Torque3D/Engine/source/forest/forestDataFile.h

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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 _FORESTDATAFILE_H_
#define _FORESTDATAFILE_H_
#ifndef _FORESTITEM_H_
#include "forest/forestItem.h"
#endif
#ifndef _TDICTIONARY_H_
#include "core/util/tDictionary.h"
#endif
class ForestCell;
class Forest;
class Frustum;
/// This is the data file for Forests.
class ForestData
{
protected:
enum { FILE_VERSION = 1 };
/// Set the bucket dimensions to 2km x 2km.
static const U32 BUCKET_DIM = 2000;
/// Set to true if the file is dirty and
/// needs to be saved before being destroyed.
bool mIsDirty;
///
typedef HashTable<Point2I,ForestCell*> BucketTable;
/// The top level cell buckets which allows us
/// to have virtually unbounded range.
BucketTable mBuckets;
/// The next free item id.
static U32 smNextItemId;
/// Converts a ForestItem's Point3F 'KeyPosition' to a Point2I
/// key we index into BucketTable with.
static Point2I _getBucketKey( const Point3F &pos );
/// Finds the bucket with the given Point2I key or returns NULL.
ForestCell* _findBucket( const Point2I &key ) const;
/// Finds the best top level bucket for the ForestItem 'key' position
/// or returns NULL.
ForestCell* _findBucket( const Point3F &pos ) const;
/// Find the best top level bucket for the given position
/// or returns a new one.
ForestCell* _findOrCreateBucket( const Point3F &pos );
void _onItemReload();
public:
ForestData();
virtual ~ForestData();
bool isDirty() const { return mIsDirty; }
/// Deletes all the data and resets the
/// file to an empty state.
void clear();
/// Helper for debugging cell generation.
void regenCells();
///
bool read( Stream &stream );
///
bool write( const char *path );
const ForestItem& addItem( ForestItemData *data,
const Point3F &position,
F32 rotation,
F32 scale );
const ForestItem& addItem( ForestItemKey key,
ForestItemData *data,
const MatrixF &xfm,
F32 scale );
const ForestItem& updateItem( ForestItemKey key,
const Point3F &keyPosition,
ForestItemData *newData,
const MatrixF &newXfm,
F32 newscale );
const ForestItem& updateItem( ForestItem &item );
bool removeItem( ForestItemKey key, const Point3F &keyPosition );
/// Performs a search using the position to limit tested cells.
const ForestItem& findItem( ForestItemKey key, const Point3F &keyPosition ) const;
/// Does an exhaustive search thru all cells looking for
/// the item. This method is slow and should be avoided.
const ForestItem& findItem( ForestItemKey key ) const;
/// Fills a vector with a copy of all the items in the data set.
///
/// @param outItems The output vector of items.
/// @return The count of items found.
///
U32 getItems( Vector<ForestItem> *outItems ) const;
/// Fills a vector with a copy of all items in the Frustum.
/// Note that this IS expensive and this is not how Forest internally
/// collects items for rendering. This is here for ForestSelectionTool.
///
/// @param The Frustum to cull with.
/// @param outItems The output vector of items.
/// @return The count of items found.
///
U32 getItems( const Frustum &culler, Vector<ForestItem> *outItems ) const;
/// Returns a copy of all the items that intersect the box. If
/// the output vector is NULL then it will early out on the first
/// found item returning 1.
///
/// @param box The search box.
/// @param outItems The output vector of items or NULL.
/// @return The count of items found.
///
U32 getItems( const Box3F &box, Vector<ForestItem> *outItems ) const;
/// Returns a copy of all the items that intersect the sphere. If
/// the output vector is NULL then it will early out on the first
/// found item returning 1.
///
/// @param point The center of the search sphere.
/// @param radius The radius of the search sphere.
/// @param outItems The output vector of items or NULL.
/// @return The count of items found.
///
U32 getItems( const Point3F &point, F32 radius, Vector<ForestItem> *outItems ) const;
/// Returns a copy of all the items that intersect the 2D circle ignoring
/// the z component. If the output vector is NULL then it will early out
/// on the first found item returning 1.
///
/// @param point The center point of the search circle.
/// @param radius The radius of the search circle.
/// @param outItems The output vector of items or NULL.
/// @return The count of items found.
///
U32 getItems( const Point2F &point, F32 radius, Vector<ForestItem> *outItems ) const;
/// Returns a copy of all the items that share the input item datablock.
///
/// @param data The datablock to search for.
/// @param outItems The output vector of items.
/// @return The count of items found.
///
U32 getItems( const ForestItemData *data, Vector<ForestItem> *outItems ) const;
/// Returns all the top level cells which intersect the frustum.
void getCells( const Frustum &frustum, Vector<ForestCell*> *outCells ) const;
/// Returns all top level cells.
void getCells( Vector<ForestCell*> *outCells ) const;
/// Gathers all the datablocks used and returns the count.
U32 getDatablocks( Vector<ForestItemData*> *outVector ) const;
///
bool castRay( const Point3F &start, const Point3F &end, RayInfo *outInfo, bool rendered ) const;
///
void clearPhysicsRep( Forest *forest );
void buildPhysicsRep( Forest *forest );
};
inline Point2I ForestData::_getBucketKey( const Point3F &pos )
{
return Point2I ( (S32)mFloor(pos.x / BUCKET_DIM) * BUCKET_DIM,
(S32)mFloor(pos.y / BUCKET_DIM) * BUCKET_DIM );
}
inline ForestCell* ForestData::_findBucket( const Point3F &pos ) const
{
return _findBucket( _getBucketKey( pos ) );
}
#endif // _FORESTDATAFILE_H_