Files
maszyna/scene.h

174 lines
5.2 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <vector>
#include <deque>
#include <array>
#include <stack>
#include "parser.h"
#include "openglgeometrybank.h"
#include "scenenode.h"
#include "track.h"
#include "traction.h"
namespace scene {
int const EU07_CELLSIZE = 250;
int const EU07_SECTIONSIZE = 1000;
int const EU07_REGIONSIDESECTIONCOUNT = 500; // number of 1km sections along a side of square region
struct scratch_data {
std::stack<glm::dvec3> location_offset;
glm::vec3 location_rotation;
};
// basic element of rudimentary partitioning scheme for the section. fixed size, no further subdivision
// TBD, TODO: replace with quadtree scheme?
class basic_cell {
friend class opengl_renderer;
public:
// methods
// adds provided shape to the cell
void
insert( shape_node Shape );
// adds provided path to the cell
void
insert( TTrack *Path );
// adds provided path to the cell
void
insert( TTraction *Traction );
// adds provided model instance to the cell
void
insert( TAnimModel *Instance );
// generates renderable version of held non-instanced geometry in specified geometry bank
void
create_geometry( geometrybank_handle const &Bank );
// sets center point of the cell
void
center( glm::dvec3 Center );
private:
// types
using shapenode_sequence = std::vector<shape_node>;
using path_sequence = std::vector<TTrack *>;
using traction_sequence = std::vector<TTraction *>;
using instance_sequence = std::vector<TAnimModel *>;
// members
scene::bounding_area m_area { glm::dvec3(), static_cast<float>( 0.5 * M_SQRT2 * EU07_CELLSIZE + 0.25 * EU07_CELLSIZE ) };
bool m_active { false }; // whether the cell holds any actual data
// content
shapenode_sequence m_shapesopaque; // opaque pieces of geometry
shapenode_sequence m_shapestranslucent; // translucent pieces of geometry
path_sequence m_paths; // path pieces
instance_sequence m_instancesopaque;
instance_sequence m_instancetranslucent;
traction_sequence m_traction;
};
// basic scene partitioning structure, holds terrain geometry and collection of cells
class basic_section {
friend class opengl_renderer;
public:
// methods
// adds provided shape to the section
void
insert( shape_node Shape );
// adds provided path to the section
void
insert( TTrack *Path );
// adds provided path to the section
void
insert( TTraction *Traction );
// adds provided model instance to the section
void
insert( TAnimModel *Instance );
// generates renderable version of held non-instanced geometry
void
create_geometry();
// sets center point of the section
void
center( glm::dvec3 Center );
private:
// types
using cell_array = std::array<basic_cell, (EU07_SECTIONSIZE / EU07_CELLSIZE) * (EU07_SECTIONSIZE / EU07_CELLSIZE)>;
using shapenode_sequence = std::vector<shape_node>;
// methods
// provides access to section enclosing specified point
basic_cell &
cell( glm::dvec3 const &Location );
// members
// placement and visibility
scene::bounding_area m_area { glm::dvec3(), static_cast<float>( 0.5 * M_SQRT2 * EU07_SECTIONSIZE + 0.25 * EU07_SECTIONSIZE ) };
// content
cell_array m_cells; // partitioning scheme
shapenode_sequence m_shapes; // large pieces of opaque geometry and (legacy) terrain
// TODO: implement dedicated, higher fidelity, fixed resolution terrain mesh item
// gfx renderer data
geometrybank_handle m_geometrybank;
bool m_geometrycreated { false };
};
// top-level of scene spatial structure, holds collection of sections
class basic_region {
friend class opengl_renderer;
public:
// constructors
basic_region();
// destructor
~basic_region();
// methods
// inserts provided shape in the region
void
insert_shape( shape_node Shape, scratch_data &Scratchpad );
// inserts provided track in the region
void
insert_path( TTrack *Path, scratch_data &Scratchpad );
// inserts provided track in the region
void
insert_traction( TTraction *Traction, scratch_data &Scratchpad );
// inserts provided instance of 3d model in the region
void
insert_instance( TAnimModel *Instance, scratch_data &Scratchpad );
private:
// types
using section_array = std::array<basic_section *, EU07_REGIONSIDESECTIONCOUNT * EU07_REGIONSIDESECTIONCOUNT>;
// methods
// checks whether specified point is within boundaries of the region
bool
point_inside( glm::dvec3 const &Location );
// trims provided shape to fit into a section, adds trimmed part at the end of provided list
bool
RaTriangleDivider( shape_node &Shape, std::deque<shape_node> &Shapes );
// provides access to section enclosing specified point
basic_section &
section( glm::dvec3 const &Location );
// members
section_array m_sections;
};
} // scene
//---------------------------------------------------------------------------