//显示选中物体的包围盒
void ObjectPositionEditor::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
{
	EditorRoot* pEditorRoot = EditorRoot::Instance();
	DebugRenderer* debug = pEditorRoot->scene_->GetComponent<DebugRenderer>();
	if(debug == NULL)
		return;

	vector<Node*> nodes = pEditorRoot->GetUnionSelections();
	for(int i = 0;i < nodes.size();i ++)
	{
		Node* node = nodes[i];
		if(node->GetComponent<Skybox>() != NULL)
			continue;

		debug->AddNode(node,1.0f,false);

		const Vector<SharedPtr<Component> >& components = node->GetComponents();
		for(int j = 0;j < node->GetNumComponents();j ++)
		{
			Drawable* drawable = dynamic_cast<Drawable*>(components[j].Get());
			if(drawable != NULL)
			{
				debug->AddBoundingBox(drawable->GetWorldBoundingBox(),Color::WHITE,true);
			}
		}
	}

	//计算总的
	if(nodes.size() > 1)
	{
		BoundingBox allBox;
		for(int i = 0;i < nodes.size();i ++)
		{
			Node* node = nodes[i];
			if(node->GetComponent<Skybox>() != NULL)
				continue;

			const Vector<SharedPtr<Component> >& components = node->GetComponents();
			for(int j = 0;j < node->GetNumComponents();j ++)
			{
				Drawable* drawable = dynamic_cast<Drawable*>(components[j].Get());
				if(drawable != NULL)
				{
					allBox.Merge(drawable->GetWorldBoundingBox());
				}
			}
		}

		debug->AddBoundingBox(allBox,Color::BLUE,true);
	}

	if(CurrentHoverObject != NULL)
	{
		CurrentHoverObject->DrawDebugGeometry(debug,false);
	}
}
Пример #2
0
void Navigation::AddOrRemoveObject()
{
    // Raycast and check if we hit a mushroom node. If yes, remove it, if no, create a new one
    Vector3 hitPos;
    Drawable* hitDrawable;
    
    if (Raycast(250.0f, hitPos, hitDrawable))
    {
        // The part of the navigation mesh we must update, which is the world bounding box of the associated
        // drawable component
        BoundingBox updateBox;
        
        Node* hitNode = hitDrawable->GetNode();
        if (hitNode->GetName() == "Mushroom")
        {
            updateBox = hitDrawable->GetWorldBoundingBox();
            hitNode->Remove();
        }
        else
        {
            Node* newNode = CreateMushroom(hitPos);
            updateBox = newNode->GetComponent<StaticModel>()->GetWorldBoundingBox();
        }
        
        // Rebuild part of the navigation mesh, then recalculate path if applicable
        scene_->GetComponent<NavigationMesh>()->Build(updateBox);
        RecalculatePath();
    }
}
Пример #3
0
void BoxOctreeQuery::TestDrawables(Drawable** start, Drawable** end, bool inside)
{
    while (start != end)
    {
        Drawable* drawable = *start++;
        
        if ((drawable->GetDrawableFlags() & drawableFlags_) && (drawable->GetViewMask() & viewMask_))
        {
            if (inside || box_.IsInsideFast(drawable->GetWorldBoundingBox()))
                result_.Push(drawable);
        }
    }
}
Пример #4
0
void Octree::RaycastSingle(RayOctreeQuery& query) const
{
    PROFILE(Raycast);

    query.result_.Clear();
    rayQueryDrawables_.Clear();
    GetDrawablesOnlyInternal(query, rayQueryDrawables_);

    // Sort by increasing hit distance to AABB
    for (PODVector<Drawable*>::Iterator i = rayQueryDrawables_.Begin(); i != rayQueryDrawables_.End(); ++i)
    {
        Drawable* drawable = *i;
        drawable->SetSortValue(query.ray_.HitDistance(drawable->GetWorldBoundingBox()));
    }

    Sort(rayQueryDrawables_.Begin(), rayQueryDrawables_.End(), CompareDrawables);

    // Then do the actual test according to the query, and early-out as possible
    float closestHit = M_INFINITY;
    for (PODVector<Drawable*>::Iterator i = rayQueryDrawables_.Begin(); i != rayQueryDrawables_.End(); ++i)
    {
        Drawable* drawable = *i;
        if (drawable->GetSortValue() < Min(closestHit, query.maxDistance_))
        {
            unsigned oldSize = query.result_.Size();
            drawable->ProcessRayQuery(query, query.result_);
            if (query.result_.Size() > oldSize)
                closestHit = Min(closestHit, query.result_.Back().distance_);
        }
        else
            break;
    }

    if (query.result_.Size() > 1)
    {
        Sort(query.result_.Begin(), query.result_.End(), CompareRayQueryResults);
        query.result_.Resize(1);
    }
}
Пример #5
0
void Octree::Update(const FrameInfo& frame)
{
    // Let drawables update themselves before reinsertion. This can be used for animation
    if (!drawableUpdates_.Empty())
    {
        PROFILE(UpdateDrawables);

        // Perform updates in worker threads. Notify the scene that a threaded update is going on and components
        // (for example physics objects) should not perform non-threadsafe work when marked dirty
        Scene* scene = GetScene();
        WorkQueue* queue = GetSubsystem<WorkQueue>();
        scene->BeginThreadedUpdate();

        int numWorkItems = queue->GetNumThreads() + 1; // Worker threads + main thread
        int drawablesPerItem = Max((int)(drawableUpdates_.Size() / numWorkItems), 1);

        PODVector<Drawable*>::Iterator start = drawableUpdates_.Begin();
        // Create a work item for each thread
        for (int i = 0; i < numWorkItems; ++i)
        {
            SharedPtr<WorkItem> item = queue->GetFreeItem();
            item->priority_ = M_MAX_UNSIGNED;
            item->workFunction_ = UpdateDrawablesWork;
            item->aux_ = const_cast<FrameInfo*>(&frame);

            PODVector<Drawable*>::Iterator end = drawableUpdates_.End();
            if (i < numWorkItems - 1 && end - start > drawablesPerItem)
                end = start + drawablesPerItem;

            item->start_ = &(*start);
            item->end_ = &(*end);
            queue->AddWorkItem(item);

            start = end;
        }

        queue->Complete(M_MAX_UNSIGNED);
        scene->EndThreadedUpdate();
    }

    // Notify drawable update being finished. Custom animation (eg. IK) can be done at this point
    Scene* scene = GetScene();
    if (scene)
    {
        using namespace SceneDrawableUpdateFinished;

        VariantMap& eventData = GetEventDataMap();
        eventData[P_SCENE] = scene;
        eventData[P_TIMESTEP] = frame.timeStep_;
        scene->SendEvent(E_SCENEDRAWABLEUPDATEFINISHED, eventData);
    }

    // Reinsert drawables that have been moved or resized, or that have been newly added to the octree and do not sit inside
    // the proper octant yet
    if (!drawableUpdates_.Empty())
    {
        PROFILE(ReinsertToOctree);

        for (PODVector<Drawable*>::Iterator i = drawableUpdates_.Begin(); i != drawableUpdates_.End(); ++i)
        {
            Drawable* drawable = *i;
            drawable->updateQueued_ = false;
            Octant* octant = drawable->GetOctant();
            const BoundingBox& box = drawable->GetWorldBoundingBox();

            // Skip if no octant or does not belong to this octree anymore
            if (!octant || octant->GetRoot() != this)
                continue;
            // Skip if still fits the current octant
            if (drawable->IsOccludee() && octant->GetCullingBox().IsInside(box) == INSIDE && octant->CheckDrawableFit(box))
                continue;

            InsertDrawable(drawable);

#ifdef _DEBUG
            // Verify that the drawable will be culled correctly
            octant = drawable->GetOctant();
            if (octant != this && octant->GetCullingBox().IsInside(box) != INSIDE)
            {
                LOGERROR("Drawable is not fully inside its octant's culling bounds: drawable box " + box.ToString() +
                         " octant box " + octant->GetCullingBox().ToString());
            }
#endif
        }
    }

    drawableUpdates_.Clear();
}
void NavigationMesh::CollectGeometries(Vector<NavigationGeometryInfo>& geometryList, Node* node, HashSet<Node*>& processedNodes,
    bool recursive)
{
    // Make sure nodes are not included twice
    if (processedNodes.Contains(node))
        return;
    // Exclude obstacles and crowd agents from consideration
    if (node->HasComponent<Obstacle>() || node->HasComponent<CrowdAgent>())
        return;
    processedNodes.Insert(node);

    Matrix3x4 inverse = node_->GetWorldTransform().Inverse();

#ifdef ATOMIC_PHYSICS
    // Prefer compatible physics collision shapes (triangle mesh, convex hull, box) if found.
    // Then fallback to visible geometry
    PODVector<CollisionShape*> collisionShapes;
    node->GetComponents<CollisionShape>(collisionShapes);
    bool collisionShapeFound = false;

    for (unsigned i = 0; i < collisionShapes.Size(); ++i)
    {
        CollisionShape* shape = collisionShapes[i];
        if (!shape->IsEnabledEffective())
            continue;

        ShapeType type = shape->GetShapeType();
        if ((type == SHAPE_BOX || type == SHAPE_TRIANGLEMESH || type == SHAPE_CONVEXHULL) && shape->GetCollisionShape())
        {
            Matrix3x4 shapeTransform(shape->GetPosition(), shape->GetRotation(), shape->GetSize());

            NavigationGeometryInfo info;
            info.component_ = shape;
            info.transform_ = inverse * node->GetWorldTransform() * shapeTransform;
            info.boundingBox_ = shape->GetWorldBoundingBox().Transformed(inverse);

            geometryList.Push(info);
            collisionShapeFound = true;
        }
    }
    if (!collisionShapeFound)
#endif
    {
        PODVector<Drawable*> drawables;
        node->GetDerivedComponents<Drawable>(drawables);

        for (unsigned i = 0; i < drawables.Size(); ++i)
        {
            /// \todo Evaluate whether should handle other types. Now StaticModel & TerrainPatch are supported, others skipped
            Drawable* drawable = drawables[i];
            if (!drawable->IsEnabledEffective())
                continue;

            NavigationGeometryInfo info;

            if (drawable->GetType() == StaticModel::GetTypeStatic())
                info.lodLevel_ = static_cast<StaticModel*>(drawable)->GetOcclusionLodLevel();
            else if (drawable->GetType() == TerrainPatch::GetTypeStatic())
                info.lodLevel_ = 0;
            else
                continue;

            info.component_ = drawable;
            info.transform_ = inverse * node->GetWorldTransform();
            info.boundingBox_ = drawable->GetWorldBoundingBox().Transformed(inverse);

            geometryList.Push(info);
        }
    }

    if (recursive)
    {
        const Vector<SharedPtr<Node> >& children = node->GetChildren();
        for (unsigned i = 0; i < children.Size(); ++i)
            CollectGeometries(geometryList, children[i], processedNodes, recursive);
    }
}