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{
Copyright 2002-2022 Michalis Kamburelis.
This file is part of "view3dscene".
"view3dscene" is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
"view3dscene" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with "view3dscene"; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
----------------------------------------------------------------------------
}
{ Visualizing the octree. }
unit V3DSceneOctreeVisualize;
{$I v3dsceneconf.inc}
interface
uses CastleInternalOctree, CastleWindow, CastleScene;
type
TOctreeDisplay = object
private
procedure AddDisplayStatus(var S: string);
public
{ Constructor, initially display is none (Whole = @false and Depth = -1). }
constructor Init(const AName: string);
public
Whole: boolean;
{ Depth to dispay. Meaningful only if Whole = false.
-1 means "don't display octree". }
Depth: Integer;
Name: string;
MenuWhole: TMenuItemChecked;
procedure DoMenuIncDepth;
procedure DoMenuDecDepth;
procedure DoMenuToggleWhole;
end;
var
OctreeTrianglesDisplay: TOctreeDisplay;
OctreeVisibleShapesDisplay: TOctreeDisplay;
OctreeCollidableShapesDisplay: TOctreeDisplay;
procedure OctreeDisplay(Scene: TCastleScene);
function OctreeDisplayStatus: string;
implementation
uses SysUtils,
{$ifdef FPC} CastleGL, {$else} GL, GLExt, {$endif}
CastleColors, CastleGLUtils, CastleShapes, CastleGLBoxes, V3DSceneBoxes;
{ TOctreeDisplay ------------------------------------------------------------- }
constructor TOctreeDisplay.Init(const AName: string);
begin
Whole := false;
Depth := -1;
Name := AName;
end;
procedure TOctreeDisplay.DoMenuIncDepth;
begin
if Whole then
begin
Whole := false;
MenuWhole.Checked := Whole;
Depth := -1;
end;
Inc(Depth);
end;
procedure TOctreeDisplay.DoMenuDecDepth;
begin
if Whole then
begin
Whole := false;
MenuWhole.Checked := Whole;
Depth := -1;
end;
Dec(Depth);
if Depth < -1 then Depth := -1;
end;
procedure TOctreeDisplay.DoMenuToggleWhole;
begin
Whole := not Whole;
if not Whole then
Depth := -1;
end;
procedure TOctreeDisplay.AddDisplayStatus(var S: string);
begin
if Whole then
S += Format(', Octree %s display: whole', [Name]) else
if Depth <> -1 then
S += Format(', Octree %s display: depth %d', [Name, Depth]);
end;
{ ---------------------------------------------------------------------------- }
procedure OctreeDisplay(Scene: TCastleScene);
(* TODO:
This should be rewritten to construct a TCastleScene with TLineSet inside.
Rendering using glDrawBox3DWire relies on OpenGL immediate mode,
not possible under OpenGLES,
cumbersome (needs PushMatrix hack in view3dscene.lpr)
under modern OpenGL with EnabledFixedFunction = false.
*)
{$ifndef OpenGLES} //TODO-es
procedure DisplayOctreeDepth(octreenode: TOctreeNode;
OctreeDisplayDepth: integer);
var
b0, b1, b2: boolean;
begin
with octreenode do
if Depth = OctreeDisplayDepth then
begin
if not (IsLeaf and (ItemsCount = 0)) then
glDrawBox3DWire(Box);
end else
if not IsLeaf then
begin
for b0 := false to true do
for b1 := false to true do
for b2 := false to true do
DisplayOctreeDepth(TreeSubNodes[b0, b1, b2], OctreeDisplayDepth);
end;
end;
procedure DisplayOctreeTrianglesDepth(OctreeDisplayDepth: integer);
var
ShapeList: TShapeList;
Shape: TShape;
begin
{ Octree is not always ready, as it's recalculation during animations
may hurt. Also, Draw may be called in various situations even when Scene
is not really ready (e.g. when showing errors after scene loading).
Also, octrees for particular shapes are not necessarily
created, since some shapes may be not collidable.
So we have to carefully check here whether appropriate things
are initialized. }
if Scene <> nil then
begin
ShapeList := Scene.Shapes.TraverseList(true);
for Shape in ShapeList do
if Shape.InternalOctreeTriangles <> nil then
begin
glPushMatrix;
glMultMatrix(Shape.State.Transformation.Transform);
DisplayOctreeDepth(Shape.InternalOctreeTriangles.TreeRoot,
OctreeDisplayDepth);
glPopMatrix;
end;
end;
end;
procedure DisplayOctreeWhole(OctreeNode: TOctreeNode);
var
b0, b1, b2: boolean;
begin
with OctreeNode do
begin
if not (IsLeaf and (ItemsCount = 0)) then
glDrawBox3DWire(Box);
if not IsLeaf then
begin
for b0 := false to true do
for b1 := false to true do
for b2 := false to true do
DisplayOctreeWhole(TreeSubNodes[b0, b1, b2]);
end;
end;
end;
procedure DisplayOctreeTrianglesWhole;
var
ShapeList: TShapeList;
Shape: TShape;
begin
{ Octree is not always ready, as it's recalculation during animations
may hurt. Also, Draw may be called in various situations even when Scene
is not really ready (e.g. when showing errors after scene loading).
Also, octrees for particular shapes are not necessarily
created, since some shapes may be not collidable.
So we have to carefully check here whether appropriate things
are initialized. }
if Scene <> nil then
begin
ShapeList := Scene.Shapes.TraverseList(true);
for Shape in ShapeList do
if Shape.InternalOctreeTriangles <> nil then
begin
glPushMatrix;
glMultMatrix(Shape.State.Transformation.Transform);
DisplayOctreeWhole(Shape.InternalOctreeTriangles.TreeRoot);
glPopMatrix;
end;
end;
end;
begin
if OctreeTrianglesDisplay.Whole then
begin
glColorv(Yellow);
DisplayOctreeTrianglesWhole;
end else
if OctreeTrianglesDisplay.Depth >= 0 then
begin
glColorv(Yellow);
DisplayOctreeTrianglesDepth(OctreeTrianglesDisplay.Depth);
end;
if OctreeVisibleShapesDisplay.Whole then
begin
glColorv(Blue);
DisplayOctreeWhole(Scene.InternalOctreeRendering.TreeRoot);
end else
if OctreeVisibleShapesDisplay.Depth >= 0 then
begin
glColorv(Blue);
DisplayOctreeDepth(Scene.InternalOctreeRendering.TreeRoot,
OctreeVisibleShapesDisplay.Depth);
end;
if OctreeCollidableShapesDisplay.Whole then
begin
glColorv(Red);
DisplayOctreeWhole(Scene.InternalOctreeDynamicCollisions.TreeRoot);
end else
if OctreeCollidableShapesDisplay.Depth >= 0 then
begin
glColorv(Red);
DisplayOctreeDepth(Scene.InternalOctreeDynamicCollisions.TreeRoot,
OctreeCollidableShapesDisplay.Depth);
end;
{$else}
begin
{$endif}
end;
function OctreeDisplayStatus: string;
begin
Result := '';
OctreeTrianglesDisplay .AddDisplayStatus(Result);
OctreeVisibleShapesDisplay .AddDisplayStatus(Result);
OctreeCollidableShapesDisplay.AddDisplayStatus(Result);
end;
initialization
OctreeTrianglesDisplay .Init('triangles');
OctreeVisibleShapesDisplay .Init('visible shapes');
OctreeCollidableShapesDisplay.Init('collidable shapes');
end.
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