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# CollisionRenderer.cpp

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    00001 //------------------------------------------------------------------------------
    00002 // Lamp : Open source game middleware
    00003 // Copyright (C) 2004  Junpei Ohtani ( Email : junpee@users.sourceforge.jp )
    00004 //
    00005 // This library is free software; you can redistribute it and/or
    00006 // modify it under the terms of the GNU Lesser General Public
    00007 // License as published by the Free Software Foundation; either
    00008 // version 2.1 of the License, or (at your option) any later version.
    00009 //
    00010 // This library is distributed in the hope that it will be useful,
    00011 // but WITHOUT ANY WARRANTY; without even the implied warranty of
    00012 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    00013 // Lesser General Public License for more details.
    00014 //
    00015 // You should have received a copy of the GNU Lesser General Public
    00016 // License along with this library; if not, write to the Free Software
    00017 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
    00018 //------------------------------------------------------------------------------
    00019
    00020 /** @file
    00021  * コリジョンレンダラ実装
    00022  * @author Junpee
    00023  */
    00024
    00025 #include "LampBasic.h"
    00026 #include "Collision/Renderer/CollisionRenderer.h"
    00027 #include "Graphics/PrimitiveRenderer/PrimitiveRenderer.h"
    00028 #include "Collision/System/CollisionScene.h"
    00029 #include "Collision/System/CollisionNode.h"
    00030 #include "Collision/Leaf/StaticSphereCollision.h"
    00031 #include "Collision/Leaf/StaticDeformedMeshCollision.h"
    00032
    00033 namespace Lamp{
    00034
    00035 //------------------------------------------------------------------------------
    00036 // コンストラクタ
    00037 CollisionRenderer::CollisionRenderer() : scene_(NULL), camera_(NULL),
    00038     isDrawnNode_(true), isDrawnLeaf_(true){
    00039     renderer_ = new PrimitiveRenderer;
    00040 }
    00041 //------------------------------------------------------------------------------
    00042 // デストラクタ
    00043 CollisionRenderer::~CollisionRenderer(){
    00044     SafeDelete(renderer_);
    00045 }
    00046 //------------------------------------------------------------------------------
    00047 // レンダリング準備
    00048 //------------------------------------------------------------------------------
    00049 // レンダリング準備を行う
    00050 void CollisionRenderer::renderingSetup(CollisionScene* scene, Camera* camera){
    00051     scene_ = scene;
    00052     camera_ = camera;
    00053     Assert((scene_ != NULL) && (camera_ != NULL));
    00054     // ノードの描画
    00055     if(isDrawnNode()){
    00056         int nodeCount = scene_->getNodeCount();
    00057         for(int i = 0; i < nodeCount; i++){
    00058             CollisionNode* node = scene_->getNode(i);
    00059             if(!node->isGlobalEnabled()){ continue; }
    00060             renderer_->requestAxis(node->getWorldMatrix(),
    00061                 Color4c::white, false);
    00062         }
    00063     }
    00064     // リーフの描画
    00065     if(isDrawnLeaf()){
    00066         int leafCount = scene_->getLeafCount();
    00067         for(int i = 0; i < leafCount; i++){
    00068             CollisionLeaf* leaf = scene_->getLeaf(i);
    00069             if(!leaf->isGlobalEnabled()){ continue; }
    00070             if(leaf->isStaticSphereCollision()){
    00071                 setupStaticSphereCollision(leaf->castStaticSphereCollision());
    00072             }else if(leaf->isStaticDeformedMeshCollision()){
    00073                 setupStaticDeformedMeshCollision(
    00074                     leaf->castStaticDeformedMeshCollision());
    00075             }
    00076         }
    00077     }
    00078 }
    00079 //------------------------------------------------------------------------------
    00080 // 静的球コリジョンのセットアップ
    00081 void CollisionRenderer::setupStaticSphereCollision(
    00082     StaticSphereCollision* sphereCollision){
    00083     const Sphere& sphere = sphereCollision->getWorldSphere();
    00084     float radius = sphere.getRadius();
    00085     Vector3 scale(radius, radius, radius);
    00086     renderer_->requestSphere(scale, Vector3::zero, sphere.getCenter(),
    00087         Color4c(255, 255, 128, 128), true);
    00088  }
    00089 //------------------------------------------------------------------------------
    00090 // 静的変形メッシュコリジョンのセットアップ
    00091 void CollisionRenderer::setupStaticDeformedMeshCollision(
    00092     StaticDeformedMeshCollision* meshCollision){
    00093     const DeformedMeshGeometry& geometry = meshCollision->getWorldMesh();
    00094     // バウンディングスフィア
    00095     const Sphere& boundingSphere = geometry.getBoundingSphere();
    00096     float radius = boundingSphere.getRadius();
    00097     renderer_->requestSphere(Vector3(radius, radius, radius),
    00098         Vector3::zero, boundingSphere.getCenter(),
    00099         Color4c(128, 255, 128, 64), true);
    00100
    00101     // バウンディングボックス
    00102     const AxisAlignedBox& boundingBox = geometry.getBoundingBox();
    00103     renderer_->requestBox(boundingBox.getSize(), Vector3::zero,
    00104         boundingBox.getCenter(), Color4c(128, 255, 128, 64), true);
    00105
    00106     // メッシュ
    00107     int triangleCount = geometry.getTriangleCount();
    00108     int vertexCount = triangleCount * 6;
    00109     Vector3* positions = new Vector3[vertexCount];
    00110     for(int i = 0; i < triangleCount; i++){
    00111         const Triangle& triangle = geometry.getTriangle(i);
    00112         int offset = i * 6;
    00113         positions[offset + 0] = triangle.getVertex(0);
    00114         positions[offset + 1] = triangle.getVertex(1);
    00115         positions[offset + 2] = triangle.getVertex(1);
    00116         positions[offset + 3] = triangle.getVertex(2);
    00117         positions[offset + 4] = triangle.getVertex(2);
    00118         positions[offset + 5] = triangle.getVertex(0);
    00119     }
    00120     renderer_->requestLine(vertexCount, positions, Matrix34::unit,
    00121         Color4c(255, 255, 128, 64), true);
    00122     SafeArrayDelete(positions);
    00123 }
    00124 //------------------------------------------------------------------------------
    00125 // レンダリング
    00126 //------------------------------------------------------------------------------
    00127 // レンダリングを行う
    00128 void CollisionRenderer::rendering(){
    00129     Assert((scene_ != NULL) && (camera_ != NULL));
    00130     renderer_->render(camera_);
    00131 }
    00132 //------------------------------------------------------------------------------
    00133 } // End of namespace Lamp
    00134 //------------------------------------------------------------------------------