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Engine directory for ticket #1
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Engine/source/scene/zones/sceneSimpleZone.h
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Engine/source/scene/zones/sceneSimpleZone.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 _SCENESIMPLEZONE_H_
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#define _SCENESIMPLEZONE_H_
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#ifndef _SCENEZONESPACE_H_
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#include "scene/zones/sceneZoneSpace.h"
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#endif
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#ifndef _MORIENTEDBOX_H_
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#include "math/mOrientedBox.h"
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#endif
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class SceneRenderState;
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class BaseMatInstance;
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/// Abstract base class for a zone space that contains only a single zone.
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///
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/// Simple zones are required to be convex.
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class SceneSimpleZone : public SceneZoneSpace
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{
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public:
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typedef SceneZoneSpace Parent;
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protected:
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enum
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{
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AmbientMask = Parent::NextFreeMask << 0, ///< Ambient light color setting has changed.
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NextFreeMask = Parent::NextFreeMask << 1,
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};
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/// @name Ambient Lighting
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/// @{
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/// If this is true, then the zone defines its own ambient
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/// light color in #mAmbientColor.
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bool mUseAmbientLightColor;
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/// Ambient light color in this zone.
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ColorF mAmbientLightColor;
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/// @}
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/// @name Transforms
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/// @{
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/// Whether the zone has been rotated. This is used to fasttrack overlap
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/// tests to avoid doing an OBB/AABB intersection test when we can simply
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/// use a much quicker AABB/AABB intersection test on the world boxes of
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/// both objects.
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bool mIsRotated;
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/// The OBB for the zone.
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OrientedBox3F mOrientedWorldBox;
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/// @}
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/// Return the oriented bounding box for the zone.
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const OrientedBox3F& _getOrientedWorldBox() const { return mOrientedWorldBox; }
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/// Update the OBB for the zone.
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virtual void _updateOrientedWorldBox() { mOrientedWorldBox.set( getTransform(), getScale() ); }
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// SceneObject.
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virtual bool onSceneAdd();
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public:
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SceneSimpleZone();
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/// @name Ambient Lighting
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/// @{
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/// Return true if the zone defines its own ambient light color.
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bool useAmbientLightColor() const { return mUseAmbientLightColor; }
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/// Set whether a custom ambient light color is active in this zone.
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void setUseAmbientLightColor( bool value );
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/// Return the ambient light color for this zone.
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ColorF getAmbientLightColor() const { return mAmbientLightColor; }
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/// Set the ambient light color for the zone.
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/// @note This only takes effect if useAmbientLightColor() return true.
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/// @see setUseAmbientLightColor
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void setAmbientLightColor( const ColorF& color );
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/// @}
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/// @name Inherited
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/// @{
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// SimObject.
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virtual String describeSelf() const;
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static void initPersistFields();
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// NetObject
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virtual U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
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virtual void unpackUpdate( NetConnection *conn, BitStream *stream );
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// SceneObject
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virtual void prepRenderImage( SceneRenderState* state );
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virtual void setTransform( const MatrixF& mat );
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// SceneZoneSpace.
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virtual U32 getPointZone( const Point3F &p );
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virtual bool getOverlappingZones( const Box3F& aabb, U32* outZones, U32& outNumZones );
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virtual void traverseZones( SceneTraversalState* state );
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virtual bool getZoneAmbientLightColor( U32 zone, ColorF& outColor ) const;
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virtual void traverseZones( SceneTraversalState* state, U32 startZoneId );
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/// @}
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private:
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static bool _setUseAmbientLightColor( void* object, const char* index, const char* data );
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static bool _setAmbientLightColor( void* object, const char* index, const char* data );
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};
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#endif // !_SCENESIMPLEZONE_H_
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