mirror of https://github.com/mosra/magnum.git
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
275 lines
11 KiB
275 lines
11 KiB
namespace Magnum { namespace SceneGraph { |
|
/** @page scenegraph Using scene graph |
|
@brief Overview of scene management capabilities. |
|
|
|
@tableofcontents |
|
|
|
%Scene graph provides way to hiearchically manage your objects, their |
|
transformation, physics interaction, animation and rendering. There are |
|
naturally many possible combinations (2D vs. 3D, different transformation |
|
representations, animated vs. static, object can have collision shape, |
|
participate in physics events, have forward vs. deferred rendering...). To |
|
make everything possible without combinatiorial explosion and allow the users |
|
to provide their own features, scene graph in %Magnum is composed of three |
|
main components: |
|
|
|
- objects, providing parent/children hierarchy |
|
- transformations, implementing particular transformation type |
|
- features, providing rendering capabilities, collision detection, physics |
|
etc. |
|
|
|
@section scenegraph-transformation Transformations |
|
|
|
Transformation handles object position, rotation etc. and its basic property |
|
is dimension count (2D or 3D) and underlying floating-point type (by default |
|
`float`s are used everywhere, but you can use `double`s too). |
|
|
|
@note All classes in SceneGraph have `GLfloat` as default underlying |
|
floating-point type, which means that you can omit that template parameter |
|
and write just <tt>%AbstractObject<2></tt> or <tt>%MatrixTransformation3D<></tt> |
|
instead of <tt>%AbstractObject<2, GLfloat></tt> and <tt>%MatrixTransformation3D<GLfloat></tt>. |
|
|
|
%Scene graph has implementation of transformations in both 2D and 3D, using |
|
either matrices or combination of position and rotation. Each implementation |
|
has its own advantages and disadvantages -- for example when using matrices |
|
you can have nearly arbitrary transformations, but composing transformations |
|
and computing their inverse is costly operation. On the other hand quaternions |
|
won't allow you to scale or shear objects, but are more memory efficient than |
|
matrices. |
|
|
|
It's also possible to implement your own transformation class for specific |
|
needs, see @ref AbstractTransformation-subclassing |
|
"AbstractTransformation documentation" for more information. |
|
|
|
@section scenegraph-hierarchy Scene hierarchy |
|
|
|
%Scene hierarchy is skeleton part of scene graph. In the root there is Scene |
|
and its children are Object instances. The hierarchy has some transformation |
|
type, identical for all objects (because for example having part of the tree |
|
in 2D and part in 3D just wouldn't make sense). Common usage is to typedef |
|
%Scene and %Object with desired transformation type to save unnecessary typing |
|
later: |
|
@code |
|
typedef SceneGraph::Scene<SceneGraph::MatrixTransformation3D<>> Scene3D; |
|
typedef SceneGraph::Object<SceneGraph::MatrixTransformation3D<>> Object3D; |
|
@endcode |
|
|
|
Then you can start building the hierarchy by *parenting* one object to another. |
|
Parent object can be either passed in constructor or using Object::setParent(). |
|
%Scene is always root object, so it naturally cannot have parent object. |
|
@code |
|
Scene3D scene; |
|
|
|
Object3D* first = new Object3D(&scene); |
|
Object3D* second = new Object3D(&first); |
|
@endcode |
|
|
|
Object3D children can be accessed using Object::firstChild() and |
|
Object::lastChild(), then you can traverse siblings (objects with the same |
|
parent) with Object::previousSibling() and Object::nextSibling(). For example |
|
all children of an object can be traversed the following way: |
|
@code |
|
Object3D* o; |
|
for(Object3D* child = o->firstChild(); child; child = child->nextSibling()) { |
|
// ... |
|
} |
|
@endcode |
|
|
|
The hierarchy takes care of memory management - when an object is destroyed, |
|
all its children are destroyed too. See detailed explanation of |
|
@ref scenegraph-object-construction-order "construction and destruction order" |
|
for information about possible issues. |
|
|
|
The object is derived from the transformation you specified earlier in the |
|
`typedef`, so you can directly transform the objects using methods of given |
|
transformation implementation. %Scene, as a root object, cannot have any |
|
transformation. For convenience you can use method chaining: |
|
@code |
|
Object3D* next = new Object3D; |
|
next->setParent(another) |
|
->translate(Vector3::yAxis(3.0f)) |
|
->rotateY(deg(35.0f)); |
|
@endcode |
|
|
|
@section scenegraph-features Object features |
|
|
|
The object itself handles only parent/child relationship and transformation. |
|
To make the object renderable, animatable, add collision shape to it etc., you |
|
have to add a *feature* to it. |
|
|
|
Each feature takes pointer to holder object in constructor, so adding a |
|
feature to an object might look like this: |
|
@code |
|
Object3D* o; |
|
MyFeature* feature = new MyFeature(o); |
|
@endcode |
|
|
|
Features of an object can be accessed using Object::firstFeature() and |
|
Object::lastFeature(), then you can traverse the features using |
|
AbstractFeature::previousFeature() and AbstractFeature::nextFeature(), |
|
similarly to traversing object children: |
|
@code |
|
Object3D* o; |
|
for(Object3D::FeatureType feature = o->firstFeature(); feature; feature = feature->nextFeature()) { |
|
// ... |
|
} |
|
@endcode |
|
|
|
Some features are passive, some active. Passive features can be just added to |
|
an object like above, without any additional work (for example collision shape). |
|
Active features require the user to implement some virtual function (for |
|
example to draw the object on screen or perform animation step). To make things |
|
convenient, features can be added directly to object itself using multiple |
|
inheritance, so you can conveniently add all the active features you want and |
|
implement needed functions in your own Object subclass without having to |
|
subclass each feature individually (and making the code overly verbose). |
|
Simplified example: |
|
@code |
|
class Bomb: public Object3D, Drawable, Animatable { |
|
public: |
|
inline Bomb(Object3D* parent): Object3D(parent), Drawable(this), Animatable(this) {} |
|
|
|
protected: |
|
void draw() { |
|
// drawing implementation for Drawable feature |
|
} |
|
|
|
void animationStep() { |
|
// animation step for Animatable feature |
|
} |
|
}; |
|
@endcode |
|
|
|
From the outside there is no difference between features added as member and |
|
features added using multiple inheritance, they can be both accessed from |
|
feature list. |
|
|
|
Similarly to object hierarchy, when destroying object, all its features (both |
|
member and inherited) are destroyed. See detailed explanation of |
|
@ref scenegraph-feature-construction-order "construction and destruction order" |
|
for information about possible issues. |
|
|
|
@section scenegraph-caching Transformation caching |
|
|
|
Some features need to operate with absolute transformations and their |
|
inversions - for example camera needs its inverse transformation to render the |
|
scene, collision detection needs to know about positions of surrounding |
|
objects etc. To avoid computing the transformations from scratch every time, |
|
the feature can cache them. |
|
|
|
The cached data stay until the object is marked as dirty - that is by changing |
|
transformation, changing parent or explicitly calling Object::setDirty(). If |
|
the object is marked as dirty, all its children are marked as dirty too and |
|
AbstractFeature::markDirty() is called on every feature. Calling |
|
Object::setClean() cleans the dirty object and all its dirty parents. |
|
The function goes through all object features and calls AbstractFeature::clean() |
|
or AbstractFeature::cleanInverted() depending on which caching is enabled on |
|
given feature. If the object is already clean, Object::setClean() does nothing. |
|
|
|
Most probably you will need caching in Object itself -- which doesn't support |
|
it on its own -- however you can take advantage of multiple inheritance and |
|
implement it using AbstractFeature. In order to have caching, you must enable |
|
it first, because by default the caching is disabled. You can enable it using |
|
AbstractFeature::setCachedTransformations() and then implement corresponding |
|
cleaning function(s): |
|
@code |
|
class CachingObject: public Object3D, Object3D::FeatureType { |
|
public: |
|
CachingObject(Object3D* parent): Object3D::FeatureType(this) { |
|
setCachedTransformations(CachedTransformation::Absolute); |
|
} |
|
|
|
protected: |
|
void clean(const Matrix4& absoluteTransformation) override { |
|
absolutePosition = absoluteTransformation.translation(); |
|
} |
|
|
|
private: |
|
Vector3 absolutePosition; |
|
}; |
|
@endcode |
|
|
|
When you need to use the cached value, you can explicitly request the cleanup |
|
by calling Object::setClean(). Camera, for example, calls it automatically |
|
before it starts rendering, as it needs its own inverse transformation to |
|
properly draw the objects. |
|
|
|
See @ref AbstractFeature-subclassing-caching for more information. |
|
|
|
@section scenegraph-construction-order Construction and destruction order |
|
|
|
There aren't any limitations and usage trade-offs of what you can and can't do |
|
when working with objects and features, but there are two issues which you |
|
should be aware of: |
|
|
|
@subsection scenegraph-object-construction-order Object hierarchy |
|
|
|
When objects are created on the heap (the preferred way, using `new`), they |
|
can be constructed in any order and they will be destroyed when their parent |
|
is destroyed. When creating them on the stack, however, they will be destroyed |
|
when they go out of scope. Normally, the natural order of creation is not a |
|
problem: |
|
@code |
|
{ |
|
Scene3D scene; |
|
Object3D object(&scene); |
|
} |
|
@endcode |
|
The object is created last, so it will be destroyed first, removing itself |
|
from `scene`'s children list, causing no problems when destroying `scene` |
|
object later. However, if their order is swapped, it will cause problems: |
|
@code |
|
{ |
|
Object3D object; |
|
Scene3D scene; |
|
|
|
object.setParent(&scene); |
|
} // crash! |
|
@endcode |
|
The scene will be destroyed first, deleting all its children, which is wrong, |
|
because `object` is created on stack. If this doesn't already crash, the |
|
`object` destructor is called (again), making things even worse. |
|
|
|
@subsection scenegraph-feature-construction-order Member and inherited features |
|
|
|
When destroying the object, all its features are destroyed. For features added |
|
as member it's no issue, features added using multiple inheritance must be |
|
inherited after the %Object class: |
|
@code |
|
class MyObject: public Object3D, MyFeature { |
|
public: |
|
inline MyObject(Object3D* parent): Object3D(parent), MyFeature(this) {} |
|
}; |
|
@endcode |
|
When constructing MyObject, Object3D constructor is called first and then |
|
MyFeature constructor adds itself to Object3D's list of features. When |
|
destroying MyObject, its destructor is called and then the destructors of |
|
ancestor classes -- first MyFeature destructor, which will remove itself from |
|
Object3D's list, then Object3D destructor. |
|
|
|
However, if we would inherit MyFeature first, it will cause problems: |
|
@code |
|
class MyObject: MyFeature, public Object3D { |
|
public: |
|
inline MyObject(Object3D* parent): MyFeature(this), Object3D(parent) {} // crash! |
|
}; |
|
@endcode |
|
MyFeature tries to add itself to feature list in not-yet-constructed Object3D, |
|
causing undefined behavior. Then, if this doesn't already crash, Object3D is |
|
created, creating empty feature list, making the feature invisible. |
|
|
|
If we would construct them in swapped order (if it is even possible), it |
|
wouldn't help either: |
|
@code |
|
class MyObject: MyFeature, public Object3D { |
|
public: |
|
inline MyObject(Object3D* parent): Object3D(parent), MyFeature(this) {} |
|
|
|
// crash on destruction! |
|
}; |
|
@endcode |
|
On destruction, Object3D destructor is called first, deleting MyFeature, |
|
which is wrong, because MyFeature is in the same object. After that (if the |
|
program didn't already crash) destructor of MyFeature is called (again). |
|
*/ |
|
}}
|
|
|