BspNode.cs :  » Game » RealmForge » Axiom » SceneManagers » Bsp » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » SceneManagers » Bsp » BspNode.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 Axiom;
using Axiom.Core;
using Axiom.MathLib;
using Axiom.Collections;
using Axiom.MathLib.Collections;

namespace Axiom.SceneManagers.Bsp{
  /// <summary>
  ///    Encapsulates a node in a BSP tree.
  /// </summary>
  /// <remarks>
  ///    A BSP tree represents space partitioned by planes . The space which is
  ///    partitioned is either the world (in the case of the root node) or the space derived
  ///    from their parent node. Each node can have elements which are in front or behind it, which are
  ///    it's children and these elements can either be further subdivided by planes,
  ///    or they can be undivided spaces or 'leaf nodes' - these are the nodes which actually contain
  ///    objects and world geometry.The leaves of the tree are the stopping point of any tree walking algorithm,
  ///    both for rendering and collision detection etc.<p/>
  ///    We choose not to represent splitting nodes and leaves as separate structures, but to merge the two for simplicity
  ///    of the walking algorithm. If a node is a leaf, the IsLeaf property returns true and both GetFront() and
  ///    GetBack() return null references. If the node is a partitioning plane IsLeaf returns false and GetFront()
  ///    and GetBack() will return the corresponding BspNode objects.
  /// </remarks>
  public class BspNode
  {
    #region Protected members
    protected bool isLeaf;
    protected BspNode frontNode;
    protected BspNode backNode;

    protected Plane splittingPlane = new Plane();
    protected AxisAlignedBox boundingBox = new AxisAlignedBox();
    protected SceneObjectCollection objectList = new SceneObjectCollection();
    
    protected int numFaceGroups;
    protected int faceGroupStart;
    protected BspLevel owner;
    protected BspBrush[] solidBrushes;

    /// <summary>
    ///    The cluster number of this leaf.
    /// </summary>
    /// <remarks>
    ///    Leaf nodes are assigned to 'clusters' of nodes, which are used to group nodes together for
    ///    visibility testing. There is a lookup table which is used to determine if one cluster of leaves
    ///    is visible from another cluster. Whilst it would be possible to expand all this out so that
    ///    each node had a list of pointers to other visible nodes, this would be very expensive in terms
    ///    of storage (using the cluster method there is a table which is 1-bit squared per cluster, rounded
    ///    up to the nearest byte obviously, which uses far less space than 4-bytes per linked node per source
    ///    node). Of course the limitation here is that you have to each leaf in turn to determine if it is visible
    ///    rather than just following a list, but since this is only done once per frame this is not such a big
    ///    overhead.
    /// </remarks>
    protected int visCluster;
    #endregion

    #region Public properties
    public BspLevel Owner
    {
      get { return owner; }
      set { owner = value; }
    }

    /// <summary>
    ///    Returns true if this node is a leaf (i.e. contains geometry) or false if it is a splitting plane.
    ///  </summary>
    ///  <remarks>
    ///    A BspNode can either be a splitting plane (the typical representation of a BSP node) or an undivided
    ///    region contining geometry (a leaf node). Ogre represents both using the same class for simplicity
    ///    of tree walking. However it is important that you use this method to determine which type you are dealing
    ///    with, since certain methods are only supported with one of the subtypes. Details are given in the individual methods.
    ///    Note that I could have represented splitting / leaf nodes as a class hierarchy but the
    ///    virtual methods / run-time type identification would have a performance hit, and it would not make the
    ///    code much (any?) simpler anyway. I think this is a fair trade-off in this case.
    /// </remarks>
    public bool IsLeaf
    {
      get { return isLeaf; }
      set { isLeaf = value; }
    }

    /// <summary>
    ///    Gets a reference to a <see cref="Plugin_BSPSceneManager.BspSceneNode"/> containing the subspace on the 
    ///    positive side of the splitting plane.
    /// </summary>
    /// <remarks>
    ///    This method should only be called on a splitting node, i.e. where <see cref="Plugin_BSPSceneManager.BspSceneNode"/> returns false. 
    ///    Calling this method on a leaf node will throw an AxiomException.
    /// </remarks>
    public BspNode FrontNode
    {
      get 
      { 
        if(IsLeaf)
          throw new AxiomException("This property is not valid on a leaf node.");

        return frontNode; 
      }
      set
      {
        if(IsLeaf)
          throw new AxiomException("This property is not valid on a leaf node.");

        frontNode = value;
      }
    }

    /// <summary>
    ///    Returns a pointer to a BspNode containing the subspace on the negative side of the splitting plane.
    ///  </summary>
    ///  <remarks>
    ///    This method should only be called on a splitting node, i.e. where <see cref="Plugin_BSPSceneManager.BspSceneNode"/> returns false. 
    ///    Calling this method on a leaf node will throw an AxiomException.
    /// </remarks>
    public BspNode BackNode
    {
      get 
      { 
        if(IsLeaf)
          throw new AxiomException("This property is not valid on a leaf node.");

        return backNode; 
      }
      set
      {
        if(IsLeaf)
          throw new AxiomException("This property is not valid on a leaf node.");

        backNode = value;
      }
    }

    /// <summary>
    ///    Returns details of the plane which is used to subdivide the space of his node's children.
    /// </summary>
    /// <remarks>
    ///    This method should only be called on a splitting node, i.e. where <see cref="Plugin_BSPSceneManager.BspSceneNode"/> returns false. 
    ///    Calling this method on a leaf node will throw an AxiomException.
    /// </remarks>
    public Plane SplittingPlane
    {
      get 
      { 
        /*if(IsLeaf)
          throw new AxiomException("This property is not valid on a leaf node.");*/

        return splittingPlane; 
      }
      set
      {
        splittingPlane = value;
      }
    }

    /// <summary>
    ///    Returns the axis-aligned box which contains this node if it is a leaf.
    ///  </summary>
    ///  <remarks>
    ///    This method should only be called on a leaf node. It returns a box which can be used in calls like
    ///    <see cref="Camera.IsVisible"/> to determine if the leaf node is visible in the view.
    /// </remarks>
    public AxisAlignedBox BoundingBox
    {
      get 
      { 
        if(!IsLeaf)
          throw new AxiomException("This property is only valid on a leaf node.");

        return boundingBox; 
      }
      set
      {
        boundingBox = value;
      }
    }

    /// <summary>
    ///    Returns the number of faces contained in this leaf node.
    /// </summary>
    /// <remarks>
    ///    Should only be called on a leaf node.
    /// </remarks>
    public int NumFaceGroups
    {
      get 
      { 
        if(!IsLeaf)
          throw new AxiomException("This property is only valid on a leaf node.");

        return numFaceGroups; 
      }
      set
      {
        numFaceGroups = value;
      }
    }

    /// <summary>
    ///    Returns the index to the face group index list for this leaf node.
    /// </summary>
    /// <remarks>
    ///    The contents of this buffer is a list of indexes which point to the
    ///    actual face groups held in a central buffer in the BspLevel class (in
    ///    actual fact for efficency the indexes themselves are also held in a single
    ///    buffer in BspLevel too). The reason for this indirection is that the buffer
    ///    of indexes to face groups is organised in chunks relative to nodes, whilst the
    ///    main buffer of face groups may not be.
    ///    Should only be called on a leaf node.
    /// </remarks>
    public int FaceGroupStart
    {
      get 
      { 
        if(!IsLeaf)
          throw new AxiomException("This property is only valid on a leaf node.");

        return faceGroupStart; 
      }
      set
      {
        faceGroupStart = value;
      }
    }

    public SceneObjectCollection Objects
    {
      get { return objectList; }
    }

    /// <summary>
    ///    Get the list of solid Brushes for this node.  
    /// </summary>
    /// <remarks>
    ///    Only applicable for leaf nodes. 
    /// </remarks>
    public BspBrush[] SolidBrushes
    {
      get { return solidBrushes; }
      set { solidBrushes = value; }
    }

    public int VisCluster
    {
      get { return visCluster; }
      set { visCluster = value; }
    }
    #endregion

    #region Constructors
    /// <summary>
    ///    Constructor, only to be used by BspLevel.
    /// </summary>
    /// <param name="owner"></param>
    /// <param name="isLeaf"></param>
    public BspNode(BspLevel owner, bool isLeaf)
    {
      this.owner = owner;
      this.isLeaf = isLeaf;
    }

    public BspNode()
    {
    }
    #endregion
    
    #region Methods
    /// <summary>
    ///    Determines which side of the splitting plane a worldspace point is.
    ///  </summary>
    ///  <remarks>
    ///    This method should only be called on a splitting node, i.e. where <see cref="Plugin_BSPSceneManager.BspSceneNode"/> returns false. 
    ///    Calling this method on a leaf node will throw an exception.
    /// </remarks>
    public PlaneSide GetSide(Vector3 point)
    {
      if(IsLeaf)
        throw new Exception("This property is not valid on a leaf node.");

       return splittingPlane.GetSide(point);
    }

    /// <summary>
    ///    Gets the next node down in the tree, with the intention of locating the leaf containing the given point.
    /// </summary>
    /// <remarks>
    ///    This method should only be called on a splitting node, i.e. where <see cref="Plugin_BSPSceneManager.BspSceneNode"/> returns false. 
    ///    Calling this method on a leaf node will throw an exception.
    /// </remarks>
    public BspNode GetNextNode(Vector3 point)
    {
      if(IsLeaf)
        throw new Exception("This property is not valid on a leaf node.");

      PlaneSide sd = GetSide(point);
              
      if(sd == PlaneSide.Negative)
        return this.BackNode;
      else 
        return this.FrontNode;
    }
    
    /// <summary>
    ///    Determines if the passed in node (must also be a leaf) is visible from this leaf.
    ///  </summary>
    ///  <remarks>
    ///    Must only be called on a leaf node, and the parameter must also be a leaf node. If
    ///    this method returns true, then the leaf passed in is visible from this leaf.
    ///    Note that internally this uses the Potentially Visible Set (PVS) which is precalculated
    ///    and stored with the BSP level.
    ///  </remarks>
    public bool IsLeafVisible(BspNode leaf)
    {
      return owner.IsLeafVisible(this, leaf);
    }

    /// <summary>
    ///    Internal method for telling the node that a movable intersects it.
    /// </summary>
    /// <param name="?"></param>
    public void AddObject(SceneObject obj)
    {
      objectList.Add(obj);
    }
    
    /// <summary>
    ///    Internal method for telling the node that a movable no longer intersects it.
    ///  </summary>
    public void RemoveObject(SceneObject obj)
    {
      objectList.Remove(obj);
    }

    /// <summary>
    ///    Gets the signed distance to the dividing plane.
    /// </summary>
    /// <param name="pos"></param>
    /// <returns></returns>
    public float GetDistance(Vector3 pos)
    {
      if(IsLeaf)
        throw new Exception("This property is not valid on a leaf node.");

      return splittingPlane.GetDistance(pos);
    }
    #endregion
  }

  public class BspBrush
  {
    private PlaneList planes;
    private SceneQuery.WorldFragment fragment;

    public PlaneList Planes
    {
      get { return planes; }
      set { planes = value; }
    }

    public SceneQuery.WorldFragment Fragment
    {
      get { return fragment; }
      set { fragment = value; }
    }

    public BspBrush()
    {
      planes = new PlaneList();
      fragment = new SceneQuery.WorldFragment();
    }

    public BspBrush(PlaneList planes, SceneQuery.WorldFragment fragment)
    {
      this.planes = planes;
      this.fragment = fragment;
    }
  }
}
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