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      1 /*
      2  * Copyright (c) 2009-2010 jMonkeyEngine
      3  * All rights reserved.
      4  *
      5  * Redistribution and use in source and binary forms, with or without
      6  * modification, are permitted provided that the following conditions are
      7  * met:
      8  *
      9  * * Redistributions of source code must retain the above copyright
     10  *   notice, this list of conditions and the following disclaimer.
     11  *
     12  * * Redistributions in binary form must reproduce the above copyright
     13  *   notice, this list of conditions and the following disclaimer in the
     14  *   documentation and/or other materials provided with the distribution.
     15  *
     16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
     17  *   may be used to endorse or promote products derived from this software
     18  *   without specific prior written permission.
     19  *
     20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
     22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
     24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
     28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
     29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
     30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     31  */
     32 
     33 package com.jme3.renderer.queue;
     34 
     35 import com.jme3.material.Material;
     36 import com.jme3.math.Vector3f;
     37 import com.jme3.renderer.Camera;
     38 import com.jme3.scene.Geometry;
     39 
     40 public class OpaqueComparator implements GeometryComparator {
     41 
     42     private Camera cam;
     43     private final Vector3f tempVec  = new Vector3f();
     44     private final Vector3f tempVec2 = new Vector3f();
     45 
     46     public void setCamera(Camera cam){
     47         this.cam = cam;
     48     }
     49 
     50     public float distanceToCam(Geometry spat){
     51         if (spat == null)
     52             return Float.NEGATIVE_INFINITY;
     53 
     54         if (spat.queueDistance != Float.NEGATIVE_INFINITY)
     55                 return spat.queueDistance;
     56 
     57         Vector3f camPosition = cam.getLocation();
     58         Vector3f viewVector = cam.getDirection(tempVec2);
     59         Vector3f spatPosition = null;
     60 
     61         if (spat.getWorldBound() != null){
     62             spatPosition = spat.getWorldBound().getCenter();
     63         }else{
     64             spatPosition = spat.getWorldTranslation();
     65         }
     66 
     67         spatPosition.subtract(camPosition, tempVec);
     68         spat.queueDistance = tempVec.dot(viewVector);
     69 
     70         return spat.queueDistance;
     71     }
     72 
     73     public int compare(Geometry o1, Geometry o2) {
     74         Material m1 = o1.getMaterial();
     75         Material m2 = o2.getMaterial();
     76 
     77         int sortId = m1.compareTo(m2);
     78 
     79         if (sortId == 0){
     80             // use the same shader.
     81             // sort front-to-back then.
     82             float d1 = distanceToCam(o1);
     83             float d2 = distanceToCam(o2);
     84 
     85             if (d1 == d2)
     86                 return 0;
     87             else if (d1 < d2)
     88                 return -1;
     89             else
     90                 return 1;
     91         }else{
     92             return sortId;
     93         }
     94     }
     95 
     96 }
     97