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Engine directory for ticket #1
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Engine/source/forest/forest.h
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214
Engine/source/forest/forest.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _H_FOREST_
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#define _H_FOREST_
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#ifndef _FORESTITEM_H_
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#include "forest/forestItem.h"
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#endif
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#ifndef _FORESTDATAFILE_H_
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#include "forest/forestDataFile.h"
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#endif
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#ifndef _MATHUTIL_FRUSTUM_H_
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#include "math/util/frustum.h"
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#endif
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#ifndef _GFXTEXTUREHANDLE_H_
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#include "gfx/gfxTextureHandle.h"
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#endif
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#ifndef _COLLISION_H_
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#include "collision/collision.h"
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#endif
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _SIGNAL_H_
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#include "core/util/tSignal.h"
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#endif
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#ifndef __RESOURCE_H__
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#include "core/resource.h"
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#endif
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#ifndef _CONVEX_H_
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#include "collision/convex.h"
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#endif
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class TSShapeInstance;
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class Forest;
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class ForestItemData;
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class ForestData;
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class GBitmap;
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class IForestCollision;
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class IForestMask;
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class PhysicsBody;
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struct ObjectRenderInst;
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struct TreePlacementInfo;
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class ForestRayInfo;
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class SceneZoneSpaceManager;
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struct TreeInfo
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{
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U32 treeId;
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SimObjectId treeTypeId;
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F32 distance;
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SimObjectId forestId;
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Point3F position;
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};
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typedef Signal<void( Forest *forest )> ForestCreatedSignal;
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///
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class Forest : public SceneObject
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{
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friend class CreateForestEvent;
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friend class ForestConvex;
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protected:
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typedef SceneObject Parent;
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/// Collision and Physics
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/// @{
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Convex* mConvexList;
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/// @}
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/// The name of the planting data file.
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StringTableEntry mDataFileName;
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/// The forest data file which defines planting.
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Resource<ForestData> mData;
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/// Used to scale the tree LODs when rendering into
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/// reflections. It should be greater or equal to 1.
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F32 mReflectionLodScalar;
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/// Set when rezoning of forest cells is required.
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bool mZoningDirty;
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/// Debug helpers.
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static bool smForceImposters;
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static bool smDisableImposters;
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static bool smDrawCells;
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static bool smDrawBounds;
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///
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bool mRegen;
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enum MaskBits
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{
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MediaMask = Parent::NextFreeMask << 1,
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LodMask = Parent::NextFreeMask << 2,
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NextFreeMask = Parent::NextFreeMask << 3
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};
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static U32 smTotalCells;
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static U32 smCellsRendered;
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static U32 smCellItemsRendered;
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static U32 smCellsBatched;
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static U32 smCellItemsBatched;
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static F32 smAverageItemsPerCell;
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static void _clearStats(bool);
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void _renderCellBounds( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
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void _onZoningChanged( SceneZoneSpaceManager *zoneManager );
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static ForestCreatedSignal smCreatedSignal;
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static ForestCreatedSignal smDestroyedSignal;
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public:
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static ForestCreatedSignal& getCreatedSignal() { return smCreatedSignal; }
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static ForestCreatedSignal& getDestroyedSignal() { return smDestroyedSignal; }
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Forest();
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virtual ~Forest();
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DECLARE_CONOBJECT(Forest);
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static void consoleInit();
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static void initPersistFields();
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// SimObject
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bool onAdd();
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void onRemove();
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/// Overloaded from SceneObject to properly update
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/// the client side forest when changes occur within
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/// the mission editor.
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void inspectPostApply();
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/// Overloaded from SceneObject for updating the
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/// client side position of the forest.
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void setTransform( const MatrixF &mat );
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void prepRenderImage( SceneRenderState *state );
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bool isTreeInRange( const Point2F& point, F32 radius ) const;
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// Network
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U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
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void unpackUpdate( NetConnection *conn, BitStream *stream );
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//IForestCollision *getCollision() const { return mCollision; }
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// SceneObject - Collision
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virtual void buildConvex( const Box3F& box, Convex* convex );
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virtual bool buildPolyList( PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere );
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virtual bool castRay( const Point3F &start, const Point3F &end, RayInfo *outInfo );
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virtual bool castRayRendered( const Point3F &start, const Point3F &end, RayInfo *outInfo );
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virtual bool collideBox( const Point3F &start, const Point3F &end, RayInfo *outInfo );
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// SceneObject - Other
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virtual void applyRadialImpulse( const Point3F &origin, F32 radius, F32 magnitude );
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bool castRayBase( const Point3F &start, const Point3F &end, RayInfo *outInfo, bool rendered );
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const Resource<ForestData>& getData() const { return mData; }
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Resource<ForestData>& getData() { return mData; }
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//bool buildPolyList(AbstractPolyList* polyList, const Box3F &box, const SphereF& sphere);
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//void buildConvex(const Box3F& box, Convex* convex);
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void getLocalWindTrees( const Point3F &camPos, F32 radius, Vector<TreePlacementInfo> *placementInfo );
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/// Called to create a new empty planting data file and
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/// assign it to this forest.
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void createNewFile();
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///
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void saveDataFile( const char *path = NULL );
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///
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void clear() { mData->clear(); }
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/// Called to rebuild the collision state.
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void updateCollision();
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};
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#endif // _H_FOREST_
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