Engineering Real- Time Applications with Wild Magic
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1 3D GAME ENGINE ARCHITECTURE Engineering Real- Time Applications with Wild Magic DAVID H. EBERLY Geometric Tools, Inc. AMSTERDAM BOSTON HEIDELRERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO ELSEVIER Morgan Kaufmann is an imprint of Elsevier MORGAN KAUFMANN PUBLISHERS :<*
2 CONTENTS ABOUT THE AUTHOR PREFACE V xiii 1 m. INTRODUCTION 1.1 DRAWING A TRIANGLE DRAWING A TRIANGLE MESH DRAWING A COMPLICATED SCENE ABSTRACTION OF SYSTEMS 27 CORE SYSTEMS 31 Z.I THE LOW-LEVEL SYSTEM THE MATHEMATICS SYSTEM 53 THE LOW-LEVEL SYSTEM Basic Data Structures Encapsulating Platform-Specific Concepts Endianness System Time File Handling Memory Allocation and Deallocation Basic Mathematics Functions Fast Functions Vectors Matrices Quaternions Lines and Planes Colors THE OBJECT SYSTEM Run-Time Type Information Names and Unique Identifiers Sharing and Smart Pointers Controllers 121 vii
3 viii Contents Streaming Cloning String Trees Initialization and Termination 139 O SCENE GRAPHS AND RENDERERS THE CORE CLASSES Motivation for the Classes Spatial Hierarchy Design Instancing GEOMETRIC STATE ' Transformations Bounding Volumes The Core Classes and Geometric Updates GEOMETRIC TYPES Points Line Segments Triangle Meshes Particles RENDER STATE Global State Lights Textures Multitexturing Effects The Core Classes and Render State Updates RENDERERS AND CAMERAS Camera Models Basic Architecture for Rendering Single-Pass Drawing The DrawPrimitive Function Cached Textures and Vertex Attributes Global Effects and Multipass Support ADVANCED SCENE GRAPH TOPICS LEVEL OF DETAIL 299
4 Contents ix Billboards Display of Particles Discrete Level of Detail Continuous Level of Detail Infinite Level of Detail SORTING Binary Space Partitioning Trees Portals Sorting Children of a Node Deferred Drawing CURVES AND SURFACES Parametric Curves Parametric Surfaces f Curve Tessellation by Subdivision Surface Tessellation by Subdivision 4.4 TERRAIN CONTROLLERS AND ANIMATION Data Representations Level of Detail Terrain Pages and Memory Management Keyframe Animation Morphing Points and Particles Skin and Bones Inverse Kinematics ADVANCED RENDERING TOPICS SPECIAL EFFECTS USING THE FIXED-FUNCTION PIPELINE Vertex Coloring Single Textures Dark Maps Light Maps Gloss Maps Bump Maps Environment Maps Projected Textures Planar Shadows Planar Reflection 457
5 X Contents 5.2 SPECIAL EFFECTS USING VERTEX AND PIXEL SHADERS Scene Graph Support Renderer Support Automatic Source Code Generation 486 w COLLISION DETECTION DISTANCE-BASED METHODS A Plan of Attack Root Finding Using Newton's Method Root Finding Using Bisection Hybrid Root Finding An Abstract Interface for Distance Calculations INTERSECTION-BASED METHODS An Abstract Interface for Intersection Queries LINE-OBJECT INTERSECTION Intersections between Linear Components and Triangles Intersections between Linear Components and Bounding Volumes Picking Staying on Top of Things Staying out of Things OBJECT-OBJECT INTERSECTION Collision Groups Hierarchical Collision Detection Spatial and Temporal Coherence 553 / PHYSICS NUMERICAL METHODS FOR SOLVING DIFFERENTIAL EQUATIONS Eider's Method Midpoint Method Runge-Kutta Fourth-Order Method Implicit Equations and Methods PARTICLE PHYSICS MASS-SPRING SYSTEMS Curve Masses 580
6 Contents xi Surface Masses Volume Masses Arbitrary Configurations DEFORMABLE BODIES RIGID BODIES The Rigid Body Class Computing the Inertia Tensor 600 APPLICATIONS ABSTRACTION OF THE APPLICATION Processing Command Line Parameters The Application Class The ConsoleApplication Class The WindowApplication Class The WindowApplication3 Class SAMPLE APPLICATIONS BillboardNode Sample BspNode Sample CachedArray Sample Castle Sample ClodMesh Sample Collision Sample InverseKinematics Sample Portals Sample ScreenPolygon Sample SkinnedBiped Sample SortFaces Sample Terrain Sample SAMPLE TOOLS dsToWmof Importer Maya and Max Exporters BmpToWmif Converter WmifToBmp Converter ScenePrinter Tool SceneTree Tool SceneViewer Tool 674
7 Xll Contents APPENDIX CODING CONVENTIONS 677 A.I FILE NAMING AND ORGANIZATION 677 A.2 COMMENT PREAMBLE AND SEPARATORS 680 A.3 WHITE SPACE 681 A.3.1 Indentation 681 A.3.2 Blank Lines 682 A.3.3 Function Declarators 682 A.3.4 Constructor Initializers 683 A.3.5 Function Calls 684 A.3.6 Conditionals 684 A.4 BRACES 685 A.5 POINTER TYPES 686 A.6 IDENTIFIER NAMES 688 A.6.1 Variables 688 A.6.2 Classes and Functions 690 A.6.3 Enumerations 690 A.7 C++ EXCEPTIONS 691 A.8 HEADER FILE ORGANIZATION 692 A.8.1 Include Guards and Nested Header Files 692 A.8.2 Minimizing Compilation Time 695 BIBLIOGRAPHY 699 INDEX 703 ABOUT THE CD-ROM 733
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