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Engine directory for ticket #1
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119
Engine/source/scene/zones/sceneTraversalState.h
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119
Engine/source/scene/zones/sceneTraversalState.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 _SCENETRAVERSALSTATE_H_
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#define _SCENETRAVERSALSTATE_H_
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _MBOX_H_
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#include "math/mBox.h"
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#endif
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#ifndef _MPLANESET_H_
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#include "math/mPlaneSet.h"
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#endif
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class SceneCullingState;
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class SceneCullingVolume;
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class SceneZoneSpace;
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/// Temporary state for zone traversals. Keeps track of the zones
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/// that were visited in the current traversal chain as well as of
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/// the total area that so far has been visited in the traversal.
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class SceneTraversalState
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{
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protected:
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/// Scene culling state.
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SceneCullingState* mCullingState;
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/// Stack of zones visited in current traversal chain.
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Vector< U32 > mZoneStack;
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/// Stack of culling volumes. Topmost is current volume.
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Vector< SceneCullingVolume > mCullingVolumeStack;
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/// Area of scene visited in traversal.
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Box3F mTraversedArea;
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public:
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/// Construct an empty scene traversal state.
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/// @param cullingState Scene culling state.
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SceneTraversalState( SceneCullingState* cullingState );
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/// Return the scene culling state for this traversal.
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SceneCullingState* getCullingState() const { return mCullingState; }
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/// Get the scene area that has been visited so far in the traversal.
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const Box3F& getTraversedArea() const { return mTraversedArea; }
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/// Add an area to what has been visited so far in the traversal.
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void addToTraversedArea( const Box3F& area ) { mTraversedArea.intersect( area ); }
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/// @name Zone Stack
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/// @{
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/// Return the number of zones that are currently on the traversal stack.
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U32 getTraversalDepth() const { return mZoneStack.size(); }
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/// Push a zone onto the traversal stack.
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void pushZone( U32 zoneId ) { mZoneStack.push_back( zoneId ); }
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/// Pop the topmost zone from the traversal stack.
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void popZone() { mZoneStack.pop_back(); }
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/// Return true if the given zone has already been visited in the
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/// current traversal chain, i.e. if it is currently on the traversal
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/// stack.
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bool haveVisitedZone( U32 zoneId ) const { return mZoneStack.contains( zoneId ); }
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/// Return the zone ID of the topmost zone on the traversal stack.
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U32 getZoneIdFromStack( U32 depth = 0 ) { return mZoneStack[ mZoneStack.size() - 1 - depth ]; }
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/// Return the zone space that owns the topmost zone on the traversal stack.
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SceneZoneSpace* getZoneFromStack( U32 depth = 0 );
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/// @}
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/// @name Culling Volume Stack
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/// @{
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/// Push a culling volume onto the stack so that it becomes the current culling
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/// volume.
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void pushCullingVolume( const SceneCullingVolume& volume );
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/// Pop the current culling volume from the stack.
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void popCullingVolume();
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///
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const SceneCullingVolume& getCurrentCullingVolume() const { return mCullingVolumeStack.last(); }
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/// @}
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};
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#endif // !_SCENETRAVERSALSTATE_H_
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