// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "Precompiled.h" #include "Geometry.h" #include "GeometryNode.h" #include "Light.h" #include "ReplicationUtils.h" #include "XMLElement.h" #include #include "DebugNew.h" GeometryNode::GeometryNode(unsigned flags, Octant* octant, const std::string& name) : VolumeNode(flags | NODE_GEOMETRY, octant, name), mLodBias(1.0f), mLodDistance(0.0f), mLodLevelsDirty(true) { } void GeometryNode::save(Serializer& dest) { // Write VolumeNode properties VolumeNode::save(dest); // Write GeometryNode properties dest.writeFloat(mLodBias); } void GeometryNode::load(Deserializer& source, ResourceCache* cache) { // Read VolumeNode properties VolumeNode::load(source, cache); // Read GeometryNode properties mLodBias = source.readFloat(); } void GeometryNode::saveXML(XMLElement& dest) { // Write VolumeNode properties VolumeNode::saveXML(dest); // Write GeometryNode properties XMLElement lodElem = dest.getChildElement("lod"); lodElem.setFloat("lodbias", mLodBias); } void GeometryNode::loadXML(const XMLElement& source, ResourceCache* cache) { // Read VolumeNode properties VolumeNode::loadXML(source, cache); // Read GeometryNode properties XMLElement lodElem = source.getChildElement("lod"); mLodBias = lodElem.getFloat("lodbias"); } bool GeometryNode::writeNetUpdate(Serializer& dest, Serializer& destRevision, Deserializer& baseRevision, const NetUpdateInfo& info) { // Use possibly modified transform in case the parent component is not to be replicated Vector3 position; Quaternion rotation; Vector3 scale; ComponentRef parentRef; getNetTransform(position, rotation, scale, parentRef, info); // Build bitmask of changed properties unsigned char bits = 0; checkVector3(position, Vector3::sZero, baseRevision, bits, 1); checkQuaternion(rotation, Quaternion::sIdentity, baseRevision, bits, 2); checkVector3(scale, Vector3::sUnity, baseRevision, bits, 4); checkComponentRef(parentRef, ComponentRef(), baseRevision, bits, 8); checkBool(mCastShadows, false, baseRevision, bits, 16); checkBool(mOccluder, false, baseRevision, bits, 16); checkBool(mVisible, true, baseRevision, bits, 16); checkFloat(mDrawDistance, 0.0f, baseRevision, bits, 32); checkFloat(mShadowDistance, 0.0f, baseRevision, bits, 32); checkUInt(mViewMask, VIEW_ALL, baseRevision, bits, 64); checkUInt(mLightMask, VIEW_ALL, baseRevision, bits, 64); checkFloat(mLodBias, 1.0f, baseRevision, bits, 128); // Update replication state fully, and network stream by delta dest.writeUByte(bits); writeVector3Delta(position, dest, destRevision, bits & 1); writePackedQuaternionDelta(rotation, dest, destRevision, bits & 2); writeVector3Delta(scale, dest, destRevision, bits & 4); writeComponentRefDelta(parentRef, dest, destRevision, bits & 8); writeBoolDelta(mCastShadows, dest, destRevision, bits & 16); writeBoolDelta(mOccluder, dest, destRevision, bits & 16); writeBoolDelta(mVisible, dest, destRevision, bits & 16); writeFloatDelta(mDrawDistance, dest, destRevision, bits & 32); writeFloatDelta(mShadowDistance, dest, destRevision, bits & 32); writeUIntDelta(mViewMask, dest, destRevision, bits & 64); writeUIntDelta(mLightMask, dest, destRevision, bits & 64); writeFloatDelta(mLodBias, dest, destRevision, bits & 128); return bits != 0; } void GeometryNode::readNetUpdate(Deserializer& source, ResourceCache* cache, const NetUpdateInfo& info) { unsigned char bits = source.readUByte(); // Interpolate if just position/rotation/scale changes, snap if parent changes bool interpolate = (bits & 7) && (!(bits & 8)); if (!interpolate) { if (bits & 1) setPosition(source.readVector3()); if (bits & 2) setRotation(source.readPackedQuaternion()); if (bits & 4) setScale(source.readVector3()); } else { if (bits & 1) { mInterpolationPosition = source.readVector3(); mInterpolationFlags |= INTERP_POS; } if (bits & 2) { mInterpolationRotation = source.readPackedQuaternion(); mInterpolationFlags |= INTERP_ROT; } if (bits & 4) { mInterpolationScale = source.readVector3(); mInterpolationFlags |= INTERP_SCALE; } } readComponentRefDelta(mParentRef, source, bits & 8); readBoolDelta(mCastShadows, source, bits & 16); readBoolDelta(mOccluder, source, bits & 16); readBoolDelta(mVisible, source, bits & 16); readFloatDelta(mDrawDistance, source, bits & 32); readFloatDelta(mShadowDistance, source, bits & 32); readUIntDelta(mViewMask, source, bits & 64); readUIntDelta(mLightMask, source, bits & 64); readFloatDelta(mLodBias, source, bits & 128); } void GeometryNode::updateDistance(const FrameInfo& frame) { mDistance = frame.mCamera->getDistance(getWorldPosition()); static const Vector3 dotScale(1 / 3.0f, 1 / 3.0f, 1 / 3.0f); float scale = getWorldBoundingBox().getSize().dotProduct(dotScale); float newLodDistance = frame.mCamera->getLodDistance(mDistance, scale, mLodBias); if (newLodDistance != mLodDistance) { mLodDistance = newLodDistance; mLodLevelsDirty = true; } } bool GeometryNode::getVertexShaderParameter(unsigned batchIndex, VSParameter parameter, const float** data, unsigned* count) { return false; } bool GeometryNode::drawOcclusion(OcclusionBuffer* buffer) { return true; } void GeometryNode::setLodBias(float bias) { mLodBias = max(bias, M_EPSILON); }