void SceneCullingState::addOccluder( SceneObject* object )
{
   PROFILE_SCOPE( SceneCullingState_addOccluder );

   // If the occluder is itself occluded, don't add it.
   //
   // NOTE: We do allow near plane intersections here.  Silhouette extraction
   //    should take that into account.

   if( cullObjects( &object, 1, DontCullRenderDisabled ) != 1 )
      return;

   // If the occluder has already been added, do nothing.  Check this
   // after the culling check since the same occluder can be added by
   // two separate zones and not be visible in one yet be visible in the
   // other.

   if( mAddedOccluderObjects.contains( object ) )
      return;
   mAddedOccluderObjects.push_back( object );

   // Let the object build a silhouette.  If it doesn't
   // return one, abort.

   Vector< Point3F > silhouette;
   object->buildSilhouette( getCameraState(), silhouette );

   if( silhouette.empty() || silhouette.size() < 3 )
      return;

   // Generate the culling volume.

   SceneCullingVolume volume;
   if( !createCullingVolume(
         silhouette.address(),
         silhouette.size(),
         SceneCullingVolume::Occluder,
         volume ) )
      return;

   // Add the frustum to all zones that the object is assigned to.

   for( SceneObject::ZoneRef* ref = object->_getZoneRefHead(); ref != NULL; ref = ref->nextInObj )
      addCullingVolumeToZone( ref->zone, volume );
}
void ofxRPiCameraVideoGrabber::stopRecording()
{
	if (directEngine) 
	{
		directEngine->stopRecording();
        /*
         
         direct mode has to use a lower resolution for display while recording
         set it back after recording
         */
        CameraState currentState = getCameraState();
        currentState.cameraSettings.doRecording = false;
        setup(currentState);
	}
	if (textureEngine) 
	{
		textureEngine->stopRecording();
	}
}
void ofxRPiCameraVideoGrabber::onUpdate(ofEventArgs & args)
{
	if(textureEngine)
	{
		frameCounter  = textureEngine->getFrameCounter();
		
	}else
	{
		if (directEngine) 
		{
			frameCounter  = directEngine->getFrameCounter();
		}
	}
	
	if (frameCounter > updateFrameCounter) 
	{
		updateFrameCounter = frameCounter;
		hasNewFrame = true;
		
	}else
	{
		hasNewFrame = false;
	}
	if (hasNewFrame) 
	{
		if (textureEngine) 
		{
			if (pixelsRequested) 
			{
				textureEngine->updatePixels();
			}
		}
	}
    if (recordingRequested) 
    {
        recordingRequested = false;
        CameraState currentState = getCameraState();
        currentState.cameraSettings.doRecording = true;
        //ofLogVerbose() << "CALLING SETUP: " << currentStateToString();
        setup(currentState);
    }
	//ofLogVerbose() << "hasNewFrame: " << hasNewFrame;
}
bool SceneCullingState::isOccludedByTerrain( SceneObject* object ) const
{
   PROFILE_SCOPE( SceneCullingState_isOccludedByTerrain );

   // Don't try to occlude globally bounded objects.
   if( object->isGlobalBounds() )
      return false;

   const Vector< SceneObject* >& terrains = getSceneManager()->getContainer()->getTerrains();
   const U32 numTerrains = terrains.size();

   for( U32 terrainIdx = 0; terrainIdx < numTerrains; ++ terrainIdx )
   {
      TerrainBlock* terrain = dynamic_cast< TerrainBlock* >( terrains[ terrainIdx ] );
      if( !terrain )
         continue;

      MatrixF terrWorldTransform = terrain->getWorldTransform();

      Point3F localCamPos = getCameraState().getViewPosition();
      terrWorldTransform.mulP(localCamPos);
      F32 height;
      terrain->getHeight( Point2F( localCamPos.x, localCamPos.y ), &height );
      bool aboveTerrain = ( height <= localCamPos.z );

      // Don't occlude if we're below the terrain.  This prevents problems when
      //  looking out from underground bases...
      if( !aboveTerrain )
         continue;

      const Box3F& oBox = object->getObjBox();
      F32 minSide = getMin(oBox.len_x(), oBox.len_y());
      if (minSide > 85.0f)
         continue;

      const Box3F& rBox = object->getWorldBox();
      Point3F ul(rBox.minExtents.x, rBox.minExtents.y, rBox.maxExtents.z);
      Point3F ur(rBox.minExtents.x, rBox.maxExtents.y, rBox.maxExtents.z);
      Point3F ll(rBox.maxExtents.x, rBox.minExtents.y, rBox.maxExtents.z);
      Point3F lr(rBox.maxExtents.x, rBox.maxExtents.y, rBox.maxExtents.z);

      terrWorldTransform.mulP(ul);
      terrWorldTransform.mulP(ur);
      terrWorldTransform.mulP(ll);
      terrWorldTransform.mulP(lr);

      Point3F xBaseL0_s = ul - localCamPos;
      Point3F xBaseL0_e = lr - localCamPos;
      Point3F xBaseL1_s = ur - localCamPos;
      Point3F xBaseL1_e = ll - localCamPos;

      static F32 checkPoints[3] = {0.75, 0.5, 0.25};
      RayInfo rinfo;
      for( U32 i = 0; i < 3; i ++ )
      {
         Point3F start = (xBaseL0_s * checkPoints[i]) + localCamPos;
         Point3F end   = (xBaseL0_e * checkPoints[i]) + localCamPos;

         if (terrain->castRay(start, end, &rinfo))
            continue;

         terrain->getHeight(Point2F(start.x, start.y), &height);
         if ((height <= start.z) == aboveTerrain)
            continue;

         start = (xBaseL1_s * checkPoints[i]) + localCamPos;
         end   = (xBaseL1_e * checkPoints[i]) + localCamPos;

         if (terrain->castRay(start, end, &rinfo))
            continue;

         Point3F test = (start + end) * 0.5;
         if (terrain->castRay(localCamPos, test, &rinfo) == false)
            continue;

         return true;
      }
   }

   return false;
}
bool SceneCullingState::createCullingVolume( const Point3F* vertices, U32 numVertices, SceneCullingVolume::Type type, SceneCullingVolume& outVolume )
{
   const Point3F& viewPos = getCameraState().getViewPosition();
   const Point3F& viewDir = getCameraState().getViewDirection();
   const bool isOrtho = getCullingFrustum().isOrtho();

   //TODO: check if we need to handle penetration of the near plane for occluders specially

   // Allocate space for the clipping planes we generate.  Assume the worst case
   // of every edge generating a plane and, for includers, all edges meeting at
   // steep angles so we need to insert extra planes (the latter is not possible,
   // of course, but it makes things less complicated here).  For occluders, add
   // an extra plane for the near cap.

   const U32 maxPlanes = ( type == SceneCullingVolume::Occluder ? numVertices + 1 : numVertices * 2 );
   PlaneF* planes = allocateData< PlaneF >( maxPlanes );

   // Keep track of the world-space bounds of the polygon.  We use this later
   // to derive some metrics.

   Box3F wsPolyBounds;

   wsPolyBounds.minExtents = Point3F( TypeTraits< F32 >::MAX, TypeTraits< F32 >::MAX, TypeTraits< F32 >::MAX );
   wsPolyBounds.maxExtents = Point3F( TypeTraits< F32 >::MIN, TypeTraits< F32 >::MIN, TypeTraits< F32 >::MIN );

   // For occluders, also keep track of the nearest, and two farthest silhouette points.  We use
   // this later to construct a near capping plane.
   F32 minVertexDistanceSquared = TypeTraits< F32 >::MAX;
   U32 leastDistantVert = 0;

   F32 maxVertexDistancesSquared[ 2 ] = { TypeTraits< F32 >::MIN, TypeTraits< F32 >::MIN };
   U32 mostDistantVertices[ 2 ] = { 0, 0 };

   // Generate the extrusion volume.  For orthographic projections, extrude
   // parallel to the view direction whereas for parallel projections, extrude
   // from the viewpoint.

   U32 numPlanes = 0;
   U32 lastVertex = numVertices - 1;
   bool invert = false;

   for( U32 i = 0; i < numVertices; lastVertex = i, ++ i )
   {
      AssertFatal( numPlanes < maxPlanes, "SceneCullingState::createCullingVolume - Did not allocate enough planes!" );

      const Point3F& v1 = vertices[ i ];
      const Point3F& v2 = vertices[ lastVertex ];

      // Keep track of bounds.

      wsPolyBounds.minExtents.setMin( v1 );
      wsPolyBounds.maxExtents.setMax( v1 );

      // Skip the edge if it's length is really short.

      const Point3F edgeVector = v2 - v1;
      const F32 edgeVectorLenSquared = edgeVector.lenSquared();
      if( edgeVectorLenSquared < 0.025f )
         continue;

      //TODO: might need to do additional checks here for non-planar polygons used by occluders
      //TODO: test for colinearity of edge vector with view vector (occluders only)

      // Create a plane for the edge.

      if( isOrtho )
      {
         // Compute a plane through the two edge vertices and one
         // of the vertices extended along the view direction.

         if( !invert )
            planes[ numPlanes ] = PlaneF( v1, v1 + viewDir, v2 );
         else
            planes[ numPlanes ] = PlaneF( v2, v1 + viewDir, v1 );
      }
      else
      {
         // Compute a plane going through the viewpoint and the two
         // edge vertices.

         if( !invert )
            planes[ numPlanes ] = PlaneF( v1, viewPos, v2 );
         else
            planes[ numPlanes ] = PlaneF( v2, viewPos, v1 );
      }

      numPlanes ++;

      // If this is the first plane that we have created, find out whether
      // the vertex ordering is giving us the plane orientations that we want
      // (facing inside).  If not, invert vertex order from now on.

      if( numPlanes == 1 )
      {
         Point3F center( 0, 0, 0 );
         for( U32 n = 0; n < numVertices; ++ n )
            center += vertices[n];
         center /= numVertices;

         if( planes[numPlanes - 1].whichSide( center ) == PlaneF::Back )
         {
            invert = true;
            planes[ numPlanes - 1 ].invert();
         }
      }

      // For occluders, keep tabs of the nearest, and two farthest vertices.

      if( type == SceneCullingVolume::Occluder )
      {
         const F32 distSquared = ( v1 - viewPos ).lenSquared();
         if( distSquared < minVertexDistanceSquared )
         {
            minVertexDistanceSquared = distSquared;
            leastDistantVert = i;
         }
         if( distSquared > maxVertexDistancesSquared[ 0 ] )
         {
            // Move 0 to 1.
            maxVertexDistancesSquared[ 1 ] = maxVertexDistancesSquared[ 0 ];
            mostDistantVertices[ 1 ] = mostDistantVertices[ 0 ];

            // Replace 0.
            maxVertexDistancesSquared[ 0 ] = distSquared;
            mostDistantVertices[ 0 ] = i;
         }
         else if( distSquared > maxVertexDistancesSquared[ 1 ] )
         {
            // Replace 1.
            maxVertexDistancesSquared[ 1 ] = distSquared;
            mostDistantVertices[ 1 ] = i;
         }
      }
   }

   // If the extrusion produced no useful result, abort.

   if( numPlanes < 3 )
      return false;

   // For includers, test the angle of the edges at the current vertex.
   // If too steep, add an extra plane to improve culling efficiency.

   if( false )//type == SceneCullingVolume::Includer )
   {
      const U32 numOriginalPlanes = numPlanes;
      U32 lastPlaneIndex = numPlanes - 1;

      for( U32 i = 0; i < numOriginalPlanes; lastPlaneIndex = i, ++ i )
      {
         const PlaneF& currentPlane = planes[ i ];
         const PlaneF& lastPlane = planes[ lastPlaneIndex ];

         // Compute the cosine of the angle between the two plane normals.

         const F32 cosAngle = mFabs( mDot( currentPlane, lastPlane ) );

         // The planes meet at increasingly steep angles the more they point
         // in opposite directions, i.e the closer the angle of their normals
         // is to 180 degrees.  Skip any two planes that don't get near that.

         if( cosAngle > 0.1f )
            continue;

         //TODO

         const Point3F addNormals = currentPlane + lastPlane;
         const Point3F crossNormals = mCross( currentPlane, lastPlane );

         Point3F newNormal = currentPlane + lastPlane;//addNormals - mDot( addNormals, crossNormals ) * crossNormals;

         //

         planes[ numPlanes ] = PlaneF( currentPlane.getPosition(), newNormal );
         numPlanes ++;
      }
   }

   // Compute the metrics of the culling volume in relation to the view frustum.
   //
   // For this, we are short-circuiting things slightly.  The correct way (other than doing
   // full screen projections) would be to transform all the polygon points into camera
   // space, lay an AABB around those points, and then find the X and Z extents on the near plane.
   //
   // However, while not as accurate, a faster way is to just project the axial vectors
   // of the bounding box onto both the camera right and up vector.  This gives us a rough
   // estimate of the camera-space size of the polygon we're looking at.
   
   const MatrixF& cameraTransform = getCameraState().getViewWorldMatrix();
   const Point3F cameraRight = cameraTransform.getRightVector();
   const Point3F cameraUp = cameraTransform.getUpVector();

   const Point3F wsPolyBoundsExtents = wsPolyBounds.getExtents();
   
   F32 widthEstimate =
      getMax( mFabs( wsPolyBoundsExtents.x * cameraRight.x ),
         getMax( mFabs( wsPolyBoundsExtents.y * cameraRight.y ),
                 mFabs( wsPolyBoundsExtents.z * cameraRight.z ) ) );

   F32 heightEstimate =
      getMax( mFabs( wsPolyBoundsExtents.x * cameraUp.x ),
         getMax( mFabs( wsPolyBoundsExtents.y * cameraUp.y ),
                 mFabs( wsPolyBoundsExtents.z * cameraUp.z ) ) );

   // If the current camera is a perspective one, divide the two estimates
   // by the distance of the nearest bounding box vertex to the camera
   // to account for perspective distortion.

   if( !isOrtho )
   {
      const Point3F nearestVertex = wsPolyBounds.computeVertex(
         Box3F::getPointIndexFromOctant( - viewDir )
      );

      const F32 distance = ( nearestVertex - viewPos ).len();

      widthEstimate /= distance;
      heightEstimate /= distance;
   }

   // If we are creating an occluder, check to see if the estimates fit
   // our minimum requirements.

   if( type == SceneCullingVolume::Occluder )
   {
      const F32 widthEstimatePercentage = widthEstimate / getCullingFrustum().getWidth();
      const F32 heightEstimatePercentage = heightEstimate / getCullingFrustum().getHeight();

      if( widthEstimatePercentage < smOccluderMinWidthPercentage ||
          heightEstimatePercentage < smOccluderMinHeightPercentage )
         return false; // Reject.
   }

   // Use the area estimate as the volume's sort point.

   const F32 sortPoint = widthEstimate * heightEstimate;

   // Finally, if it's an occluder, compute a near cap.  The near cap prevents objects
   // in front of the occluder from testing positive.  The same could be achieved by
   // manually comparing distances before testing objects but since that would amount
   // to the same checks the plane/AABB tests do, it's easier to just add another plane.
   // Additionally, it gives the benefit of being able to create more precise culling
   // results by angling the plane.

   //NOTE: Could consider adding a near cap for includers too when generating a volume
   //  for the outdoor zone as that may prevent quite a bit of space from being included.
   //  However, given that this space will most likely just be filled with interior
   //  stuff anyway, it's probably not worth it.

   if( type == SceneCullingVolume::Occluder )
   {
      const U32 nearCapIndex = numPlanes;
      planes[ nearCapIndex ] = PlaneF(
         vertices[ mostDistantVertices[ 0 ] ],
         vertices[ mostDistantVertices[ 1 ] ],
         vertices[ leastDistantVert ] );

      // Invert the plane, if necessary.
      if( planes[ nearCapIndex ].whichSide( viewPos ) == PlaneF::Front )
         planes[ nearCapIndex ].invert();

      numPlanes ++;
   }

   // Create the volume from the planes.

   outVolume = SceneCullingVolume(
      type,
      PlaneSetF( planes, numPlanes )
   );
   outVolume.setSortPoint( sortPoint );

   // Done.

   return true;
}