OGRE-Next
2.3
Object-Oriented Graphics Rendering Engine
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Encapsulates a node in a BSP tree. More...
#include <OgreBspNode.h>
Classes | |
struct | Brush |
Public Types | |
typedef set< const MovableObject * >::type | IntersectingObjectSet |
typedef vector< Brush * >::type | NodeBrushList |
Public Member Functions | |
BspNode () | |
BspNode (BspLevel *owner, bool isLeaf) | |
Constructor, only to be used by BspLevel. More... | |
~BspNode () | |
void | _addMovable (const MovableObject *mov) |
Internal method for telling the node that a movable intersects it. More... | |
void | _removeMovable (const MovableObject *mov) |
Internal method for telling the node that a movable no longer intersects it. More... | |
BspNode * | getBack (void) const |
Returns a pointer to a BspNode containing the subspace on the negative side of the splitting plane. More... | |
const AxisAlignedBox & | getBoundingBox (void) const |
Returns the axis-aligned box which contains this node if it is a leaf. More... | |
Real | getDistance (const Vector3 &pos) const |
Gets the signed distance to the dividing plane. More... | |
int | getFaceGroupStart (void) const |
Returns the index to the face group index list for this leaf node. More... | |
BspNode * | getFront (void) const |
Returns a pointer to a BspNode containing the subspace on the positive side of the splitting plane. More... | |
BspNode * | getNextNode (const Vector3 &point) const |
Gets the next node down in the tree, with the intention of locating the leaf containing the given point. More... | |
int | getNumFaceGroups (void) const |
Returns the number of faces contained in this leaf node. More... | |
const IntersectingObjectSet & | getObjects (void) const |
Plane::Side | getSide (const Vector3 &point) const |
Determines which side of the splitting plane a worldspace point is. More... | |
const NodeBrushList & | getSolidBrushes (void) const |
Main brush memory held on level. More... | |
const Plane & | getSplitPlane (void) const |
Returns details of the plane which is used to subdivide the space of his node's children. More... | |
bool | isLeaf (void) const |
Returns true if this node is a leaf (i.e. More... | |
bool | isLeafVisible (const BspNode *leaf) const |
Determines if the passed in node (must also be a leaf) is visible from this leaf. More... | |
void | operator delete (void *ptr) |
void | operator delete (void *ptr, const char *, int, const char *) |
void | operator delete (void *ptr, void *) |
void | operator delete[] (void *ptr) |
void | operator delete[] (void *ptr, const char *, int, const char *) |
void * | operator new (size_t sz) |
void * | operator new (size_t sz, const char *file, int line, const char *func) |
operator new, with debug line info More... | |
void * | operator new (size_t sz, void *ptr) |
placement operator new More... | |
void * | operator new[] (size_t sz) |
void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
array operator new, with debug line info More... | |
Friends | |
class | BspLevel |
std::ostream & | operator<< (std::ostream &o, BspNode &n) |
Encapsulates a node in a BSP tree.
A BSP tree represents space partitioned by planes . The space which is partitioned is either the world (in the case of the root node) or the space derived from their parent node. Each node can have elements which are in front or behind it, which are it's children and these elements can either be further subdivided by planes, or they can be undivided spaces or 'leaf nodes' - these are the nodes which actually contain objects and world geometry.The leaves of the tree are the stopping point of any tree walking algorithm, both for rendering and collision detection etc. Ogre chooses not to represent splitting nodes and leaves as separate structures, but to merge the two for simplicity of the walking algorithm. If a node is a leaf, the isLeaf() method returns true and both getFront() and getBack() return null pointers. If the node is a partitioning plane isLeaf() returns false and getFront() and getBack() will return the corresponding BspNode objects.
typedef set<const MovableObject*>::type Ogre::BspNode::IntersectingObjectSet |
typedef vector<Brush*>::type Ogre::BspNode::NodeBrushList |
Ogre::BspNode::BspNode | ( | ) |
Ogre::BspNode::~BspNode | ( | ) |
void Ogre::BspNode::_addMovable | ( | const MovableObject * | mov | ) |
Internal method for telling the node that a movable intersects it.
void Ogre::BspNode::_removeMovable | ( | const MovableObject * | mov | ) |
Internal method for telling the node that a movable no longer intersects it.
BspNode* Ogre::BspNode::getBack | ( | void | ) | const |
const AxisAlignedBox& Ogre::BspNode::getBoundingBox | ( | void | ) | const |
Returns the axis-aligned box which contains this node if it is a leaf.
This method should only be called on a leaf node. It returns a box which can be used in calls like Camera::isVisible to determine if the leaf node is visible in the view.
Gets the signed distance to the dividing plane.
int Ogre::BspNode::getFaceGroupStart | ( | void | ) | const |
Returns the index to the face group index list for this leaf node.
The contents of this buffer is a list of indexes which point to the actual face groups held in a central buffer in the BspLevel class (in actual fact for efficiency the indexes themselves are also held in a single buffer in BspLevel too). The reason for this indirection is that the buffer of indexes to face groups is organised in chunks relative to nodes, whilst the main buffer of face groups may not be. Should only be called on a leaf node.
BspNode* Ogre::BspNode::getFront | ( | void | ) | const |
Gets the next node down in the tree, with the intention of locating the leaf containing the given point.
This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this method on a leaf node will throw an exception.
int Ogre::BspNode::getNumFaceGroups | ( | void | ) | const |
Returns the number of faces contained in this leaf node.
Should only be called on a leaf node.
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inline |
Plane::Side Ogre::BspNode::getSide | ( | const Vector3 & | point | ) | const |
Determines which side of the splitting plane a worldspace point is.
This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this method on a leaf node will throw an exception.
const NodeBrushList& Ogre::BspNode::getSolidBrushes | ( | void | ) | const |
Main brush memory held on level.
Get the list of solid Brushes for this node.
const Plane& Ogre::BspNode::getSplitPlane | ( | void | ) | const |
Returns details of the plane which is used to subdivide the space of his node's children.
This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this method on a leaf node will throw an exception.
bool Ogre::BspNode::isLeaf | ( | void | ) | const |
Returns true if this node is a leaf (i.e.
contains geometry) or false if it is a splitting plane. A BspNode can either be a splitting plane (the typical representation of a BSP node) or an undivided region contining geometry (a leaf node). Ogre represents both using the same class for simplicity of tree walking. However it is important that you use this method to determine which type you are dealing with, since certain methods are only supported with one of the subtypes. Details are given in the individual methods. Note that I could have represented splitting / leaf nodes as a class hierarchy but the virtual methods / run-time type identification would have a performance hit, and it would not make the code much (any?) simpler anyway. I think this is a fair trade-off in this case.
bool Ogre::BspNode::isLeafVisible | ( | const BspNode * | leaf | ) | const |
Determines if the passed in node (must also be a leaf) is visible from this leaf.
Must only be called on a leaf node, and the parameter must also be a leaf node. If this method returns true, then the leaf passed in is visible from this leaf. Note that internally this uses the Potentially Visible Set (PVS) which is precalculated and stored with the BSP level.
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operator new, with debug line info
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placement operator new
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array operator new, with debug line info
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