void OLMeshTracker::UpdateSubNodes(Ogre::Node* regionNode, Ogre::Node* node, bool recurse, Ogre::MeshPtr meshP) { if (recurse && node->numChildren() > 0) { // if node has more children nodes, visit them recursivily Ogre::SceneNode::ChildNodeIterator nodeChildIterator = node->getChildIterator(); while (nodeChildIterator.hasMoreElements()) { Ogre::Node* nodeChild = nodeChildIterator.getNext(); // 'false' causes it to not visit sub-children which are included in parent and pos relative to parent UpdateSubNodes(regionNode, nodeChild, true, meshP); } } // children taken care of... check for attached objects to this node Ogre::SceneNode* snode = (Ogre::SceneNode*)node; Ogre::SceneNode::ObjectIterator snodeObjectIterator = snode->getAttachedObjectIterator(); while (snodeObjectIterator.hasMoreElements()) { Ogre::MovableObject* snodeObject = snodeObjectIterator.getNext(); if (snodeObject->getMovableType() == "Entity") { Ogre::Entity* snodeEntity = (Ogre::Entity*)snodeObject; Ogre::MeshPtr entityMesh = snodeEntity->getMesh(); if (entityMesh == meshP) { snode->needUpdate(true); // LG::Log("OLMeshTracker::UpdateSubNodes: setting node update for %s", snode->getName().c_str()); } } } return; }
// BETWEEN FRAME OPERATION void VisCalcFrustDist::calculateEntityVisibility(Ogre::Node* regionNode, Ogre::Node* node, bool recurse) { if (recurse && node->numChildren() > 0) { // if node has more children nodes, visit them recursivily Ogre::SceneNode::ChildNodeIterator nodeChildIterator = node->getChildIterator(); while (nodeChildIterator.hasMoreElements()) { Ogre::Node* nodeChild = nodeChildIterator.getNext(); // 'false' causes it to not visit sub-children which are included in parent and pos relative to parent calculateEntityVisibility(regionNode, nodeChild, false); visChildren++; } } visNodes++; // children taken care of... check fo attached objects to this node Ogre::SceneNode* snode = (Ogre::SceneNode*)node; // the camera needs to be made relative to the region // Ogre::Vector3 relCameraPos = LG::RendererOgre::Instance()->m_camera->getPosition() - regionNode->getPosition(); // float snodeDistance = LG::RendererOgre::Instance()->m_camera->getPosition().distance(snode->_getWorldAABB().getCenter()); // float snodeDistance = relCameraPos.distance(snode->getPosition()); float snodeDistance = LG::RendererOgre::Instance()->m_camera->getDistanceFromCamera(regionNode, snode->getPosition()); Ogre::SceneNode::ObjectIterator snodeObjectIterator = snode->getAttachedObjectIterator(); while (snodeObjectIterator.hasMoreElements()) { Ogre::MovableObject* snodeObject = snodeObjectIterator.getNext(); if (snodeObject->getMovableType() == "Entity") { visEntities++; Ogre::Entity* snodeEntity = (Ogre::Entity*)snodeObject; // check it's visibility if it's not world geometry (terrain and ocean) if ((snodeEntity->getQueryFlags() & Ogre::SceneManager::WORLD_GEOMETRY_TYPE_MASK) == 0) { // computation if it should be visible // Note: this call is overridden by derived classes that do fancier visibility rules bool shouldBeVisible = this->CalculateVisibilityImpl(LG::RendererOgre::Instance()->m_camera, snodeEntity, snodeDistance); if (snodeEntity->isVisible()) { // we currently think this object is visible. make sure it should stay that way if (shouldBeVisible) { // it should stay visible visVisToVis++; } else { // not visible any more... make invisible nad unload it` /* Ogre::Vector3 cPos = LG::RendererOgre::Instance()->m_camera->getPosition(); Ogre::Vector3 rPos = regionNode->getPosition(); Ogre::Vector3 sPos = snode->getPosition(); LG::Log("VisToInVis: cPos=<%f,%f,%f>, rPos=<%f,%f,%f>, sPos(%s)=<%f,%f,%f>, d=%f", cPos.x, cPos.y, cPos.z, rPos.x, rPos.y, rPos.z, snode->getName().c_str(), sPos.x, sPos.y, sPos.z, snodeDistance); */ snodeEntity->setVisible(false); snode->needUpdate(true); visVisToInvis++; if (!snodeEntity->getMesh().isNull()) { queueMeshUnload(snodeEntity->getMesh()); } } } else { // the entity currently thinks it's not visible. // check to see if it should be visible by checking a fake bounding box if (shouldBeVisible) { // it should become visible again if (!snodeEntity->getMesh().isNull()) { // queueMeshLoad(snodeEntity, snodeEntity->getMesh()); LG::OLMeshTracker::Instance()->MakeLoaded(snodeEntity->getMesh()->getName(), Ogre::String(""), Ogre::String("visible"), snodeEntity); } // snodeEntity->setVisible(true); // must happen after mesh loaded visInvisToVis++; } else { visInvisToInvis++; } } } } } }