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scenenode.h
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scenenode.h
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#ifndef SCENENODE_H__
#define SCENENODE_H__
#include <set>
#include <fstream>
#include <map>
#include "uniqueidgenerator.h"
#include "define.h"
#include "shader.h"
#include "matrix4.h"
#include "sceneparams.h"
#include "texture.h"
#include "rigidbody.h"
#include "vector3.h"
#include "material.h"
class SceneNode
{
protected:
class RenderBlock
{
public:
RenderBlock()
{
m_id = m_idGenerator.Get();
std::cout << "Created RenderBlock with id=" << m_id << std::endl;
}
void Set(SceneNode* node, const Matrix4f& projection, const Matrix4f& modelview, Texture* texture, Shader* shader, bool depthTest)
{
m_node = node;
m_projection = projection;
m_modelview = modelview;
m_texture = texture;
m_shader = shader;
m_depthTest = depthTest;
}
virtual ~RenderBlock()
{
std::cout << "Destroyed RenderBlock with id=" << m_id << std::endl;
}
uint64 GetId() const
{
return m_id;
}
SceneNode* GetNode() const
{
return m_node;
}
const Matrix4f& GetProjectionMatrix() const
{
return m_projection;
}
const Matrix4f& GetModelviewMatrix() const
{
return m_modelview;
}
Texture* GetTexture() const
{
return m_texture;
}
Shader* GetShader() const
{
return m_shader;
}
bool GetDepthTest() const
{
return m_depthTest;
}
private:
static UniqueIdGenerator<uint64> m_idGenerator;
uint64 m_id;
SceneNode* m_node;
Matrix4f m_projection;
Matrix4f m_modelview;
Texture* m_texture;
Shader* m_shader;
bool m_depthTest;
};
public:
class SortKey
{
public:
typedef uint64 Type;
public:
// Order is important, the item with the higher priority is first...
// LAST _must_ be the last item in the enum
// When a new field is added, it must be added to m_fieldOption
enum Field { HUD, DEPTH_TEST, SHADER, TEXTURE, LAST };
public:
SortKey() : m_value(0)
{
// Perform some validation check... only once as it's static data
// This code probably should be enclosed in #ifdef DEBUG ...
static bool checked = false;
if(!checked)
{
// Check that the item ordering in the enum is the same that m_fieldOption
for(int i = 0; i < LAST; ++i)
{
assert((Field)i == m_fieldOption[i].field);
}
// Check that total bit count doesn't overflow Type size
int bitCount = 0;
for(int i = 0; i < LAST; ++i)
bitCount += m_fieldOption[i].len;
//std::cout << "SortKey used bits: " << bitCount << "/" << sizeof(Type) * 8 << std::endl;
assert(bitCount < sizeof(Type) * 8);
checked = true;
}
}
void SetValue(Field field, Type value)
{
assert((int)field < LAST);
// Make sure the value we receive fits in the bit count that
// is reserved for that field
assert(value < (Type(1) << m_fieldOption[field].len));
int pos = sizeof(Type) * 8;
for(int i = 0; i < field; ++i)
pos -= m_fieldOption[i].len;
m_value |= (value << Type(pos - m_fieldOption[field].len));
}
Type GetValue() const
{
return m_value;
}
bool operator<(const SortKey& v) const
{
return m_value < v.m_value;
}
private:
Type m_value;
private:
struct FieldOption
{
Field field;
int len;
};
static FieldOption m_fieldOption[LAST];
};
public:
typedef uint64 IdType;
typedef std::multimap<SortKey, RenderBlock*> RenderList;
public:
SceneNode(const std::string& name);
virtual ~SceneNode();
IdType GetId() const;
const std::string& GetName() const;
Material& GetMaterial();
void SetTexture(Texture* texture);
Texture* GetTexture() const;
void SetShader(Shader* shader);
Shader* GetShader() const;
void SetActive(bool v);
bool IsActive() const;
void SetVisible(bool v);
bool IsVisible() const;
void SetParent(SceneNode* node);
SceneNode* GetParent() const;
bool IsLeaf() const;
void AddChild(SceneNode* node);
void RemoveChild(SceneNode* node);
void SetPositionRelative(float x, float y, float z);
void SetPositionRelative(const Vector3f& pos);
void SetPositionAbsolute(float x, float y, float z);
void SetPositionAbsolute(const Vector3f& pos);
void SetRotationRelative(float x, float y, float z);
void SetRotationRelative(const Vector3f& rot);
void SetRotationAbsolute(float x, float y, float z);
void SetRotationAbsolute(const Vector3f& rot);
void SetScaleRelative(float x, float y, float z);
void SetScaleRelative(const Vector3f& scale);
void SetScaleAbsolute(float x, float y, float z);
void SetScaleAbsolute(const Vector3f& scale);
const Vector3f& GetPosition() const;
float GetRotX() const;
float GetRotY() const;
float GetRotZ() const;
#ifdef TAK_USE_BULLET_PHYSICS
virtual RigidBody* AddToPhysic(float weight, const Vector3f& position);
RigidBody* GetBoundRigidBody();
bool IsBoundToRigidBody() const;
#endif
void ShowGraph(bool useGraphviz = false) const;
protected:
typedef std::set<SceneNode*> ChildNodes;
enum FLAGS
{
FLAG_NONE = 0x0000,
FLAG_HUD = 0x0001,
FLAG_NO_DEPTH_TEST = 0x0002
};
protected:
#ifdef TAK_USE_BULLET_PHYSICS
void BindToRigidBody(RigidBody* rigidBody);
#endif
virtual bool Update(float elapsedTime, SceneParams& params) = 0;
virtual void Render(const Matrix4f& projection, const Matrix4f& modelview, SceneParams& params) = 0;
virtual void UpdateProjectionMatrix(Matrix4f& projection, Camera* camera);
virtual void UpdateModelviewMatrix(Matrix4f& modelview, Camera* camera);
void SetFlag(FLAGS flag);
void UnsetFlag(FLAGS flag);
bool IsFlagSet(FLAGS flag);
private:
void InternalShowGraphConsole(const SceneNode* node, int level = 0) const;
void InternalShowGraphGraphviz(std::ofstream& file, const SceneNode* node) const;
bool InternalUpdate(float elapsedTime, SceneParams& params);
void InternalPrepareRender(RenderList& renderList, Matrix4f projection, Matrix4f modelview, SceneParams& params);
void InternalRender(const RenderBlock* renderBlock, SceneParams& params);
void DeleteRecursively(SceneNode* node);
private:
SceneNode* m_parent;
ChildNodes m_childs;
static UniqueIdGenerator<IdType> m_idGenerator;
IdType m_id;
std::string m_name;
uint m_flags;
Material m_material;
#ifdef TAK_USE_BULLET_PHYSICS
RigidBody* m_rigidBody;
#endif
bool m_active;
bool m_visible;
Vector3f m_position;
Vector3f m_rotation;
Vector3f m_scale;
RenderBlock m_renderBlock;
friend class Scene;
};
#endif // SCENENODE_H__