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BinarySearchTree.cpp
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BinarySearchTree.cpp
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/*As the game scene is very huge, rendering the whole scene takes a long time.
So I create a BSP tree to render part of a scene each time, which could be more efficient in real-time game. */
#include "StdAfx.h"
#include "glitch/core/vector3d.h"
#include "BinarySearchTree.h"
#include <glitch/collada/CColladaDatabase.h>
#include <glitch/scene/CSceneManager.h>
#include "Application.h"
#include <glitch/core/math.h>
#include <glitch/glitch.h>
#include "CameraSceneNode.h"
BinarySeachTree::BinarySeachTree(glitch::scene::CSceneManager* _smgr, TiXmlNode* xmlNode)
: IModuleManager(_smgr)
{
THeight = 7;
step = 10000.0f;
position = core::vector3df(0.0f, 0.0f, 20000.0f);
renderflag = false;
}
BinarySeachTree::~BinarySeachTree()
{
}
void
BinarySeachTree::Init()
{
smgr->getVideoDriver()->setClearColor(glitch::video::SColor(255, 0, 0, 0));
environment = collada::CColladaDatabase::constructScene(smgr->getVideoDriver(), "data/Streaming/miami.bdae");
smgr->getRootSceneNode()->addChild(environment);
environment->getSceneNodesFromType(ESNT_COLLADA_MESH, outNodes);
glitch::f32 MinEdgeX = environment->getBoundingBox().MinEdge.getX();
glitch::f32 MaxEdgeX = environment->getBoundingBox().MaxEdge.getX();
glitch::f32 MinEdgeY = environment->getBoundingBox().MinEdge.getY();
glitch::f32 MaxEdgeY = environment->getBoundingBox().MaxEdge.getY();
glitch::f32 MinEdgeZ = environment->getBoundingBox().MinEdge.getZ();
glitch::f32 MaxEdgeZ = environment->getBoundingBox().MaxEdge.getZ();
rootnode = new BSPTreeNode();
rootnode->nodes = outNodes;
for(scene::SSceneNodeArray::iterator iter = outNodes.begin(); iter != outNodes.end(); ++iter)
{
(*iter)->setVisible(false);
}
rootnode->min = vector3df(MinEdgeX, MinEdgeY, MinEdgeZ);
rootnode->max = vector3df(MaxEdgeX, MaxEdgeY, MaxEdgeZ);
rootnode->treeheight = 0;
CreateBSPTree(rootnode);
//---------appCamera--------------
appCamera = irrnew CameraSceneNode(-1);
appCamera->setNearValue(1.f);
appCamera->setFarValue(5000000.f);
appCamera->setPosition(position);
appCamera->setTarget(core::vector3df(0.0f, 0.0f, 0.0f));
//---------cube--------------
video::CMaterialPtr cubeMat = smgr->getVideoDriver()->getMaterialRendererManager().createMaterialInstance(smgr->getVideoDriver(), video::EMT_UNLIT_TEXTURED_SOLID);
glitch::scene::IMeshPtr cube = glitch::scene::createCubeMesh(1000, cubeMat);
glitch::scene::ISceneNodePtr node = irrnew glitch::scene::CMeshSceneNode(cube);;
appCamera->addChild(node);
//---------------------------
smgr->getRootSceneNode()->addChild(appCamera);
smgr->setActiveCamera(appCamera);
RenderBSPTree(rootnode, appCamera);
renderflag = true;
//---------mainCamera--------------
mainCamera = irrnew CameraSceneNode(0);
mainCamera->setNearValue(1.f);
mainCamera->setFarValue(5000000.f);
mainCamera->setPosition(core::vector3df(0.0f, 0.0f, 110000.0f));
mainCamera->setTarget(core::vector3df(0.0f, 0.0f, 0.0f));
smgr->getRootSceneNode()->addChild(mainCamera);
smgr->setActiveCamera(mainCamera);
}
void
BinarySeachTree::UnInit()
{
environment->remove();
appCamera.reset();
appCamera = NULL;
smgr->getVideoDriver()->removeUnused();
}
void
BinarySeachTree::animatorJumpTo(f32 timeMs)
{
}
void
BinarySeachTree::animatorContinue()
{
}
void
BinarySeachTree::Update(f32 deltaTimeMs)
{
if(renderflag)
{
for(scene::SSceneNodeArray::iterator iter = outNodes.begin(); iter != outNodes.end(); ++iter)
{
(*iter)->setVisible(false);
}
RenderBSPTree(rootnode, appCamera);
}
renderflag = false;
}
void
BinarySeachTree::PostDraw(E_MODULE_BUFFER_OUTPUT outBuffer)
{
smgr->getVideoDriver()->draw3DLine(core::vector3df(0.0f, -10000.f, 0.0f), core::vector3df(0.0f, 10000.f, 0.0f), SColor(255, 255, 0, 0));
}
bool
BinarySeachTree::OnEvent(const glf::CoreEvent &evt)
{
switch (evt.mType)
{
case glf::IET_KEY_PRESSED:
{
const glf::KeyboardEvent &kbEvt = static_cast<const glf::KeyboardEvent &>(evt);
switch (kbEvt.mKey)
{
case glf::Keyboard::KEY_A:
{
std::cout<<"A"<<std::endl;
position = position + core::vector3df(-step, 0.0f, 0.0f);
appCamera->setPosition(position);
renderflag = true;
//RenderBSPTree(rootnode, appCamera);
}
break;
case glf::Keyboard::KEY_D:
{
std::cout<<"D"<<std::endl;
position = position + core::vector3df(step, 0.0f, 0.0f);
appCamera->setPosition(position);
renderflag = true;
//RenderBSPTree(rootnode, appCamera);
}
break;
case glf::Keyboard::KEY_W:
{
std::cout<<"W"<<std::endl;
position = position + core::vector3df(0.0f, step, 0.0f);
appCamera->setPosition(position);
renderflag = true;
//RenderBSPTree(rootnode, appCamera);
}
break;
case glf::Keyboard::KEY_S:
{
std::cout<<"S"<<std::endl;
position = position + core::vector3df(0.0f, -step, 0.0f);
appCamera->setPosition(position);
renderflag = true;
//RenderBSPTree(rootnode, appCamera);
}
break;
default:
;
}
}
break;
default:
;
}
return false;
}
void
BinarySeachTree::CreateBSPTree(BSPTreeNode* root)
{
if((root->treeheight <= THeight)&&(root->nodes.size()!=0)&&(root->nodes.size()!=1))
{
root->lchild = new BSPTreeNode();
root->lchild->treeheight = root->treeheight + 1;
root->rchild = new BSPTreeNode();
root->rchild->treeheight = root->treeheight + 1;
if(root->treeheight%2 == 0) scale = 0;
else if (root->treeheight%2 == 1) scale = 1;
if (scale == 0) // plane is parallel to X axis
{
root->lchild->min.set(root->min);
root->lchild->max.set((root->min[0] + root->max[0])/2, root->max[1], root->max[2]);
root->rchild->min.set((root->min[0] + root->max[0])/2, root->min[1], root->min[2]);
root->rchild->max.set(root->max);
for( scene::SSceneNodeArray::iterator iter = root->nodes.begin(); iter != root->nodes.end(); ++iter)
{
/* std::cout<<"object_minX:"<<((*iter)->getBoundingBox().MinEdge.getX())<<std::endl;
std::cout<<"object_maxX:"<<((*iter)->getBoundingBox().MaxEdge.getX())<<std::endl;
std::cout<<"object_centerX:"<<((*iter)->getBoundingBox().getCenter().getX())<<std::endl;
std::cout<<"object_absoluteMaxX:"<<((*iter)->getPosition().getX() + (*iter)->getBoundingBox().MaxEdge.getX())<<std::endl;
std::cout<<"object_absoluteMinX:"<<((*iter)->getPosition().getX() + (*iter)->getBoundingBox().MinEdge.getX())<<std::endl;
std::cout<<"middleX:"<<((root->min[0] + root->max[0])/2)<<std::endl;*/
f32 absoluteMaxX = (*iter)->getAbsolutePosition().getX() + (*iter)->getBoundingBox().MaxEdge.getX();
f32 absoluteMinX = (*iter)->getAbsolutePosition().getX() + (*iter)->getBoundingBox().MinEdge.getX();
if( absoluteMaxX < (root->min[0] + root->max[0])/2 )
//lefttree
{
/* std::cout<<"Xleft"<<std::endl;*/
root->lchild->nodes.push_back(*iter);
}
else if( absoluteMinX > (root->min[0] + root->max[0])/2)
//righttree
{
/*std::cout<<"Xright"<<std::endl;*/
root->rchild->nodes.push_back(*iter);
}
else
//both
{
/*std::cout<<"Xboth"<<std::endl;*/
root->lchild->nodes.push_back(*iter);
root->rchild->nodes.push_back(*iter);
}
}
CreateBSPTree(root->lchild);
CreateBSPTree(root->rchild);
}
else if (scale == 1) // plane is parallel to Y axis
{
root->lchild->min.set(root->min);
root->lchild->max.set(root->max[0], (root->min[1] + root->max[1])/2, root->max[2]);
root->rchild->min.set(root->min[0], (root->min[1] + root->max[1])/2, root->min[2]);
root->rchild->max.set(root->max);
for( scene::SSceneNodeArray::iterator iter = root->nodes.begin(); iter != root->nodes.end(); ++iter)
{
/* std::cout<<"object_minY:"<<((*iter)->getBoundingBox().MinEdge.getY())<<std::endl;
std::cout<<"object_maxY:"<<((*iter)->getBoundingBox().MaxEdge.getY())<<std::endl;
std::cout<<"object_absoluteMaxY:"<<((*iter)->getPosition().getY() + (*iter)->getBoundingBox().MaxEdge.getY())<<std::endl;
std::cout<<"object_absoluteMinY:"<<((*iter)->getPosition().getY() + (*iter)->getBoundingBox().MinEdge.getY())<<std::endl;
std::cout<<"middleY:"<<((root->min[1] + root->max[1])/2)<<std::endl;*/
f32 absoluteMaxY = (*iter)->getAbsolutePosition().getY() + (*iter)->getBoundingBox().MaxEdge.getY();
f32 absoluteMinY = (*iter)->getAbsolutePosition().getY() + (*iter)->getBoundingBox().MinEdge.getY();
if( absoluteMaxY < (root->min[1] + root->max[1])/2 )
//lefttree
{
/*std::cout<<"Yleft"<<std::endl;*/
root->lchild->nodes.push_back(*iter);
}
else if( absoluteMinY > (root->min[1] + root->max[1])/2)
//righttree
{
/*std::cout<<"Yright"<<std::endl;*/
root->rchild->nodes.push_back(*iter);
}
else
//both
{
/*std::cout<<"Yboth"<<std::endl;*/
root->lchild->nodes.push_back(*iter);
root->rchild->nodes.push_back(*iter);
}
}
CreateBSPTree(root->lchild);
CreateBSPTree(root->rchild);
}
}
return;
}
bool
BinarySeachTree::JudgeIntersection(scene::ICameraSceneNodePtr camera, BSPTreeNode* treenode)
{
if(treenode != NULL)
{
std::cout<<"--------------------------------------------------"<<std::endl;
std::cout<<"size:"<<(treenode->nodes.size())<<std::endl;
aabbox3d<f32> Box = aabbox3d<f32>(treenode->min, treenode->max);
int cullingresult = camera->getViewFrustum()->intersectsEx(Box);
std::cout<<"cullingresult:"<<(camera->getViewFrustum()->intersectsEx(Box))<<std::endl;
if(cullingresult == 0) return false;
else return true;
}
return false;
}
void
BinarySeachTree::RenderBSPTree(BSPTreeNode* root, scene::ICameraSceneNodePtr camera)
{
if(JudgeIntersection(camera, root)&&(root != NULL))
{
if(root->treeheight == THeight+1) //9
{
std::cout<<"-----------------------render---------------------------"<<std::endl;
std::cout<<"treeheight:"<<root->treeheight<<std::endl;
std::cout<<"size:"<<(root->nodes.size())<<std::endl;
for(scene::SSceneNodeArray::iterator iter = root->nodes.begin(); iter != root->nodes.end(); ++iter)
{
(*iter)->setVisible(true);
}
std::cout<<"end"<<std::endl;
}
std::cout<<"--------------------------------------------------"<<std::endl;
std::cout<<"treeheight:"<<root->treeheight<<std::endl;
std::cout<<"Left"<<std::endl;
RenderBSPTree(root->lchild, camera);
std::cout<<"--------------------------------------------------"<<std::endl;
std::cout<<"treeheight:"<<root->treeheight<<std::endl;
std::cout<<"Right"<<std::endl;
RenderBSPTree(root->rchild, camera);
}
}
void
BinarySeachTree::DeleteBSPTree()
{
}