node">Scene node to notify.</param>
    internal virtual void NotifyAttached(Node node, bool isTagPoint) {
      parentNode = node;
      parentIsTagPoint = isTagPoint;
    }

    /// <summary>
    ///    Internal method to notify the object of the camera to be used for the next rendering operation.
    /// </summary>
    /// <remarks>
    ///    Certain objects may want to do specific processing based on the camera position. This method notifies
    ///    them incase they wish to do this.
    /// </remarks>
    /// <param name="camera">Reference to the Camera being used for the current rendering operation.</param>
    public abstract void NotifyCurrentCamera(Camera camera);

    /// <summary>
    ///    An abstract method that causes the specified RenderQueue to update itself.  
    /// </summary>
    /// <remarks>This is an internal method used by the engine assembly only.</remarks>
    /// <param name="queue">The render queue that this object should be updated in.</param>
    public abstract void UpdateRenderQueue(RenderQueue queue);

    #endregion Internal engine methods
  }
}
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