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Engine directory for ticket #1
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692
Engine/source/scene/sceneManager.cpp
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692
Engine/source/scene/sceneManager.cpp
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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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#include "platform/platform.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneObject.h"
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#include "scene/zones/sceneTraversalState.h"
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#include "scene/sceneRenderState.h"
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#include "scene/zones/sceneRootZone.h"
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#include "scene/zones/sceneZoneSpace.h"
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#include "lighting/lightManager.h"
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#include "renderInstance/renderPassManager.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/gfxDebugEvent.h"
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#include "console/engineAPI.h"
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#include "sim/netConnection.h"
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#include "T3D/gameBase/gameConnection.h"
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// For player object bounds workaround.
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#include "T3D/player.h"
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extern bool gEditingMission;
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MODULE_BEGIN( Scene )
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MODULE_INIT_AFTER( Sim )
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MODULE_SHUTDOWN_BEFORE( Sim )
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MODULE_INIT
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{
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// Client scene.
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gClientSceneGraph = new SceneManager( true );
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// Server scene.
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gServerSceneGraph = new SceneManager( false );
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Con::addVariable( "$Scene::lockCull", TypeBool, &SceneManager::smLockDiffuseFrustum,
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"Debug tool which locks the frustum culling to the current camera location.\n"
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"@ingroup Rendering\n" );
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Con::addVariable( "$Scene::disableTerrainOcclusion", TypeBool, &SceneCullingState::smDisableTerrainOcclusion,
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"Used to disable the somewhat expensive terrain occlusion testing.\n"
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"@ingroup Rendering\n" );
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Con::addVariable( "$Scene::disableZoneCulling", TypeBool, &SceneCullingState::smDisableZoneCulling,
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"If true, zone culling will be disabled and the scene contents will only be culled against the root frustum.\n\n"
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"@ingroup Rendering\n" );
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Con::addVariable( "$Scene::renderBoundingBoxes", TypeBool, &SceneManager::smRenderBoundingBoxes,
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"If true, the bounding boxes of objects will be displayed.\n\n"
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"@ingroup Rendering" );
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Con::addVariable( "$Scene::maxOccludersPerZone", TypeS32, &SceneCullingState::smMaxOccludersPerZone,
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"Maximum number of occluders that will be concurrently allowed into the scene culling state of any given zone.\n\n"
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"@ingroup Rendering" );
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Con::addVariable( "$Scene::occluderMinWidthPercentage", TypeF32, &SceneCullingState::smOccluderMinWidthPercentage,
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"TODO\n\n"
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"@ingroup Rendering" );
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Con::addVariable( "$Scene::occluderMinHeightPercentage", TypeF32, &SceneCullingState::smOccluderMinHeightPercentage,
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"TODO\n\n"
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"@ingroup Rendering" );
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}
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MODULE_SHUTDOWN
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{
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SAFE_DELETE( gClientSceneGraph );
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SAFE_DELETE( gServerSceneGraph );
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}
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MODULE_END;
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bool SceneManager::smRenderBoundingBoxes;
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bool SceneManager::smLockDiffuseFrustum = false;
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SceneCameraState SceneManager::smLockedDiffuseCamera = SceneCameraState( RectI(), Frustum(), MatrixF(), MatrixF() );
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SceneManager* gClientSceneGraph = NULL;
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SceneManager* gServerSceneGraph = NULL;
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//-----------------------------------------------------------------------------
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SceneManager::SceneManager( bool isClient )
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: mLightManager( NULL ),
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mCurrentRenderState( NULL ),
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mIsClient( isClient ),
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mUsePostEffectFog( true ),
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mDisplayTargetResolution( 0, 0 ),
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mDefaultRenderPass( NULL ),
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mVisibleDistance( 500.f ),
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mNearClip( 0.1f ),
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mAmbientLightColor( ColorF( 0.1f, 0.1f, 0.1f, 1.0f ) ),
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mZoneManager( NULL )
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{
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VECTOR_SET_ASSOCIATION( mBatchQueryList );
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// For the client, create a zone manager.
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if( isClient )
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{
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mZoneManager = new SceneZoneSpaceManager( getContainer() );
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// Add the root zone to the scene.
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addObjectToScene( mZoneManager->getRootZone() );
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}
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}
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//-----------------------------------------------------------------------------
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SceneManager::~SceneManager()
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{
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SAFE_DELETE( mZoneManager );
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if( mLightManager )
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mLightManager->deactivate();
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}
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//-----------------------------------------------------------------------------
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void SceneManager::renderScene( ScenePassType passType, U32 objectMask )
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{
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SceneCameraState cameraState = SceneCameraState::fromGFX();
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// Handle frustum locking.
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const bool lockedFrustum = ( smLockDiffuseFrustum && passType == SPT_Diffuse );
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if( lockedFrustum )
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cameraState = smLockedDiffuseCamera;
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else if( passType == SPT_Diffuse )
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{
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// Store the camera state so if we lock, this will become the
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// locked state.
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if( passType == SPT_Diffuse )
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smLockedDiffuseCamera = cameraState;
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}
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// Create the render state.
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SceneRenderState renderState( this, passType, cameraState );
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// If we have locked the frustum, reset the view transform
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// on the render pass which the render state has just set
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// to the view matrix corresponding to the locked frustum. For
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// rendering, however, we need the true view matrix from the
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// GFX state.
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if( lockedFrustum )
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{
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RenderPassManager* rpm = renderState.getRenderPass();
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rpm->assignSharedXform( RenderPassManager::View, GFX->getWorldMatrix() );
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}
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// Render.
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renderScene( &renderState, objectMask );
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}
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//-----------------------------------------------------------------------------
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void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, SceneZoneSpace* baseObject, U32 baseZone )
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{
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PROFILE_SCOPE( SceneGraph_renderScene );
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// Get the lights for rendering the scene.
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PROFILE_START( SceneGraph_registerLights );
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LIGHTMGR->registerGlobalLights( &renderState->getFrustum(), false );
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PROFILE_END();
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// If its a diffuse pass, update the current ambient light level.
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// To do that find the starting zone and determine whether it has a custom
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// ambient light color. If so, pass it on to the ambient light manager.
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// If not, use the ambient light color of the sunlight.
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//
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// Note that we retain the starting zone information here and pass it
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// on to renderSceneNoLights so that we don't need to look it up twice.
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if( renderState->isDiffusePass() )
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{
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if( !baseObject && getZoneManager() )
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{
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getZoneManager()->findZone( renderState->getCameraPosition(), baseObject, baseZone );
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AssertFatal( baseObject != NULL, "SceneManager::renderScene - findZone() did not return an object" );
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}
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ColorF zoneAmbient;
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if( baseObject && baseObject->getZoneAmbientLightColor( baseZone, zoneAmbient ) )
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mAmbientLightColor.setTargetValue( zoneAmbient );
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else
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{
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const LightInfo* sunlight = LIGHTMGR->getSpecialLight( LightManager::slSunLightType );
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if( sunlight )
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mAmbientLightColor.setTargetValue( sunlight->getAmbient() );
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}
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renderState->setAmbientLightColor( mAmbientLightColor.getCurrentValue() );
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}
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// Trigger the pre-render signal.
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PROFILE_START( SceneGraph_preRenderSignal);
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mCurrentRenderState = renderState;
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getPreRenderSignal().trigger( this, renderState );
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mCurrentRenderState = NULL;
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PROFILE_END();
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// Render the scene.
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renderSceneNoLights( renderState, objectMask, baseObject, baseZone );
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// Trigger the post-render signal.
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PROFILE_START( SceneGraphRender_postRenderSignal );
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mCurrentRenderState = renderState;
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getPostRenderSignal().trigger( this, renderState );
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mCurrentRenderState = NULL;
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PROFILE_END();
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// Remove the previously registered lights.
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PROFILE_START( SceneGraph_unregisterLights);
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LIGHTMGR->unregisterAllLights();
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PROFILE_END();
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}
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//-----------------------------------------------------------------------------
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void SceneManager::renderSceneNoLights( SceneRenderState* renderState, U32 objectMask, SceneZoneSpace* baseObject, U32 baseZone )
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{
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// Set the current state.
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mCurrentRenderState = renderState;
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// Render.
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_renderScene( mCurrentRenderState, objectMask, baseObject, baseZone );
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#ifdef TORQUE_DEBUG
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// If frustum is locked and this is a diffuse pass, render the culling volumes of
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// zones that are selected (or the volumes of the outdoor zone if no zone is
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// selected).
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if( gEditingMission && renderState->isDiffusePass() && smLockDiffuseFrustum )
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renderState->getCullingState().debugRenderCullingVolumes();
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#endif
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mCurrentRenderState = NULL;
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}
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//-----------------------------------------------------------------------------
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void SceneManager::_renderScene( SceneRenderState* state, U32 objectMask, SceneZoneSpace* baseObject, U32 baseZone )
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{
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AssertFatal( this == gClientSceneGraph, "SceneManager::_buildSceneGraph - Only the client scenegraph can support this call!" );
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PROFILE_SCOPE( SceneGraph_batchRenderImages );
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// In the editor, override the type mask for diffuse passes.
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if( gEditingMission && state->isDiffusePass() )
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objectMask = EDITOR_RENDER_TYPEMASK;
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// Update the zoning state and traverse zones.
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if( getZoneManager() )
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{
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// Update.
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getZoneManager()->updateZoningState();
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// If zone culling isn't disabled, traverse the
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// zones now.
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if( !state->getCullingState().disableZoneCulling() )
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{
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// Find the start zone if we haven't already.
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if( !baseObject )
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{
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getZoneManager()->findZone( state->getCameraPosition(), baseObject, baseZone );
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AssertFatal( baseObject != NULL, "SceneManager::_renderScene - findZone() did not return an object" );
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}
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// Traverse zones starting in base object.
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SceneTraversalState traversalState( &state->getCullingState() );
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PROFILE_START( Scene_traverseZones );
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baseObject->traverseZones( &traversalState, baseZone );
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PROFILE_END();
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// Set the scene render box to the area we have traversed.
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state->setRenderArea( traversalState.getTraversedArea() );
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}
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}
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// Set the query box for the container query. Never
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// make it larger than the frustum's AABB. In the editor,
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// always query the full frustum as that gives objects
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// the opportunity to render editor visualizations even if
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// they are otherwise not in view.
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if( !state->getFrustum().getBounds().isOverlapped( state->getRenderArea() ) )
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{
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// This handles fringe cases like flying backwards into a zone where you
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// end up pretty much standing on a zone border and looking directly into
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// its "walls". In that case the traversal area will be behind the frustum
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// (remember that the camera isn't where visibility starts, it's the near
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// distance).
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return;
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}
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Box3F queryBox = state->getFrustum().getBounds();
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if( !gEditingMission )
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{
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queryBox.minExtents.setMax( state->getRenderArea().minExtents );
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queryBox.maxExtents.setMin( state->getRenderArea().maxExtents );
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}
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PROFILE_START( Scene_cullObjects );
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//TODO: We should split the codepaths here based on whether the outdoor zone has visible space.
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// If it has, we should use the container query-based path.
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// If it hasn't, we should fill the object list directly from the zone lists which will usually
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// include way fewer objects.
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// Gather all objects that intersect the scene render box.
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mBatchQueryList.clear();
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getContainer()->findObjectList( queryBox, objectMask, &mBatchQueryList );
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// Cull the list.
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U32 numRenderObjects = state->getCullingState().cullObjects(
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mBatchQueryList.address(),
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mBatchQueryList.size(),
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!state->isDiffusePass() ? SceneCullingState::CullEditorOverrides : 0 // Keep forced editor stuff out of non-diffuse passes.
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);
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//HACK: If the control object is a Player and it is not in the render list, force
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// it into it. This really should be solved by collision bounds being separate from
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// object bounds; only because the Player class is using bounds not encompassing
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// the actual player object is it that we have this problem in the first place.
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// Note that we are forcing the player object into ALL passes here but such
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// is the power of proliferation of things done wrong.
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GameConnection* connection = GameConnection::getConnectionToServer();
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if( connection )
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{
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Player* player = dynamic_cast< Player* >( connection->getControlObject() );
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if( player )
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{
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mBatchQueryList.setSize( numRenderObjects );
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if( !mBatchQueryList.contains( player ) )
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{
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mBatchQueryList.push_back( player );
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numRenderObjects ++;
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}
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}
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}
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PROFILE_END();
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// Render the remaining objects.
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PROFILE_START( Scene_renderObjects );
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state->renderObjects( mBatchQueryList.address(), numRenderObjects );
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PROFILE_END();
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// Render bounding boxes, if enabled.
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if( smRenderBoundingBoxes && state->isDiffusePass() )
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{
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GFXDEBUGEVENT_SCOPE( Scene_renderBoundingBoxes, ColorI::WHITE );
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GameBase* cameraObject = 0;
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if( connection )
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cameraObject = connection->getCameraObject();
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GFXStateBlockDesc desc;
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desc.setFillModeWireframe();
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desc.setZReadWrite( true, false );
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for( U32 i = 0; i < numRenderObjects; ++ i )
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{
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SceneObject* object = mBatchQueryList[ i ];
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// Skip global bounds object.
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if( object->isGlobalBounds() )
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continue;
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// Skip camera object as we're viewing the scene from it.
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if( object == cameraObject )
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continue;
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const Box3F& worldBox = object->getWorldBox();
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GFX->getDrawUtil()->drawObjectBox(
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desc,
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Point3F( worldBox.len_x(), worldBox.len_y(), worldBox.len_z() ),
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worldBox.getCenter(),
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MatrixF::Identity,
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ColorI::WHITE
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);
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}
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}
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}
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//-----------------------------------------------------------------------------
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struct ScopingInfo
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{
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Point3F scopePoint;
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F32 scopeDist;
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F32 scopeDistSquared;
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NetConnection* connection;
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};
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static void _scopeCallback( SceneObject* object, void* data )
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{
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if( !object->isScopeable() )
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return;
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ScopingInfo* info = reinterpret_cast< ScopingInfo* >( data );
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NetConnection* connection = info->connection;
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F32 difSq = ( object->getWorldSphere().center - info->scopePoint ).lenSquared();
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if( difSq < info->scopeDistSquared )
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{
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// Not even close, it's in...
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connection->objectInScope( object );
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}
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else
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{
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// Check a little more closely...
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F32 realDif = mSqrt( difSq );
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if( realDif - object->getWorldSphere().radius < info->scopeDist)
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connection->objectInScope( object );
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}
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}
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void SceneManager::scopeScene( CameraScopeQuery* query, NetConnection* netConnection )
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{
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PROFILE_SCOPE( SceneGraph_scopeScene );
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// Note that this method does not use the zoning information in the scene
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// to scope objects. The reason is that with the way that scoping is implemented
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// in the networking layer--i.e. by killing off ghosts of objects that are out
|
||||
// of scope--, it doesn't make sense to let, for example, all objects in the outdoor
|
||||
// zone go out of scope, just because there is no exterior portal that is visible from
|
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// the current camera viewpoint (in any direction).
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||||
//
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||||
// So, we perform a simple box query on the area covered by the camera query
|
||||
// and then scope in everything that is in range.
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||||
// Set up scoping info.
|
||||
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||||
ScopingInfo info;
|
||||
|
||||
info.scopePoint = query->pos;
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||||
info.scopeDist = query->visibleDistance;
|
||||
info.scopeDistSquared = info.scopeDist * info.scopeDist;
|
||||
info.connection = netConnection;
|
||||
|
||||
// Scope all objects in the query area.
|
||||
|
||||
Box3F area( query->visibleDistance );
|
||||
area.setCenter( query->pos );
|
||||
|
||||
getContainer()->findObjects( area, 0xFFFFFFFF, _scopeCallback, &info );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
bool SceneManager::addObjectToScene( SceneObject* object )
|
||||
{
|
||||
AssertFatal( !object->mSceneManager, "SceneManager::addObjectToScene - Object already part of a scene" );
|
||||
|
||||
// Mark the object as belonging to us.
|
||||
|
||||
object->mSceneManager = this;
|
||||
|
||||
// Register with managers except its the root zone.
|
||||
|
||||
if( !dynamic_cast< SceneRootZone* >( object ) )
|
||||
{
|
||||
// Add to container.
|
||||
|
||||
getContainer()->addObject( object );
|
||||
|
||||
// Register the object with the zone manager.
|
||||
|
||||
if( getZoneManager() )
|
||||
getZoneManager()->registerObject( object );
|
||||
}
|
||||
|
||||
// Notify the object.
|
||||
|
||||
return object->onSceneAdd();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void SceneManager::removeObjectFromScene( SceneObject* obj )
|
||||
{
|
||||
AssertFatal( obj->getSceneManager() == this, "SceneManager::removeObjectFromScene - Object not part of SceneManager" );
|
||||
|
||||
// Notify the object.
|
||||
|
||||
obj->onSceneRemove();
|
||||
|
||||
// Remove the object from the container.
|
||||
|
||||
getContainer()->removeObject( obj );
|
||||
|
||||
// Remove the object from the zoning system.
|
||||
|
||||
if( getZoneManager() )
|
||||
getZoneManager()->unregisterObject( obj );
|
||||
|
||||
// Clear out the reference to us.
|
||||
|
||||
obj->mSceneManager = NULL;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void SceneManager::notifyObjectDirty( SceneObject* object )
|
||||
{
|
||||
// Update container state.
|
||||
|
||||
if( object->mContainer )
|
||||
object->mContainer->checkBins( object );
|
||||
|
||||
// Mark zoning state as dirty.
|
||||
|
||||
if( getZoneManager() )
|
||||
getZoneManager()->notifyObjectChanged( object );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void SceneManager::setDisplayTargetResolution( const Point2I &size )
|
||||
{
|
||||
mDisplayTargetResolution = size;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
const Point2I & SceneManager::getDisplayTargetResolution() const
|
||||
{
|
||||
return mDisplayTargetResolution;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
bool SceneManager::setLightManager( const char* lmName )
|
||||
{
|
||||
LightManager *lm = LightManager::findByName( lmName );
|
||||
if ( !lm )
|
||||
return false;
|
||||
|
||||
return _setLightManager( lm );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
bool SceneManager::_setLightManager( LightManager* lm )
|
||||
{
|
||||
// Avoid unnecessary work reinitializing materials.
|
||||
if ( lm == mLightManager )
|
||||
return true;
|
||||
|
||||
// Make sure its valid... else fail!
|
||||
if ( !lm->isCompatible() )
|
||||
return false;
|
||||
|
||||
// We only deactivate it... all light managers are singletons
|
||||
// and will manager their own lifetime.
|
||||
if ( mLightManager )
|
||||
mLightManager->deactivate();
|
||||
|
||||
mLightManager = lm;
|
||||
|
||||
if ( mLightManager )
|
||||
mLightManager->activate( this );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
RenderPassManager* SceneManager::getDefaultRenderPass() const
|
||||
{
|
||||
if( !mDefaultRenderPass )
|
||||
{
|
||||
Sim::findObject( "DiffuseRenderPassManager", mDefaultRenderPass );
|
||||
AssertISV( mDefaultRenderPass, "SceneManager::_setDefaultRenderPass - No DiffuseRenderPassManager defined! Must be set up in script!" );
|
||||
}
|
||||
|
||||
return mDefaultRenderPass;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
// Console API.
|
||||
//=============================================================================
|
||||
// MARK: ---- Console API ----
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
DefineConsoleFunction( sceneDumpZoneStates, void, ( bool updateFirst ), ( true ),
|
||||
"Dump the current zoning states of all zone spaces in the scene to the console.\n\n"
|
||||
"@param updateFirst If true, zoning states are brought up to date first; if false, the zoning states "
|
||||
"are dumped as is.\n\n"
|
||||
"@note Only valid on the client.\n"
|
||||
"@ingroup Game" )
|
||||
{
|
||||
if( !gClientSceneGraph )
|
||||
{
|
||||
Con::errorf( "sceneDumpZoneStates - Only valid on client!" );
|
||||
return;
|
||||
}
|
||||
|
||||
SceneZoneSpaceManager* manager = gClientSceneGraph->getZoneManager();
|
||||
if( !manager )
|
||||
{
|
||||
Con::errorf( "sceneDumpZoneStates - Scene is not using zones!" );
|
||||
return;
|
||||
}
|
||||
|
||||
manager->dumpZoneStates( updateFirst );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
DefineConsoleFunction( sceneGetZoneOwner, SceneObject*, ( U32 zoneId ), ( true ),
|
||||
"Return the SceneObject that contains the given zone.\n\n"
|
||||
"@param zoneId ID of zone.\n"
|
||||
"@return A SceneObject or NULL if the given @a zoneId is invalid.\n\n"
|
||||
"@note Only valid on the client.\n"
|
||||
"@ingroup Game" )
|
||||
{
|
||||
if( !gClientSceneGraph )
|
||||
{
|
||||
Con::errorf( "sceneGetZoneOwner - Only valid on client!" );
|
||||
return NULL;
|
||||
}
|
||||
|
||||
SceneZoneSpaceManager* manager = gClientSceneGraph->getZoneManager();
|
||||
if( !manager )
|
||||
{
|
||||
Con::errorf( "sceneGetZoneOwner - Scene is not using zones!" );
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if( !manager->isValidZoneId( zoneId ) )
|
||||
{
|
||||
Con::errorf( "sceneGetZoneOwner - Invalid zone ID: %i", zoneId );
|
||||
return NULL;
|
||||
}
|
||||
|
||||
return manager->getZoneOwner( zoneId );
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue