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/*
   Copyright (c) 2013 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.
   
   Permission is hereby granted, free of charge, to any person obtaining a copy of this software
   and associated documentation files (the "Software"), to deal in the Software without restriction,
   including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, 
   and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, 
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, 
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE 
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

#ifndef _SCENE_GRAPH_NODE_H_
#define _SCENE_GRAPH_NODE_H_

#define SCENE_GRAPH_PROCESS(pointer) DELEGATE_BIND(&SceneGraph::process(),pointer)

#include "SceneNode.h"
#include <boost/atomic.hpp>

class Transform;
class SceneGraph;
class SceneState;
class SceneRoot : public SceneNode{
public:
	SceneRoot() : SceneNode("root",TYPE_ROOT)
	{
		_renderState.useDefaultMaterial(false);
		setState(RES_LOADED);
	}

	void render(SceneGraphNode* const sgn)             {return;}
	void postLoad(SceneGraphNode* const sgn)           {return;}
	void onDraw(const RenderStage& currentStage)       {return;}
	void updateTransform(SceneGraphNode* const sgn)    {return;}
	bool unload()                                      {return true;}
	bool load(const std::string& name)                 {return true;}
    bool computeBoundingBox(SceneGraphNode* const sgn);

};

class SceneGraphNode{
public:
	typedef Unordered_map<std::string, SceneGraphNode*> NodeChildren;

    ///Usage context affects lighting, navigation,etc
	enum UsageContext {
		NODE_DYNAMIC = 0,
		NODE_STATIC
	};

    enum NavigationContext {
        NODE_OBSTACLE = 0,
        NODE_IGNORE
    };

	SceneGraphNode(SceneNode* const node);
	~SceneGraphNode();

	bool unload();
	/// Recursivelly print information about this SGN and all it's children
	void print();
	/// Update bounding boxes
	void checkBoundingBoxes();
	/// Position, rotation, scale updates
	void updateTransforms();
    /// Apply current transform to the node's BB
    void updateBoundingBoxTransform(const mat4<F32>& transform);
	/// Culling and visibility checks
	void updateVisualInformation();
	/// Called from SceneGraph "sceneUpdate"
	void sceneUpdate(const U32 sceneTime, SceneState& sceneState);
	/*Node Management*/
	template<class T>
	///Always use the level of redirection needed to reduce virtual function overhead
	///Use getNode<SceneNode> if you need material properties for ex. or getNode<SubMesh> for animation transforms
	inline T* getNode() const {assert(_node != NULL); return dynamic_cast<T*>(_node);}

    SceneGraphNode* addNode(SceneNode* const node,const std::string& name = "");
	void			removeNode(SceneGraphNode* node);
	///Find a node in the graph based on the SceneGraphNode's name
	///If sceneNodeName = true, find a node in the graph based on the SceneNode's name
	SceneGraphNode* findNode(const std::string& name, bool sceneNodeName = false);
	///Find the graph node whom's bounding box intersects the given ray
	SceneGraphNode* Intersect(const Ray& ray, F32 start, F32 end);

	///Selection helper functions
	     	void setSelected(const bool state);
	inline 	bool isSelected()	               const {return _selected;}

	const  std::string& getName() const {return _name;}
	/*Node Management*/

	/*Parent <-> Children*/
				SceneGraphNode*  getRoot()        const;
    inline      SceneGraphNode*  getParent()      const {return _parent;}
	inline      SceneGraphNode*  getGrandParent() const {return _grandParent;}
	inline      NodeChildren&    getChildren()          {return _children;}
	inline      void             setGrandParent(SceneGraphNode* const grandParent) {_grandParent = grandParent;}
				void             setParent(SceneGraphNode* const parent);
	/*Parent <-> Children*/

	/*Bounding Box Management*/
	inline void setInitialBoundingBox(const BoundingBox& initialBoundingBox){
		WriteLock w_lock(_queryLock);
		_initialBoundingBox = initialBoundingBox;
	}

	inline void updateBoundingBox(const BoundingBox& box) {
		WriteLock w_lock(_queryLock);
		_boundingBox = box;
	}

		   const BoundingBox&     getBoundingBoxTransformed();
	inline       BoundingBox&     getBoundingBox()         {ReadLock r_lock(_queryLock); return _boundingBox;}
	inline const BoundingBox&     getInitialBoundingBox()  {ReadLock r_lock(_queryLock); return _initialBoundingBox;}
	
	vectorImpl<BoundingBox >& getBBoxes(vectorImpl<BoundingBox >& boxes );
	inline   void             updateBB(const bool state)        { _updateBB = state;}
	inline   bool             updateBB()                 const  { return _updateBB;}
	inline   const BoundingSphere&  getBoundingSphere()  const  {ReadLock r_lock(_queryLock); return _boundingSphere;}
	/*Bounding Box Management*/

	/*Transform management*/
	Transform* const getTransform();
	           void	 setTransform(Transform* const t);
	inline     void  silentDispose(const bool state)       {_silentDispose = state;}
	inline     void  useDefaultTransform(const bool state) {_noDefaultTransform = !state;}
	/// Animations (if needed)
	inline     void  animationTransforms(const vectorImpl<mat4<F32> >& animationTransforms) {_animationTransforms = animationTransforms;}
    vectorImpl<mat4<F32> >& animationTransforms()                                           {return _animationTransforms;}
	/*Transform management*/

	/*Node State*/
	inline void setActive(bool state) {_wasActive = _active; _active = state;}
	inline void restoreActive()       {_active = _wasActive;}
	inline void	scheduleDeletion()    {_shouldDelete = true;}

	inline bool isReady()  const {return _isReady;}
	inline bool isActive() const {return _active;}
	/*Node State*/

	inline U32  getChildQueue() const {return _childQueue;}
	inline void incChildQueue()       {_childQueue++;}
	inline void decChildQueue()       {_childQueue--;}

	inline const UsageContext&      getUsageContext()          const {return _usageContext;}
	inline const NavigationContext& getNavigationContext()     const {return _navigationContext;}
	inline       bool               getNavMeshDetailOverride() const {return _overrideNavMeshDetail;}
	inline void  setUsageContext(const UsageContext& newContext)           {_usageContext = newContext;}
	       void  setNavigationContext(const NavigationContext& newContext);
		   void  setNavigationDetailOverride(const bool detailOverride);
	
    void addBoundingBox(const BoundingBox& bb, const SceneNodeType& type);
    void setBBExclusionMask(U32 bbExclusionMask) {_bbAddExclusionList = bbExclusionMask;}


private:
	inline void setName(const std::string& name){_name = name;}

protected:
    friend class SceneGraph;
    void setSceneGraph(SceneGraph* const sg) {_sceneGraph = sg;}

private:
	SceneNode* _node;
	NodeChildren _children;
	SceneGraphNode *_parent, *_grandParent;
    SceneGraph     *_sceneGraph;
	// keep track of the scene state
	SceneState* _currentSceneState;
    boost::atomic<bool> _active;
	//Used to skip certain BB's (sky, ligts, etc);
    U32 _bbAddExclusionList;
	bool _selected;
    bool _wasActive;
	bool _noDefaultTransform;
	bool _inView;
	bool _sorted;
	bool _silentDispose;
    boost::atomic<bool> _updateBB;
    boost::atomic<bool> _isReady; //<is created and has a valid transform
	bool _shouldDelete;
	///_initialBoundingBox is a copy of the initialy calculate BB for transformation
	///it should be copied in every computeBoungingBox call;
	BoundingBox _initialBoundingBox;
	BoundingBox _boundingBox;
	BoundingSphere _boundingSphere; ///<For faster visibility culling

	Transform*	_transform;
	U32 _childQueue,_updateTimer;
	std::string _name;
	mutable SharedLock _queryLock;

    UsageContext _usageContext;
    NavigationContext _navigationContext;
	bool              _overrideNavMeshDetail;
	///Animations
	vectorImpl<mat4<F32> > _animationTransforms;
};

#endif

Commits for Divide-Framework/trunk/Source Code/Graphs/Headers/SceneGraphNode.h

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

161 Diff Diff k1ngp1n picture k1ngp1n Fri 12 Jul, 2013 19:51:50 +0000

[Ionut] [[BR]]
- Solved Navigation Mesh creation from Object3D nodes [[BR]]

160 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Jul, 2013 17:07:04 +0000

[Ionut] [[BR]]
- Changed licensing from LGPL to the MIT license [[BR]]
— Code can now be used in non-commercial or commercial closed or open source projects [[BR]]

159 Diff Diff k1ngp1n picture k1ngp1n Tue 09 Jul, 2013 16:47:05 +0000

[Ionut] [[BR]]
- Added NavMesh config file for AITenisScene [[BR]]
- Improved ReCast debug logging [[BR]]
- Fixed Triangle Strip to Triangle List conversion [[BR]]
- Made Quad3D double-sided

152 Diff Diff k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]

151 Diff Diff k1ngp1n picture k1ngp1n Tue 07 May, 2013 00:00:52 +0000

[Ionut] [[BR]]
- Better ReCast integration [[BR]]
— Any entity can be used as an obstacle in the NavMesh if that’s specified in each scene’s assets.xml file for said entity [[BR]]
— New console command, “createNavMesh”, that passes geometry data to ReCast [[BR]]
-— NavMesh generation is not yet complete [[BR]]
- Better PhysX integration [[BR]]
— Each scene passes data to and gets data from the Physics API better and safer[[BR]]
- Multi-threaded support extended: [[BR]]
— Event class replaced with Task [[BR]]
— Kernel uses a threadpool for scene tasks [[BR]]
— Each task can be added to a different threadpool if needed [[BR]]
— Most critical sections use the new boost::atomic wrapper for thread safety [[BR]]
- Rendering system updated [[BR]]
— VBO’s keep track of the geometry type internally [[BR]]
— Rendering by specific element list is internal to the VBO [[BR]]
— VBO’s can draw a “lite” version that doesn’t send Tangent, BiTangent and TexCoord data for depth rendering (disabled) [[BR]]
- Reflectors now offer a preview of the generated reflective texture if needed [[BR]]
- Buttons are now added and rendered by CEGUI [[BR]]
[[BR]]
Deprecation: [[BR]]
- Removed fixed pipeline material system [[BR]]
- Removed BoundingBox late update system [[BR]]
- Shadow references in the material system are now depth references [[BR]]
[[BR]]
Bug fixes: [[BR]]
- Problematic FBO double bind check removed [[BR]]
- Faster terrain rendering via chunk size selection through each scene’s terrain.xml[[BR]]
- Rendering is paused when the window is minimized [[BR]]
- CEGUI and impostors now render properly in deferred rendering mode [[BR]]
- Fixed various level 4 (VS2008) warnings [[BR]]
- Better state management and cleaning [[BR]]
- Better SceneGraph node management and trasformation/AABB update calls [[BR]]
- AITenisScene has proper collisions now [[BR]]

149 Diff Diff k1ngp1n picture k1ngp1n Sun 21 Apr, 2013 21:38:05 +0000

[Ionut] [[BR]]
- Major GUI revamp: [[BR]]
— Fixed CEGUI rendering (invalid state reset after VBO/VAO unbind) [[BR]]
— Added a working Console window with a basic command parser [[BR]]
— GUI inputs take priority over scene (e.g. pressing a key in the console, does not affect the scene)[[BR]]
— Added AutoKey repeat [[BR]]
— Added config options for the GUI [[BR]]
- Revamped OpenGL Vertex Array Object class [[BR]]
— VBO’s without a shader attached will not use VAO’s [[BR]]
— VAO’s and VBO’s cleanup all states after them [[BR]]
- Added multiple Joystick support [[BR]]
- FrameBufferObject take in account the combination of texture id and bind slot when checking for double binds [[BR]]
- Upgraded Framerate/timing system [[BR]]
- Fixed Deferred rendering (typo in normal buffer creation) [[BR]]
- Fixed initial camera placement via scene config (RotateX(Y) replace with setAngleX(Y)) on camera init) [[BR]]
- Added better thread deletion in Event class [[BR]]
- Major mutex/semaphore/shared_lock rework in threaded classes [[BR]]
- Better A.I. initialization/destruction [[BR]]
- Fixed a typo in window positioning [[BR]]
- Better Unit movement code [[BR]]

146 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Apr, 2013 13:20:15 +0000

[Ionut] [[BR]]
*Final LightBranch updates 2/3 : Main trunk merge and build test (VC90, VC100, gDebugger) [[BR]]
-Merged light branch with trunk [[BR]]
-Deleted light branch [[BR]]

141 Diff Diff k1ngp1n picture k1ngp1n Wed 30 Jan, 2013 19:35:31 +0000

[Ionut] [[BR]]
-Updated to boost 1.52 and CEGUI 0.7.9 [[BR]]
-Updated to PhysX 3.2 [[BR]]
-Updated copyright notices [[BR]]

122 k1ngp1n picture k1ngp1n Mon 11 Jun, 2012 14:39:08 +0000

[Ionut] [[BR]]
-Restructured “Hardware” folder to match the rest of the projects header-separation pattern [[BR]]