text: /*
  -----------------------------------------------------------------------------
  This source file is part of OGRE
      (Object-oriented Graphics Rendering Engine)
  For the latest info, see http://www.ogre3d.org
  
  Copyright (c) 2000-2014 Torus Knot Software Ltd
  
  Permission is hereby granted, free of charge, to any person obtaining a copy
  of this software and associated documentation files (the "Software"), to deal
  in the Software without restriction, including without limitation the rights
  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  copies of the Software, and to permit persons to whom the Software is
  furnished to do so, subject to the following conditions:
  
  The above copyright notice and this permission notice shall be included in
  all copies or substantial portions of the Software.
  
  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  THE SOFTWARE.
  -----------------------------------------------------------------------------
  */
  #ifndef __BspSceneManager_H__
  #define __BspSceneManager_H__
  
  
  #include "OgreBspPrerequisites.h"
  #include "OgreSceneManager.h"
  #include "OgreStaticFaceGroup.h"
  #include "OgreRenderOperation.h"
  #include "OgreBspLevel.h"
  #include <set>
  
  
  namespace Ogre {
  
  
      /** Specialisation of the SceneManager class to deal with indoor scenes
          based on a BSP tree.
          This class refines the behaviour of the default SceneManager to manage
          a scene whose bulk of geometry is made up of an indoor environment which
          is organised by a Binary Space Partition (BSP) tree.
          A BSP tree progressively subdivides the space using planes which are the nodes of the tree.
          At some point we stop subdividing and everything in the remaining space is part of a 'leaf' which
          contains a number of polygons. Typically we traverse the tree to locate the leaf in which a
          point in space is (say the camera origin) and work from there. A second structure, the
          Potentially Visible Set, tells us which other leaves can been seen from this
          leaf, and we test their bounding boxes against the camera frustum to see which
          we need to draw. Leaves are also a good place to start for collision detection since
          they divide the level into discrete areas for testing.
          This BSP and PVS technique has been made famous by engines such as Quake and Unreal. Ogre
          provides support for loading Quake3 level files to populate your world through this class,
          by calling the BspSceneManager::setWorldGeometry. Note that this interface is made
          available at the top level of the SceneManager class so you don't have to write your code
          specifically for this class - just call Root::getSceneManager passing a SceneType of ST_INTERIOR
          and in the current implementation you will get a BspSceneManager silently disguised as a
          standard SceneManager.
      */
      class BspSceneManager : public SceneManager
      {
      protected:
  
          /// World geometry
          BspLevelPtr mLevel;
  
          // State variables for rendering WIP
          // Set of face groups (by index) already included
          typedef set<int>::type FaceGroupSet;
          FaceGroupSet mFaceGroupSet;
          // Material -> face group hashmap
          typedef map<Material*, vector<StaticFaceGroup*>::type, materialLess >::type MaterialFaceGroupMap;
          MaterialFaceGroupMap mMatFaceGroupMap;
  
          RenderOperation mRenderOp;
  
          // Debugging features
          bool mShowNodeAABs;
          RenderOperation mAABGeometry;
  
          /** Walks the BSP tree looking for the node which the camera
              is in, and tags any geometry which is in a visible leaf for
              later processing.
              @param camera Pointer to the viewpoint.
              @return The BSP node the camera was found in, for info.
          */
          BspNode* walkTree(Camera* camera, VisibleObjectsBoundsInfo* visibleBounds, bool onlyShadowCasters);
          /** Tags geometry in the leaf specified for later rendering. */
          void processVisibleLeaf(BspNode* leaf, Camera* cam, 
              VisibleObjectsBoundsInfo* visibleBounds, bool onlyShadowCasters);
  
          /** Caches a face group for imminent rendering. */
          unsigned int cacheGeometry(unsigned int* pIndexes, const StaticFaceGroup* faceGroup);
  
          /** Frees up allocated memory for geometry caches. */
          void freeMemory(void);
  
          /** Adds a bounding box to draw if turned on. */
          void addBoundingBox(const AxisAlignedBox& aab, bool visible);
  
          /** Renders the static level geometry tagged in walkTree. */
          void renderStaticGeometry(void);
  
          /** @copydoc SceneManager::clearScene */
          void clearScene(void);
  
          // Overridden so we can manually render world geometry
          bool fireRenderQueueEnded(uint8 id, const String& invocation);
  
          typedef set<const MovableObject*>::type MovablesForRendering;
          MovablesForRendering mMovablesForRendering;
  
      public:
          BspSceneManager(const String& name);
          ~BspSceneManager();
  
  
          /// @copydoc SceneManager::getTypeName
          const String& getTypeName(void) const;
  
          /** Specialised from SceneManager to support Quake3 bsp files. */
          void setWorldGeometry(const String& filename);
  
          /** Specialised from SceneManager to support Quake3 bsp files. */
          size_t estimateWorldGeometry(const String& filename);
          
          /** Specialised from SceneManager to support Quake3 bsp files. */
          void setWorldGeometry(DataStreamPtr& stream, 
              const String& typeName = BLANKSTRING);
  
          /** Specialised from SceneManager to support Quake3 bsp files. */
          size_t estimateWorldGeometry(DataStreamPtr& stream, 
              const String& typeName = BLANKSTRING);
  
          /** Tells the manager whether to draw the axis-aligned boxes that surround
              nodes in the Bsp tree. For debugging purposes.
          */
          void showNodeBoxes(bool show);
  
          /** Specialised to suggest viewpoints. */
          ViewPoint getSuggestedViewpoint(bool random = false);
  
          const BspLevelPtr& getLevel(void) {return mLevel; }
  
          /** Overridden from SceneManager. */
          void _findVisibleObjects(Camera* cam, VisibleObjectsBoundsInfo* visibleBounds, 
              bool onlyShadowCasters);
  
          /** Creates a specialized BspSceneNode */
          SceneNode * createSceneNodeImpl ( void );
          /** Creates a specialized BspSceneNode */
          SceneNode * createSceneNodeImpl ( const String &name );
  
          /** Internal method for tagging BspNodes with objects which intersect them. */
          void _notifyObjectMoved(const MovableObject* mov, const Vector3& pos);
          /** Internal method for notifying the level that an object has been detached from a node */
          void _notifyObjectDetached(const MovableObject* mov);
  
          /* Creates an AxisAlignedBoxSceneQuery for this scene manager. 
          @remarks
              This method creates a new instance of a query object for this scene manager, 
              for an axis aligned box region. See SceneQuery and AxisAlignedBoxSceneQuery 
              for full details.
          @par
              The instance returned from this method must be destroyed by calling
              SceneManager::destroyQuery when it is no longer required.
          @param box Details of the box which describes the region for this query.
          @param mask The query mask to apply to this query; can be used to filter out
              certain objects; see SceneQuery for details.
          */
          /*
          virtual AxisAlignedBoxSceneQuery* 
              createAABBQuery(const AxisAlignedBox& box, uint32 mask = 0xFFFFFFFF);
          */
          /* Creates a SphereSceneQuery for this scene manager. 
          @remarks
              This method creates a new instance of a query object for this scene manager, 
              for a spherical region. See SceneQuery and SphereSceneQuery 
              for full details.
          @par
              The instance returned from this method must be destroyed by calling
              SceneManager::destroyQuery when it is no longer required.
          @param sphere Details of the sphere which describes the region for this query.
          @param mask The query mask to apply to this query; can be used to filter out
              certain objects; see SceneQuery for details.
          */
          /*
          virtual SphereSceneQuery* 
              createSphereQuery(const Sphere& sphere, uint32 mask = 0xFFFFFFFF);
          */
          /** Creates a RaySceneQuery for this scene manager. 
          @remarks
              This method creates a new instance of a query object for this scene manager, 
              looking for objects which fall along a ray. See SceneQuery and RaySceneQuery 
              for full details.
          @par
              The instance returned from this method must be destroyed by calling
              SceneManager::destroyQuery when it is no longer required.
          @param ray Details of the ray which describes the region for this query.
          @param mask The query mask to apply to this query; can be used to filter out
              certain objects; see SceneQuery for details.
          */
          virtual RaySceneQuery* 
              createRayQuery(const Ray& ray, uint32 mask = 0xFFFFFFFF);
          /** Creates an IntersectionSceneQuery for this scene manager. 
          @remarks
              This method creates a new instance of a query object for locating
              intersecting objects. See SceneQuery and IntersectionSceneQuery
              for full details.
          @par
              The instance returned from this method must be destroyed by calling
              SceneManager::destroyQuery when it is no longer required.
          @param mask The query mask to apply to this query; can be used to filter out
              certain objects; see SceneQuery for details.
          */
          virtual IntersectionSceneQuery* 
              createIntersectionQuery(uint32 mask = 0xFFFFFFFF);
  
      };
  
      /** BSP specialisation of IntersectionSceneQuery */
      class BspIntersectionSceneQuery : public DefaultIntersectionSceneQuery
      {
      public:
          BspIntersectionSceneQuery(SceneManager* creator);
  
          /** See IntersectionSceneQuery. */
          void execute(IntersectionSceneQueryListener* listener);
  
      };
  
      /** BSP specialisation of RaySceneQuery */
      class BspRaySceneQuery : public DefaultRaySceneQuery
      {
      public:
          BspRaySceneQuery(SceneManager* creator);
          ~BspRaySceneQuery();
  
          /** See RaySceneQuery. */
          void execute(RaySceneQueryListener* listener);
      protected:
          /// Set for eliminating duplicates since objects can be in > 1 node
          set<MovableObject*>::type mObjsThisQuery;
          /// list of the last single intersection world fragments (derived)
          vector<SceneQuery::WorldFragment*>::type mSingleIntersections;
  
          void clearTemporaries(void);
          /** Internal processing of a single node.
          @return true if we should continue tracing, false otherwise
          */
          bool processNode(const BspNode* node, const Ray& tracingRay, RaySceneQueryListener* listener,
              Real maxDistance = Math::POS_INFINITY, Real traceDistance = 0.0f);
          /** Internal processing of a single leaf.
          @return true if we should continue tracing, false otherwise
          */
          bool processLeaf(const BspNode* node, const Ray& tracingRay, RaySceneQueryListener* listener,
              Real maxDistance = Math::POS_INFINITY, Real traceDistance = 0.0f);
  
      };
  
      /// Factory for BspSceneManager
      class BspSceneManagerFactory : public SceneManagerFactory
      {
      protected:
          void initMetaData(void) const;
      public:
          BspSceneManagerFactory() {}
          ~BspSceneManagerFactory() {}
          /// Factory type name
          static const String FACTORY_TYPE_NAME;
          SceneManager* createInstance(const String& instanceName);
          void destroyInstance(SceneManager* instance);
      };
  }
  
  #endif
  