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https://github.com/overte-org/overte.git
synced 2025-08-16 16:32:26 +02:00
move bound proxy rendering to EntityTreeRedering, added helper functions for various bounding boxes
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parent
2757f16045
commit
9f4d199440
7 changed files with 171 additions and 53 deletions
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@ -192,6 +192,83 @@ bool EntityTreeRenderer::shouldRenderEntity(float largestDimension, float distan
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return (distanceToCamera <= visibleDistanceAtScale);
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}
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void EntityTreeRenderer::renderProxies(const EntityItem* entity, RenderArgs* args) {
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bool isShadowMode = args->_renderMode == OctreeRenderer::SHADOW_RENDER_MODE;
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bool displayModelBounds = Menu::getInstance()->isOptionChecked(MenuOption::DisplayModelBounds);
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if (!isShadowMode && displayModelBounds) {
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PerformanceTimer perfTimer("renderProxies");
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AACube maxCube = entity->getMaximumAACube();
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AACube minCube = entity->getMinimumAACube();
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AABox entityBox = entity->getAABox();
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maxCube.scale((float)TREE_SCALE);
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minCube.scale((float)TREE_SCALE);
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entityBox.scale((float)TREE_SCALE);
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glm::vec3 maxCenter = maxCube.calcCenter();
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glm::vec3 minCenter = minCube.calcCenter();
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glm::vec3 entityBoxCenter = entityBox.calcCenter();
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glm::vec3 entityBoxScale = entityBox.getScale();
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// draw the max bounding cube
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glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
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glPushMatrix();
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glTranslatef(maxCenter.x, maxCenter.y, maxCenter.z);
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glutWireCube(maxCube.getScale());
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glPopMatrix();
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// draw the min bounding cube
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glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
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glPushMatrix();
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glTranslatef(minCenter.x, minCenter.y, minCenter.z);
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glutWireCube(minCube.getScale());
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glPopMatrix();
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// draw the entityBox bounding box
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glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
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glPushMatrix();
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glTranslatef(entityBoxCenter.x, entityBoxCenter.y, entityBoxCenter.z);
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glScalef(entityBoxScale.x, entityBoxScale.y, entityBoxScale.z);
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glutWireCube(1.0f);
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glPopMatrix();
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glm::vec3 position = entity->getPosition() * (float)TREE_SCALE;
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glm::vec3 center = entity->getCenter() * (float)TREE_SCALE;
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glm::vec3 dimensions = entity->getDimensions() * (float)TREE_SCALE;
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glm::quat rotation = entity->getRotation();
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glColor4f(1.0f, 0.0f, 1.0f, 1.0f);
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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glPushMatrix();
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glm::vec3 positionToCenter = center - position;
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glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
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glScalef(dimensions.x, dimensions.y, dimensions.z);
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glutWireCube(1.0f);
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glPopMatrix();
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glPopMatrix();
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/*
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glPushMatrix();
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// draw the model relative bounding box
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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glScalef(width * modelScale.x, height * modelScale.y, depth * modelScale.z);
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glColor3f(0.0f, 1.0f, 0.0f);
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glutWireCube(1.0);
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glPopMatrix();
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*/
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}
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}
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void EntityTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args) {
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args->_elementsTouched++;
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// actually render it here...
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@ -226,6 +303,9 @@ void EntityTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args)
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float distance = distanceToCamera(entityCube.calcCenter(), *args->_viewFrustum);
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if (shouldRenderEntity(entityCube.getLargestDimension(), distance) &&
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args->_viewFrustum->cubeInFrustum(entityCube) != ViewFrustum::OUTSIDE) {
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renderProxies(entityItem, args);
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Glower* glower = NULL;
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if (entityItem->getGlowLevel() > 0.0f) {
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@ -79,6 +79,7 @@ private:
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float distanceToCamera(const glm::vec3& center, const ViewFrustum& viewFrustum) const;
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bool shouldRenderEntity(float largestDimension, float distanceToCamera) const;
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void renderProxies(const EntityItem* entity, RenderArgs* args);
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};
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@ -38,20 +38,24 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
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glm::vec3 halfDimensions = dimensions / 2.0f;
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glm::quat rotation = getRotation();
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const bool useGlutCube = false;
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const bool useGlutCube = true;
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if (useGlutCube) {
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glColor3ub(getColor()[RED_INDEX], getColor()[GREEN_INDEX], getColor()[BLUE_INDEX]);
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glPushMatrix();
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glTranslatef(center.x, center.y, center.z);
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glTranslatef(position.x, position.y, position.z);
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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glScalef(dimensions.x, dimensions.y, dimensions.z);
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glutSolidCube(1.0f);
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glPushMatrix();
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glm::vec3 positionToCenter = center - position;
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glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z);
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glScalef(dimensions.x, dimensions.y, dimensions.z);
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glutSolidCube(1.0f);
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glPopMatrix();
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glPopMatrix();
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} else {
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static GLfloat vertices[] = { 1, 1, 1, -1, 1, 1, -1,-1, 1, 1,-1, 1, // v0,v1,v2,v3 (front)
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1, 1, 1, 1,-1, 1, 1,-1,-1, 1, 1,-1, // v0,v3,v4,v5 (right)
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1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0,v5,v6,v1 (top)
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@ -128,52 +128,6 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
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glutWireCube(size);
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glPopMatrix();
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}
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bool isShadowMode = args->_renderMode == OctreeRenderer::SHADOW_RENDER_MODE;
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bool displayModelBounds = Menu::getInstance()->isOptionChecked(MenuOption::DisplayModelBounds);
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if (!isShadowMode && displayModelBounds) {
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PerformanceTimer perfTimer("displayModelBounds");
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glm::vec3 unRotatedMinimum = _model->getUnscaledMeshExtents().minimum;
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glm::vec3 unRotatedMaximum = _model->getUnscaledMeshExtents().maximum;
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glm::vec3 unRotatedExtents = unRotatedMaximum - unRotatedMinimum;
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float width = unRotatedExtents.x;
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float height = unRotatedExtents.y;
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float depth = unRotatedExtents.z;
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Extents rotatedExtents = _model->getUnscaledMeshExtents();
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rotatedExtents.rotate(rotation);
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glm::vec3 rotatedSize = rotatedExtents.maximum - rotatedExtents.minimum;
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const glm::vec3& modelScale = _model->getScale();
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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// draw the orignal bounding cube
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glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
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glutWireCube(size);
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// draw the rotated bounding cube
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glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
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glPushMatrix();
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glScalef(rotatedSize.x * modelScale.x, rotatedSize.y * modelScale.y, rotatedSize.z * modelScale.z);
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glutWireCube(1.0);
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glPopMatrix();
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// draw the model relative bounding box
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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glScalef(width * modelScale.x, height * modelScale.y, depth * modelScale.z);
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glColor3f(0.0f, 1.0f, 0.0f);
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glutWireCube(1.0);
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glPopMatrix();
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}
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} else {
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// if we couldn't get a model, then just draw a cube
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glColor3ub(getColor()[RED_INDEX],getColor()[GREEN_INDEX],getColor()[BLUE_INDEX]);
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@ -715,6 +715,8 @@ bool EntityItem::setProperties(const EntityItemProperties& properties, bool forc
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return somethingChanged;
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}
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// TODO: is this really correct? how do we use size, does it need to handle rotation?
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float EntityItem::getSize() const {
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return glm::length(_dimensions);
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}
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@ -738,10 +740,80 @@ glm::vec3 EntityItem::getMaximumPoint() const {
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return _position + (_dimensions * registrationRemainder);
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}
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// TODO: doesn't this need to handle rotation?
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glm::vec3 EntityItem::getCenter() const {
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return _position + (_dimensions * (glm::vec3(0.5f,0.5f,0.5f) - _registrationPoint));
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}
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/// The maximum bounding cube for the entity, independent of it's rotation.
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/// This accounts for the registration point (upon which rotation occurs around).
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///
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AACube EntityItem::getMaximumAACube() const {
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// * we know that the position is the center of rotation
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glm::vec3 centerOfRotation = _position; // also where _registration point is
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// * we know that the registration point is the center of rotation
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// * we can calculate the length of the furthest extent from the registration point
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// as the dimensions * max (registrationPoint, (1.0,1.0,1.0) - registrationPoint)
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glm::vec3 registrationPoint = (_dimensions * _registrationPoint);
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glm::vec3 registrationRemainder = (_dimensions * (glm::vec3(1.0f, 1.0f, 1.0f) - _registrationPoint));
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glm::vec3 furthestExtentFromRegistration = glm::max(registrationPoint, registrationRemainder);
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// * we know that if you rotate in any direction you would create a sphere
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// that has a radius of the length of furthest extent from registration point
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float radius = glm::length(furthestExtentFromRegistration);
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// * we know that the minimum bounding cube of this maximum possible sphere is
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// (center - radius) to (center + radius)
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glm::vec3 minimumCorner = centerOfRotation - glm::vec3(radius, radius, radius);
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AACube boundingCube(minimumCorner, radius * 2.0f);
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return boundingCube;
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}
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/// The minimum bounding cube for the entity accounting for it's rotation.
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/// This accounts for the registration point (upon which rotation occurs around).
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///
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AACube EntityItem::getMinimumAACube() const {
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// _position represents the position of the registration point.
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glm::vec3 registrationRemainder = glm::vec3(1.0f, 1.0f, 1.0f) - _registrationPoint;
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glm::vec3 unrotatedMinRelativeToEntity = glm::vec3(0.0f, 0.0f, 0.0f) - (_dimensions * _registrationPoint);
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glm::vec3 unrotatedMaxRelativeToEntity = _dimensions * registrationRemainder;
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Extents unrotatedExtentsRelativeToRegistrationPoint = { unrotatedMinRelativeToEntity, unrotatedMaxRelativeToEntity };
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Extents rotatedExtentsRelativeToRegistrationPoint = unrotatedExtentsRelativeToRegistrationPoint.getRotated(getRotation());
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// shift the extents to be relative to the position/registration point
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rotatedExtentsRelativeToRegistrationPoint.shiftBy(_position);
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// the cube that best encompasses extents is...
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AABox box(rotatedExtentsRelativeToRegistrationPoint);
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glm::vec3 centerOfBox = box.calcCenter();
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float longestSide = box.getLargestDimension();
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float halfLongestSide = longestSide / 2.0f;
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glm::vec3 cornerOfCube = centerOfBox - glm::vec3(halfLongestSide, halfLongestSide, halfLongestSide);
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// old implementation... not correct!!!
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return AACube(cornerOfCube, longestSide);
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}
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AABox EntityItem::getAABox() const {
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// _position represents the position of the registration point.
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glm::vec3 registrationRemainder = glm::vec3(1.0f, 1.0f, 1.0f) - _registrationPoint;
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glm::vec3 unrotatedMinRelativeToEntity = glm::vec3(0.0f, 0.0f, 0.0f) - (_dimensions * _registrationPoint);
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glm::vec3 unrotatedMaxRelativeToEntity = _dimensions * registrationRemainder;
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Extents unrotatedExtentsRelativeToRegistrationPoint = { unrotatedMinRelativeToEntity, unrotatedMaxRelativeToEntity };
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Extents rotatedExtentsRelativeToRegistrationPoint = unrotatedExtentsRelativeToRegistrationPoint.getRotated(getRotation());
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// shift the extents to be relative to the position/registration point
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rotatedExtentsRelativeToRegistrationPoint.shiftBy(_position);
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return AABox(rotatedExtentsRelativeToRegistrationPoint);
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}
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// NOTE: This should only be used in cases of old bitstreams which only contain radius data
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// 0,0,0 --> maxDimension,maxDimension,maxDimension
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@ -198,7 +198,10 @@ public:
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float getSize() const; /// get maximum dimension in domain scale units (0.0 - 1.0)
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glm::vec3 getMinimumPoint() const;
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glm::vec3 getMaximumPoint() const;
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AACube getAACube() const { return AACube(getMinimumPoint(), getSize()); } /// AACube in domain scale units (0.0 - 1.0)
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AACube getMaximumAACube() const;
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AACube getMinimumAACube() const;
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AACube getAACube() const { return getMaximumAACube(); } /// axis aligned bounding cube in domain scale units (0.0 - 1.0)
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AABox getAABox() const; /// axis aligned bounding box in domain scale units (0.0 - 1.0)
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static const QString DEFAULT_SCRIPT;
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const QString& getScript() const { return _script; }
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@ -35,6 +35,10 @@ public:
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/// \return whether or not the extents are empty
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bool isEmpty() const { return minimum == maximum; }
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bool isValid() const { return !((minimum == glm::vec3(FLT_MAX)) && (maximum == glm::vec3(-FLT_MAX))); }
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/// \param vec3 for delta amount to shift the extents by
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/// \return true if point is within current limits
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void shiftBy(const glm::vec3& delta) { minimum += delta; maximum += delta; }
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/// rotate the extents around orign by rotation
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void rotate(const glm::quat& rotation);
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