ULRE/inc/hgl/graph/SceneNode.h

116 lines
5.7 KiB
C++

#ifndef HGL_GRAPH_SCENE_NODE_INCLUDE
#define HGL_GRAPH_SCENE_NODE_INCLUDE
#include<hgl/type/List.h>
#include<hgl/graph/SceneOrient.h>
#include<hgl/graph/vulkan/VK.h>
namespace hgl
{
namespace graph
{
class SceneNode;
struct Camera;
class RenderList;
class RenderableInstance;
using RenderListCompFunc=float (*)(Camera *,SceneNode *,SceneNode *); ///<渲染列表排序比较函数
float CameraLengthComp(Camera *,SceneNode *,SceneNode *); ///<摄像机距离比较函数
using FilterSceneNodeFunc=bool (*)(const SceneNode *,void *); ///<场景节点过滤函数重定义
bool FrustumClipFilter(const SceneNode *,void *); ///<平截头截减过滤函数
/**
* 场景节点数据类<br>
* 从场景坐标变换(SceneOrient)类继承
*/
class SceneNode:public SceneOrient ///场景节点类
{
protected:
AABB BoundingBox; ///<绑定盒
AABB LocalBoundingBox; ///<本地坐标绑定盒
AABB WorldBoundingBox; ///<世界坐标绑定盒
Vector3f Center; ///<中心点
Vector3f LocalCenter; ///<本地坐标中心点
Vector3f WorldCenter; ///<世界坐标中心点
public:
ObjectList<SceneNode> SubNode; ///<子节点
List<RenderableInstance *> renderable_instances; ///<可渲染实例
public:
SceneNode()=default;
SceneNode(const Matrix4f &mat)
{
SetLocalMatrix(mat);
}
virtual ~SceneNode()
{
ClearSubNode();
}
SceneNode *CreateSubNode()
{
SceneNode *sn=new SceneNode();
SubNode.Add(sn);
return sn;
}
SceneNode *CreateSubNode(const Matrix4f &mat)
{
SceneNode *sn=new SceneNode(mat);
SubNode.Add(sn);
return sn;
}
void Add(SceneNode *n){if(n)SubNode.Add(n);} ///<增加一个子节点
void ClearSubNode(){SubNode.ClearData();} ///<清除子节点
void Add(RenderableInstance *ri){if(ri)renderable_instances.Add(ri);} ///<增加渲染实例
void Add(RenderableInstance *ri,const Matrix4f &mat)
{
SceneNode *sn=new SceneNode(mat);
sn->Add(ri);
SubNode.Add(sn);
}
void ClearRenderableInstance(){renderable_instances.ClearData();} ///<清除渲染实例
public: //坐标相关方法
virtual void SetBoundingBox (const AABB &bb){BoundingBox=bb;} ///<设置绑定盒
virtual void RefreshMatrix (const Matrix4f *mat=nullptr); ///<刷新世界变换矩阵
virtual void RefreshBoundingBox (); ///<刷新绑定盒
virtual const AABB & GetBoundingBox ()const{return BoundingBox;} ///<取得绑定盒
virtual const AABB & GetLocalBoundingBox ()const{return LocalBoundingBox;} ///<取得本地坐标绑定盒
virtual const AABB & GetWorldBoundingBox ()const{return WorldBoundingBox;} ///<取得世界坐标绑定盒
virtual const Vector3f & GetCenter ()const{return Center;} ///<取得中心点
virtual const Vector3f & GetLocalCenter ()const{return LocalCenter;} ///<取得本地坐标中心点
virtual const Vector3f & GetWorldCenter ()const{return WorldCenter;} ///<取得世界坐标中心点
public: //渲染列表相关方法
virtual bool ExpendToList(RenderList *,FilterSceneNodeFunc func=nullptr,void *func_data=nullptr); ///<展开到渲染列表
bool ExpendToList(RenderList *rl,Frustum *f) ///<展开到渲染列表(使用平截头裁剪)
{return ExpendToList(rl,FrustumClipFilter,f);}
bool ExpendToList(RenderList *,Camera *,RenderListCompFunc=nullptr); ///<展开到渲染列表(使用摄像机平截头裁剪并排序)
};//class SceneNode
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_SCENE_NODE_INCLUDE