Coverage Report

Created: 2025-07-18 07:08

/src/ogre/PlugIns/BSPSceneManager/include/OgreBspNode.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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    (Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef _BspNode_H__
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#define _BspNode_H__
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#include "OgreBspPrerequisites.h"
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#include "OgrePlane.h"
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#include "OgreAxisAlignedBox.h"
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#include "OgreSceneQuery.h"
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namespace Ogre {
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    class BspLevel;
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    /** \addtogroup Plugins
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    *  @{
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    */
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    /** \addtogroup BSPSceneManager
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    *  @{
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    */
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    /** This type can be used by collaborating applications & SceneManagers to
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        agree on the type of world geometry to be returned from queries. Not all
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        these types will be supported by all SceneManagers; once the application
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        has decided which SceneManager specialisation to use, it is expected that
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        it will know which type of world geometry abstraction is available to it.
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    */
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    enum WorldFragmentType {
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        /// Return no world geometry hits at all
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        WFT_NONE,
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        /// Return pointers to convex plane-bounded regions
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        WFT_PLANE_BOUNDED_REGION,
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        /// Return a single intersection point (typically RaySceneQuery only)
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        WFT_SINGLE_INTERSECTION,
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        /// Custom geometry as defined by the SceneManager
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        WFT_CUSTOM_GEOMETRY,
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        /// General RenderOperation structure
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        WFT_RENDER_OPERATION
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    };
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    /** Represents part of the world geometry that is a result of a SceneQuery.
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        Since world geometry is normally vast and sprawling, we need a way of
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        retrieving parts of it based on a query. That is what this struct is for;
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        note there are potentially as many data structures for world geometry as there
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        are SceneManagers, however this structure includes a few common abstractions as
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        well as a more general format.
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    @par
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        The type of world fragment that is returned from a query depends on the
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        SceneManager, and the option set using SceneQuery::setWorldFragmentType.
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        You can see what fragment types are supported on the query in question by
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        calling SceneQuery::getSupportedWorldFragmentTypes().
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    */
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    struct WorldFragment {
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        /// The type of this world fragment
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        WorldFragmentType fragmentType;
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        /// Single intersection point, only applicable for WFT_SINGLE_INTERSECTION
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        Vector3 singleIntersection;
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        /// Planes bounding a convex region, only applicable for WFT_PLANE_BOUNDED_REGION
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        std::vector<Plane>* planes;
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        /// Custom geometry block, only applicable for WFT_CUSTOM_GEOMETRY
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        void* geometry;
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        /// General render operation structure, fallback if nothing else is available
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        RenderOperation* renderOp;
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    };
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    /** Encapsulates a node in a BSP tree.
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        A BSP tree represents space partitioned by planes . The space which is
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        partitioned is either the world (in the case of the root node) or the space derived
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        from their parent node. Each node can have elements which are in front or behind it, which are
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        it's children and these elements can either be further subdivided by planes,
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        or they can be undivided spaces or 'leaf nodes' - these are the nodes which actually contain
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        objects and world geometry.The leaves of the tree are the stopping point of any tree walking algorithm,
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        both for rendering and collision detection etc.
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        Ogre chooses not to represent splitting nodes and leaves as separate structures, but to merge the two for simplicity
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        of the walking algorithm. If a node is a leaf, the isLeaf() method returns true and both getFront() and
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        getBack() return null pointers. If the node is a partitioning plane isLeaf() returns false and getFront()
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        and getBack() will return the corresponding BspNode objects.
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    */
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    class BspNode : public NodeAlloc
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    {
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        friend class BspLevel;
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    public:
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        /** Constructor, only to be used by BspLevel. */
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        BspNode(BspLevel* owner, bool isLeaf);
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        BspNode();
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        ~BspNode();
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        /** Returns true if this node is a leaf (i.e. contains geometry) or false if it is a splitting plane.
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            A BspNode can either be a splitting plane (the typical representation of a BSP node) or an undivided
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            region contining geometry (a leaf node). Ogre represents both using the same class for simplicity
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            of tree walking. However it is important that you use this method to determine which type you are dealing
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            with, since certain methods are only supported with one of the subtypes. Details are given in the individual methods.
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            Note that I could have represented splitting / leaf nodes as a class hierarchy but the
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            virtual methods / run-time type identification would have a performance hit, and it would not make the
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            code much (any?) simpler anyway. I think this is a fair trade-off in this case.
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        */
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        bool isLeaf(void) const;
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        /** Returns a pointer to a BspNode containing the subspace on the positive side of the splitting plane.
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            This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this
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            method on a leaf node will throw an exception.
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        */
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        BspNode* getFront(void) const;
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        /** Returns a pointer to a BspNode containing the subspace on the negative side of the splitting plane.
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            This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this
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            method on a leaf node will throw an exception.
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        */
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        BspNode* getBack(void) const;
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        /** Determines which side of the splitting plane a worldspace point is.
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            This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this
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            method on a leaf node will throw an exception.
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        */
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        Plane::Side getSide (const Vector3& point) const;
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        /** Gets the next node down in the tree, with the intention of
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            locating the leaf containing the given point.
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            This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this
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            method on a leaf node will throw an exception.
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        */
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        BspNode* getNextNode(const Vector3& point) const;
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        /** Returns details of the plane which is used to subdivide the space of his node's children.
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            This method should only be called on a splitting node, i.e. where isLeaf() returns false. Calling this
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            method on a leaf node will throw an exception.
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        */
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        const Plane& getSplitPlane(void) const;
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        /** Returns the axis-aligned box which contains this node if it is a leaf.
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            This method should only be called on a leaf node. It returns a box which can be used in calls like
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            Camera::isVisible to determine if the leaf node is visible in the view.
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        */
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        const AxisAlignedBox& getBoundingBox(void) const;
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        /** Returns the number of faces contained in this leaf node.
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            Should only be called on a leaf node.
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        */
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        int getNumFaceGroups(void) const;
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        /** Returns the index to the face group index list for this leaf node.
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            The contents of this buffer is a list of indexes which point to the
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            actual face groups held in a central buffer in the BspLevel class (in
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            actual fact for efficiency the indexes themselves are also held in a single
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            buffer in BspLevel too). The reason for this indirection is that the buffer
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            of indexes to face groups is organised in chunks relative to nodes, whilst the
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            main buffer of face groups may not be.
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            Should only be called on a leaf node.
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        */
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        int getFaceGroupStart(void) const;
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        /** Determines if the passed in node (must also be a leaf) is visible from this leaf.
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            Must only be called on a leaf node, and the parameter must also be a leaf node. If
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            this method returns true, then the leaf passed in is visible from this leaf.
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            Note that internally this uses the Potentially Visible Set (PVS) which is precalculated
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            and stored with the BSP level.
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        */
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        bool isLeafVisible(const BspNode* leaf) const;
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        friend std::ostream& operator<< (std::ostream& o, BspNode& n);
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        /// Internal method for telling the node that a movable intersects it
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        void _addMovable(const MovableObject* mov);
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        /// Internal method for telling the node that a movable no longer intersects it
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        void _removeMovable(const MovableObject* mov);
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        /// Gets the signed distance to the dividing plane
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        Real getDistance(const Vector3& pos) const;
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        typedef std::set<const MovableObject*> IntersectingObjectSet;
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        struct Brush
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        {
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            std::vector<Plane> planes;
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            SceneQuery::WorldFragment fragment; /// For query reporting
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        };
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        typedef std::vector<Brush*> NodeBrushList; /// Main brush memory held on level
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        /** Get the list of solid Brushes for this node.
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        @remarks Only applicable for leaf nodes. 
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        */
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        const NodeBrushList& getSolidBrushes(void) const;
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    protected:
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        BspLevel* mOwner; /// Back-reference to containing level
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        bool mIsLeaf;
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        // Node-only members
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        /** The plane which splits space in a non-leaf node.
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            Note that nodes do not allocate the memory for other nodes - for simplicity and bulk-allocation
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            of memory the BspLevel is responsible for assigning enough memory for all nodes in one go.
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        */
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        Plane mSplitPlane;
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        /** Pointer to the node in front of this non-leaf node. */
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        BspNode* mFront;
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        /** Pointer to the node behind this non-leaf node. */
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        BspNode* mBack;
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        // Leaf-only members
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        /** The cluster number of this leaf.
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            Leaf nodes are assigned to 'clusters' of nodes, which are used to group nodes together for
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            visibility testing. There is a lookup table which is used to determine if one cluster of leaves
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            is visible from another cluster. Whilst it would be possible to expand all this out so that
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            each node had a list of pointers to other visible nodes, this would be very expensive in terms
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            of storage (using the cluster method there is a table which is 1-bit squared per cluster, rounded
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            up to the nearest byte obviously, which uses far less space than 4-bytes per linked node per source
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            node). Of course the limitation here is that you have to each leaf in turn to determine if it is visible
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            rather than just following a list, but since this is only done once per frame this is not such a big
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            overhead.
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        */
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        int mVisCluster;
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        /** The axis-aligned box which bounds node if it is a leaf. */
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        AxisAlignedBox mBounds;
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        /** Number of face groups in this node if it is a leaf. */
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        int mNumFaceGroups;
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        /** Index to the part of the main leaf facegroup index buffer(held in BspLevel) for this leaf.
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            This leaf uses mNumFaceGroups from this pointer onwards. From here you use the index
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            in this buffer to look up the actual face.
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            Note that again for simplicity and bulk memory allocation the face
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            group list itself is allocated by the BspLevel for all nodes, and each leaf node is given a section of it to
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            work on. This saves lots of small memory allocations / deallocations which limits memory fragmentation.
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        */
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        int mFaceGroupStart;
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        IntersectingObjectSet mMovables;
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        NodeBrushList mSolidBrushes;
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    public:
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        const IntersectingObjectSet& getObjects(void) const { return mMovables; }
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    };
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    /** @} */
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    /** @} */
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}
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#endif