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implement volume priority for zones
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parent
ac81e3e847
commit
fb4e334c70
4 changed files with 35 additions and 76 deletions
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@ -29,7 +29,7 @@ print("zoneEntityA:" + zoneEntityA);
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var zoneEntityB = Entities.addEntity({
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type: "Zone",
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position: { x: 1, y: 1, z: 21 },
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position: { x: 5, y: 5, z: 5 },
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dimensions: { x: 2, y: 2, z: 2 },
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keyLightColor: { red: 0, green: 255, blue: 0 },
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keyLightIntensity: 0.9,
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@ -46,7 +46,7 @@ print("zoneEntityB:" + zoneEntityB);
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var zoneEntityC = Entities.addEntity({
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type: "Zone",
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position: { x: 5, y: 5, z: 15 },
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position: { x: 5, y: 10, z: 5 },
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dimensions: { x: 10, y: 10, z: 10 },
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keyLightColor: { red: 0, green: 0, blue: 255 },
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keyLightIntensity: 0.75,
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@ -395,67 +395,14 @@ void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode, RenderArgs::R
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_tree->lockForRead();
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// Implement some kind of a stack/union mechanism here...
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//
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// * As you enter a zone (A), you use it's properties
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// * if already in a zone, and you enter the union of that zone and a new zone (A + B)
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// you use the settings of the new zone (B) you entered.. but remember that you were previously
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// in zone A
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// * if you enter a new zone and are in the union of 3 zones (A+B+C) then use zone C and remember
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// you were most recently in B
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_lastZones = _currentZones;
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_currentZones.clear();
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// Whenever you're in an intersection between zones, we will always choose the smallest zone.
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_bestZone = NULL;
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_bestZoneVolume = std::numeric_limits<float>::max();
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_tree->recurseTreeWithOperation(renderOperation, &args);
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const ZoneEntityItem* bestZone = NULL;
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if (_currentZones.empty()) {
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// if we're not in any current zone, then we can completely erase our zoneHistory
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_zoneHistory.clear();
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} else {
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// we're in some zone... check to see if we've changed zones..
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QSet<EntityItemID> newZones = _currentZones - _lastZones;
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if (!newZones.empty()) {
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// we just entered a new zone, so we want to make a shift
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EntityItemID theNewZone = *(newZones.begin()); // random we don't care, if it's one, then this works.
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_zoneHistory << _currentZone; // remember the single zone we used to be in.
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_currentZone = theNewZone; // change to our new zone
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// do something to remove any item of _zoneHistory that is not in _currentZones
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QStack<EntityItemID> newHistory;
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QStack<EntityItemID>::iterator i = _zoneHistory.begin();
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while(i != _zoneHistory.end()) {
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EntityItemID zoneID = *i;
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if (_currentZones.contains(zoneID)) {
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newHistory << zoneID;
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}
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++i;
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}
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_zoneHistory = newHistory;
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bestZone = dynamic_cast<const ZoneEntityItem*>(
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static_cast<EntityTree*>(_tree)->findEntityByEntityItemID(_currentZone));
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} else {
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if (_currentZones.contains(_currentZone)) {
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// No change in zone, keep the current zone
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bestZone = dynamic_cast<const ZoneEntityItem*>(
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static_cast<EntityTree*>(_tree)->findEntityByEntityItemID(_currentZone));
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} else {
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if (!_zoneHistory.empty()) {
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_currentZone = _zoneHistory.pop();
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bestZone = dynamic_cast<const ZoneEntityItem*>(
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static_cast<EntityTree*>(_tree)->findEntityByEntityItemID(_currentZone));
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}
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}
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}
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}
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QSharedPointer<SceneScriptingInterface> scene = DependencyManager::get<SceneScriptingInterface>();
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if (bestZone) {
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if (_bestZone) {
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if (!_hasPreviousZone) {
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_previousKeyLightColor = scene->getKeyLightColor();
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_previousKeyLightIntensity = scene->getKeyLightIntensity();
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@ -469,18 +416,16 @@ void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode, RenderArgs::R
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_previousStageDay = scene->getStageYearTime();
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_hasPreviousZone = true;
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}
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scene->setKeyLightColor(bestZone->getKeyLightColorVec3());
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scene->setKeyLightIntensity(bestZone->getKeyLightIntensity());
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scene->setKeyLightAmbientIntensity(bestZone->getKeyLightAmbientIntensity());
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scene->setKeyLightDirection(bestZone->getKeyLightDirection());
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scene->setStageSunModelEnable(bestZone->getStageSunModelEnabled());
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scene->setStageLocation(bestZone->getStageLongitude(), bestZone->getStageLatitude(),
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bestZone->getStageAltitude());
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scene->setStageDayTime(bestZone->getStageHour());
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scene->setStageYearTime(bestZone->getStageDay());
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scene->setKeyLightColor(_bestZone->getKeyLightColorVec3());
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scene->setKeyLightIntensity(_bestZone->getKeyLightIntensity());
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scene->setKeyLightAmbientIntensity(_bestZone->getKeyLightAmbientIntensity());
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scene->setKeyLightDirection(_bestZone->getKeyLightDirection());
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scene->setStageSunModelEnable(_bestZone->getStageSunModelEnabled());
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scene->setStageLocation(_bestZone->getStageLongitude(), _bestZone->getStageLatitude(),
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_bestZone->getStageAltitude());
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scene->setStageDayTime(_bestZone->getStageHour());
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scene->setStageYearTime(_bestZone->getStageDay());
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} else {
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_currentZone = EntityItemID(); // clear out current zone
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if (_hasPreviousZone) {
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scene->setKeyLightColor(_previousKeyLightColor);
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scene->setKeyLightIntensity(_previousKeyLightIntensity);
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@ -698,7 +643,23 @@ void EntityTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args)
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// like other entity types. So we will skip the normal rendering tests
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if (entityItem->getType() == EntityTypes::Zone) {
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if (entityItem->contains(args->_viewFrustum->getPosition())) {
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_currentZones << entityItem->getEntityItemID();
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float entityVolumeEstimate = entityItem->getVolumeEstimate();
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if (entityVolumeEstimate < _bestZoneVolume) {
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_bestZoneVolume = entityVolumeEstimate;
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_bestZone = dynamic_cast<const ZoneEntityItem*>(entityItem);
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} else if (entityVolumeEstimate == _bestZoneVolume) {
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if (!_bestZone) {
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_bestZoneVolume = entityVolumeEstimate;
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_bestZone = dynamic_cast<const ZoneEntityItem*>(entityItem);
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} else {
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// in the case of the volume being equal, we will use the
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// EntityItemID to deterministically pick one entity over the other
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if (entityItem->getEntityItemID() < _bestZone->getEntityItemID()) {
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_bestZoneVolume = entityVolumeEstimate;
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_bestZone = dynamic_cast<const ZoneEntityItem*>(entityItem);
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}
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}
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}
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}
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} else {
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// render entityItem
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@ -167,12 +167,9 @@ private:
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QMultiMap<QUrl, EntityItemID> _waitingOnPreload;
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QSet<EntityItemID> _lastZones;
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QSet<EntityItemID> _currentZones;
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QStack<EntityItemID> _zoneHistory;
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EntityItemID _currentZone;
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bool _hasPreviousZone = false;
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const ZoneEntityItem* _bestZone;
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float _bestZoneVolume;
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glm::vec3 _previousKeyLightColor;
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float _previousKeyLightIntensity;
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@ -272,6 +272,7 @@ public:
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virtual bool isReadyToComputeShape() { return true; }
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virtual void computeShapeInfo(ShapeInfo& info);
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virtual float getVolumeEstimate() const { return _dimensions.x * _dimensions.y * _dimensions.z; }
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/// return preferred shape type (actual physical shape may differ)
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virtual ShapeType getShapeType() const { return SHAPE_TYPE_NONE; }
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