Sdk/GraphicsComponent: Remake bounding volume handling
GraphicsComponent now only have an AABB but their instanced renderable now have individual BoundingVolume
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@@ -60,12 +60,12 @@ namespace Ndk
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for (std::size_t i = 0; i < materialCount; ++i)
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RegisterMaterial(entry.renderable->GetMaterial(i));
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InvalidateBoundingVolume();
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InvalidateAABB();
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}
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void GraphicsComponent::ConnectInstancedRenderableSignals(Renderable& entry)
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{
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entry.renderableBoundingVolumeInvalidationSlot.Connect(entry.renderable->OnInstancedRenderableInvalidateBoundingVolume, [this](const Nz::InstancedRenderable*) { InvalidateBoundingVolume(); });
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entry.renderableBoundingVolumeInvalidationSlot.Connect(entry.renderable->OnInstancedRenderableInvalidateBoundingVolume, [this](const Nz::InstancedRenderable*) { InvalidateAABB(); });
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entry.renderableDataInvalidationSlot.Connect(entry.renderable->OnInstancedRenderableInvalidateData, std::bind(&GraphicsComponent::InvalidateRenderableData, this, std::placeholders::_1, std::placeholders::_2, m_renderables.size() - 1));
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entry.renderableMaterialInvalidationSlot.Connect(entry.renderable->OnInstancedRenderableInvalidateMaterial, this, &GraphicsComponent::InvalidateRenderableMaterial);
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entry.renderableReleaseSlot.Connect(entry.renderable->OnInstancedRenderableRelease, this, &GraphicsComponent::Detach);
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@@ -82,7 +82,7 @@ namespace Ndk
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r.dataUpdated = false;
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r.renderable->InvalidateData(&r.data, flags);
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for (VolumeCullingEntry& entry : m_volumeCullingEntries)
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for (CullingBoxEntry& entry : m_cullingBoxEntries)
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entry.listEntry.ForceInvalidation();
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}
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@@ -234,10 +234,10 @@ namespace Ndk
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NazaraUnused(node);
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// Our view matrix depends on NodeComponent position/rotation
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InvalidateBoundingVolume();
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InvalidateAABB();
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InvalidateTransformMatrix();
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for (VolumeCullingEntry& entry : m_volumeCullingEntries)
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for (CullingBoxEntry& entry : m_cullingBoxEntries)
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entry.listEntry.ForceInvalidation(); //< Force invalidation on movement
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}
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@@ -263,36 +263,32 @@ namespace Ndk
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* \brief Updates the bounding volume
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*/
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void GraphicsComponent::UpdateBoundingVolume() const
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void GraphicsComponent::UpdateBoundingVolumes() const
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{
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EnsureTransformMatrixUpdate();
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m_boundingVolume.MakeNull();
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for (const Renderable& r : m_renderables)
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{
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Nz::BoundingVolumef boundingVolume = r.renderable->GetBoundingVolume();
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// Adjust renderable bounding volume by local matrix
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if (boundingVolume.IsFinite())
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{
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Nz::Boxf localBox = boundingVolume.obb.localBox;
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Nz::Vector3f newPos = r.data.localMatrix * localBox.GetPosition();
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Nz::Vector3f newCorner = r.data.localMatrix * (localBox.GetPosition() + localBox.GetLengths());
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Nz::Vector3f newLengths = newCorner - newPos;
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boundingVolume.Set(Nz::Boxf(newPos.x, newPos.y, newPos.z, newLengths.x, newLengths.y, newLengths.z));
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}
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m_boundingVolume.ExtendTo(boundingVolume);
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}
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RenderSystem& renderSystem = m_entity->GetWorld()->GetSystem<RenderSystem>();
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m_boundingVolume.Update(Nz::Matrix4f::ConcatenateAffine(renderSystem.GetCoordinateSystemMatrix(), m_transformMatrix));
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m_boundingVolumeUpdated = true;
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m_aabb.MakeZero();
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for (std::size_t i = 0; i < m_renderables.size(); ++i)
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{
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const Renderable& r = m_renderables[i];
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r.boundingVolume = r.renderable->GetBoundingVolume();
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if (r.boundingVolume.IsFinite())
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{
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r.boundingVolume.Update(Nz::Matrix4f::ConcatenateAffine(renderSystem.GetCoordinateSystemMatrix(), Nz::Matrix4f::ConcatenateAffine(r.data.localMatrix, m_transformMatrix)));
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for (VolumeCullingEntry& entry : m_volumeCullingEntries)
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entry.listEntry.UpdateVolume(m_boundingVolume);
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if (i > 0)
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m_aabb.ExtendTo(r.boundingVolume.aabb);
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else
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m_aabb.Set(r.boundingVolume.aabb);
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}
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}
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m_boundingVolumesUpdated = true;
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for (CullingBoxEntry& entry : m_cullingBoxEntries)
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entry.listEntry.UpdateBox(m_aabb);
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}
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/*!
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