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It is used for object-level view culling. More...
#include <ViewCullingObject.h>
Public Member Functions | |
virtual CBaseObject::_SceneObjectType | GetType () |
virtual float | GetDepth () |
get object depth: z axis | |
virtual float | GetWidth () |
get object width: x axis | |
virtual FLOAT | GetHeight () |
get object height y axis: only for object that has a Height property, usually is height of the bounding box | |
virtual void | SetRadius (FLOAT fRadius) |
Set the object shape to Sphere and sphere parameters. More... | |
virtual FLOAT | GetRadius () |
virtual DVector3 | GetPosition () |
get object position in the world space. More... | |
virtual void | SetAABB (const Vector3 *vMin, const Vector3 *vMax) |
Set AABB information. More... | |
virtual void | GetOBB (CShapeOBB *obb) |
get the oriented bounding box in world space. More... | |
virtual void | GetAABB (CShapeAABB *aabb) |
virtual void | SetTransform (Matrix4 *pLocalTransform, const DVector3 &pGlobalPos, float *pRotation) |
Set a local transform matrix, a global position and a facing value, according to which the object will be transformed on demand, so that the transformed object can be used for efficient object-level view culling in ParaEngine. More... | |
virtual void | GetRenderVertices (Vector3 *pVertices, int *nNumber) |
this function is called by the game engine for rough object level clipped. More... | |
virtual Matrix4 * | GetWorldTransform (Matrix4 &pOut, int nRenderNumber=0) |
get world transform | |
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virtual ObjectShape | GetObjectShape () |
get the object shape | |
virtual void | SetObjectShape (ObjectShape shape) |
set the object shape | |
virtual void | SetBoundingBox (float fOBB_X, float fOBB_Y, float fOBB_Z, float fFacing) |
Set the object shape to box and bounding box parameters if fFacing is 0, it is a axis aligned bounding box (AABB). More... | |
virtual void | GetBoundingBox (float *fOBB_X, float *fOBB_Y, float *fOBB_Z, float *fFacing) |
virtual void | SetBoundRect (float fWidth, float fHeight, float fFacing) |
Set the object shape to rect (a plane) and rect parameters if fFacing is 0, it is a axis aligned bounding box (AABB). More... | |
virtual void | GetBoundRect (float *fWidth, float *fHeight, float *fFacing) |
virtual void | GetVertices (Vector3 *pVertices, int *nNumber) |
get all the vertices which can represent the object's shape. More... | |
virtual void | GetVerticesWithOrigin (const Vector3 *vOrigin, Vector3 *pVertices, int *nNumber) |
virtual void | SetPosition (const DVector3 &v) |
set the object position. More... | |
virtual void | Rotate (float x, float y, float z) |
Rotate the object.This only takes effects on objects having 3D orientation, such as static mesh and physics mesh. More... | |
virtual void | SetRotation (const Quaternion &quat) |
set rotation using a quaternion. More... | |
virtual void | GetRotation (Quaternion *quat) |
get rotation using a quaternion | |
virtual void | SetScaling (float s) |
set the scale of the object. More... | |
virtual float | GetScaling () |
get the scaling. More... | |
virtual Vector3 | GetRenderOffset () |
get the offset(translation) of the object used for rendering. More... | |
virtual DVector3 | GetObjectCenter () |
get the center of the object in world space | |
virtual void | SetObjectCenter (const DVector3 &v) |
set the center of the object in world space | |
virtual void | GetFacing3D (Vector3 *pV) |
get object facing: only for object that has a facing property like biped, not bound facing | |
float | GetFacing () |
same as GetYaw and SetYaw get object facing: only for object that has a facing property like biped, not bound facing The object is facing the positive x axis, if facing is 0. | |
void | SetFacing (float fFacing) |
virtual float | GetYaw () |
get object Yaw: is facing the positive x axis, if yaw is 0. | |
virtual void | SetYaw (float fFacing) |
virtual float | GetPitch () |
get object pitch: is facing the positive x axis, if yaw is 0. | |
virtual void | SetPitch (float fFacing) |
virtual float | GetRoll () |
get object roll: is facing the positive x axis, if yaw is 0. | |
virtual void | SetRoll (float fFacing) |
virtual void | SetHeight (float fHeight) |
virtual void | SetWidth (float fWidth) |
virtual void | SetDepth (float fDepth) |
virtual Vector3 | GetNormal () |
virtual void | SetNormal (const Vector3 &pNorm) |
virtual Vector3 | GetLocalAABBCenter () |
virtual void | SetTransform (Matrix4 *pWorldTransform) |
virtual Matrix4 * | GetRenderMatrix (Matrix4 &out, int nRenderNumber=0) |
return the world matrix of the object for rendering More... | |
virtual bool | TestCollisionSphere (const Vector3 *pvCenter, float radius, BYTE nMethod=1) |
– collision detection More... | |
virtual bool | TestCollisionSphere (CBaseCamera *pCamera, float fFarPlaneDistance) |
assume that the object is a sphere, it will return false if the sphere is completely out of the 6 frustum planes of the camera More... | |
virtual bool | TestShadowSweptSphere (CBaseCamera *pCamera, const Vector3 *pvDirection) |
assume that the object is a sphere, it will return false if the swept sphere along the given direction is completely out of the 6 frustum planes of the camera this function is usually used to test whether we need to render this object as shadow caster, where pvDirection is the current sun direction. | |
virtual bool | TestCollision (CBaseCamera *pCamera) |
check if the object's original shape can be seen via a camera. More... | |
virtual bool | TestCollisionObject (IViewClippingObject *pObj) |
desc: test if the object collide with this object in the world view. More... | |
virtual bool | TestCollisionRay (const Vector3 &vPickRayOrig, const Vector3 &vPickRayDir, float *fDistance) |
Desc: Check the ray intersection with the object input:vPickRayOrig,vPickRayDir: mouse ray params output: fDistance: the distance between the eye and the intersection point. More... | |
virtual float | GetSphereCollisionDepth (Vector3 *pvCenter, float radius, bool bSolveDepth=false) |
desc: this is similar to TestCollisionSphere, but does more than that. More... | |
virtual float | GetObjectCollisionDepth (IViewClippingObject *pObj) |
desc: test if the circle in the y=0 plane collide with this object in the world view Note: radius can be zero. More... | |
virtual float | GetObjectToPointDistance (const Vector3 *pPoint) |
get the distance from the object's surface to a given point. More... | |
virtual void | DrawBoundingBox (SceneState *sceneState, DWORD color) |
debugging only: draw bounding box | |
virtual void | DrawOcclusionObject (SceneState *sceneState) |
draw the occlusion object More... | |
virtual void | DebugDraw (IBatchedElementDraw *pDebugDraw) |
this function is called whenever debugging drawing is enabled. More... | |
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virtual const std::string & | GetIdentifier () |
get the name or identifier. More... | |
virtual void | SetIdentifier (const std::string &sID) |
int | GetNameW (std::u16string &out) |
gets the unicode name | |
const std::string & | GetName () |
alias name for GetIdentifier | |
IRefObject * | GetRefObjectByName (const char *sName) |
RefListItem * | GetRefObjectByTag (int nTag) |
get the first reference object by its tag | |
bool | HasReferences () |
RefResult | AddReference (IRefObject *maker, int nTag=0) |
add a new reference. More... | |
RefResult | DeleteReference (IRefObject *ref) |
delete a reference. More... | |
RefResult | DeleteAllRefs () |
Deletes all references of this object. More... | |
int | DeleteAllRefsByTag (int nTag=0) |
Deletes all references whose tag is nTag of this object. More... | |
RefList & | GetRefList () |
get the ref list | |
int | GetRefObjNum () |
get the total number of references | |
RefListItem * | GetRefObject (int nIndex) |
get the referenced object at the given index. More... | |
virtual void | OnRefAdded (IRefObject *rm, int nTag=0) |
This is called after another object added this object to its reference list. More... | |
virtual void | OnRefDeleted (IRefObject *rm) |
This is called after another object deleted this object from its reference list. More... | |
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virtual int | GetAttributeClassID () |
attribute class ID should be identical, unless one knows how overriding rules work. More... | |
virtual const char * | GetAttributeClassName () |
a static string, describing the attribute class object's name | |
virtual const char * | GetAttributeClassDescription () |
a static string, describing the attribute class object | |
virtual int | InstallFields (CAttributeClass *pClass, bool bOverride) |
this class should be implemented if one wants to add new attribute. More... | |
virtual int | GetChildAttributeColumnCount () |
we support multi-dimensional child object. More... | |
virtual int | GetChildAttributeObjectCount (int nColumnIndex=0) |
get the number of child objects (row count) in the given column. More... | |
virtual IAttributeFields * | GetChildAttributeObject (int nRowIndex, int nColumnIndex=0) |
virtual IAttributeFields * | GetChildAttributeObject (const std::string &sName) |
get attribute by child object. More... | |
ATTRIBUTE_METHOD1 (IAttributeFields, GetName_s, const char **) | |
ATTRIBUTE_METHOD1 (IAttributeFields, SetName_s, const char *) | |
ATTRIBUTE_METHOD (IAttributeFields, PrintObject_s) | |
ATTRIBUTE_METHOD (IAttributeFields, AddRef_s) | |
ATTRIBUTE_METHOD1 (IAttributeFields, GetRefCount_s, int *) | |
ATTRIBUTE_METHOD1 (IAttributeFields, SetTime_s, int) | |
ATTRIBUTE_METHOD1 (IAttributeFields, GetTime_s, int *) | |
ATTRIBUTE_METHOD (IAttributeFields, Release_s) | |
virtual bool | IsModified () |
whether some of the fields are modified.It is up to the implementation class to provide this functionality if necessary. More... | |
virtual void | SetModified (bool bModified) |
set whether any field has been modified. More... | |
virtual bool | ValidateFields () |
validate all fields and return true if validation passed. More... | |
virtual string | GetValidationMessage () |
get the recent validation message due to the most recent call to ValidateFields() | |
virtual bool | ResetField (int nFieldID) |
Reset the field to its initial or default value. More... | |
virtual bool | InvokeEditor (int nFieldID, const std::string &sParameters) |
Invoke an (external) editor for a given field. More... | |
virtual bool | AddChildAttributeObject (IAttributeFields *pChild, int nRowIndex=-1, int nColumnIndex=0) |
add child object. More... | |
virtual void * | QueryObjectByName (const std::string &sObjectType) |
convert to object of a given type. More... | |
virtual void * | QueryObject (int nObjectType) |
convert to object of a given type. More... | |
virtual int | GetTime () |
get the current local time in case it is animated in milli seconds frames. More... | |
virtual void | SetTime (int nTime) |
virtual CDynamicAttributeField * | GetDynamicField (const std::string &sName) |
Get a dynamic field with a given name. More... | |
virtual CDynamicAttributeField * | GetDynamicField (int nIndex) |
Get a dynamic field with a given index. More... | |
virtual const char * | GetDynamicFieldNameByIndex (int nIndex) |
get field name by index | |
virtual int | GetDynamicFieldCount () |
how many dynamic field this object currently have. More... | |
virtual int | SetDynamicField (const std::string &sName, const CVariable &value) |
set a dynamic field with a given name. More... | |
virtual int | AddDynamicField (const std::string &sName, ATTRIBUTE_FIELDTYPE dwType) |
add dynamic field and return field index | |
virtual void | RemoveAllDynamicFields () |
remove all dynamic fields | |
virtual int | SaveDynamicFieldsToString (std::string &output) |
save only text dynamic fields to fieldname = value text strings. More... | |
virtual int | LoadDynamicFieldsFromString (const std::string &input) |
load only text dynamic fields from string More... | |
CAttributeClass * | GetAttributeClass () |
get the main attribute class object. More... | |
void | PrintObject () |
print the content of this object to a text file at temp/doc/[ClassName].txt. More... | |
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virtual void | Clone (IObject *obj) const |
Clone the object's contains to a pointer. More... | |
virtual IObject * | Clone () const |
Clone the object's contains and return a pointer to the newly created object. More... | |
virtual bool | Equals (const IObject *obj) const |
Compare the object with another object. More... | |
virtual const IType * | GetType () const |
virtual std::string | ToString () const |
WeakPtr_type & | GetWeakReference () |
get weak reference object. More... | |
virtual int | ProcessObjectEvent (const ObjectEvent &event) |
this function is only used to backward compatibility of ParaObject:AddEvent() function. More... | |
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void | addref () const |
add reference count of the object. More... | |
bool | delref () const |
decrease reference count of the object. More... | |
int | GetRefCount () const |
get the reference count | |
virtual int | Release () |
CRefCounted * | AddToAutoReleasePool () |
addref and releases the ownership sometime soon automatically (usually at the end of the current frame). More... | |
Additional Inherited Members | |
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typedef ParaEngine::weak_ptr< IObject, IAttributeFields > | WeakPtr_type |
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typedef ParaEngine::weak_ptr< IObject > | WeakPtr_type |
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static HRESULT | GetAttributeClassID_s (IAttributeFields *cls, int *p1) |
static HRESULT | GetAttributeClassName_s (IAttributeFields *cls, const char **p1) |
static bool | OpenWithDefaultEditor (const char *sFilename, bool bWaitOnReturn=false) |
Open a given file with the default registered editor in the game engine. More... | |
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virtual CAttributeClass * | CreateAttributeClass () |
initialize fields | |
virtual CDynamicAttributesSet * | GetDynamicAttributes (bool bCreateIfNotExist=false) |
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RefList | m_references |
This is the list of active references that refer to us. | |
std::string | m_sIdentifer |
unit name used in the scripting language | |
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WeakPtr_type | m_weak_reference |
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int | m_refcount |
It is used for object-level view culling.
A view clipping object is an AABB (axis aligned bounding box) which could transform itself according to a local transform matrix, a global position and a facing value, so that the transformed object can be used for efficient object-level view culling in ParaEngine. Currently the MeshEntity and mesh object uses this class as their default view culling object.
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finally we will update the OBB.
Reimplemented from ParaEngine::IViewClippingObject.
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get the oriented bounding box in world space.
One may need to shift by the rendering origin if used on that purposes.
obb | [out] |
finally we will update the OBB.
Reimplemented from ParaEngine::IViewClippingObject.
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get object position in the world space.
The position of an object is the bottom center of the object. most scene object will return the position using the following rules project the center of the shape to the bottom plane of the shape, the projection point at the bottom is returned as the object's world position. so it is different from the center of the object.
this is perhaps only for root scene
Reimplemented from ParaEngine::IViewClippingObject.
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Reimplemented from ParaEngine::IViewClippingObject.
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this function is called by the game engine for rough object level clipped.
We assume that the view culling object is a sphere.
this will make the components of world transform matrix consistent.(i.e. of the same magnitude.) hence it will correct floating point calculation imprecisions.
Reimplemented from ParaEngine::IViewClippingObject.
Set AABB information.
It is possibly attained from a mesh entity.
Reimplemented from ParaEngine::IViewClippingObject.
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Set the object shape to Sphere and sphere parameters.
fRadius | radius |
Reimplemented from ParaEngine::IViewClippingObject.
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Set a local transform matrix, a global position and a facing value, according to which the object will be transformed on demand, so that the transformed object can be used for efficient object-level view culling in ParaEngine.
Please note, that the input pointers must be valid until the ClearTransform is called
get world transform matrix
get global position of the center of the view object
get the radius of the view object, we assume that a uniform scale is applied in pLocalTransform.
offset the global position to the bottom of the view object.
tricky code: Make OBB invalid, so that it is recomputed next time.
Reimplemented from ParaEngine::IViewClippingObject.