mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-09 15:30:41 +00:00
Basic zone code refactor using lists instead of linked lists
This commit is contained in:
parent
7e5eacc43d
commit
d9ff5d3f0e
8 changed files with 419 additions and 289 deletions
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@ -108,20 +108,31 @@ void Zone::selectWithin()
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SceneZoneSpaceManager* zoneManager = zoneClient->getSceneManager()->getZoneManager();
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if (zoneManager)
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{
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SceneZoneSpaceManager::ObjectZoneValueIterator itr, itrEnd;
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for (U32 zoneId = zoneClient->mZoneRangeStart; zoneId < zoneClient->mZoneRangeStart + zoneClient->mNumZones; ++zoneId)
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for (SceneZoneSpaceManager::ZoneContentIterator iter(zoneManager, zoneId, false); iter.isValid(); ++iter)
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{
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SceneZoneSpaceManager::ZoneObjectList* list = zoneManager->mZoneLists[zoneId];
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for (SceneObject* zoneObject : list->getObjects())
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{
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SceneObject* obj = (SceneObject*)iter->getServerObject();
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SceneObject* obj = (SceneObject*)zoneObject->getServerObject();
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bool fullyEnclosed = true;
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for (SceneObject::ObjectZonesIterator zoneIter(obj); zoneIter.isValid(); ++zoneIter)
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{
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if (*zoneIter != zoneId)
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fullyEnclosed = false;
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zoneManager->getObjectZoneValueIterators(obj, itr, itrEnd);
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for (itr; itr != itrEnd; itr++)
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{
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if (*itr != zoneId)
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{
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fullyEnclosed = false;
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break;
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}
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}
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if (fullyEnclosed)
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sql.insertObject(obj);
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}
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}
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}
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}
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@ -96,10 +96,20 @@ SceneCullingState::SceneCullingState( SceneManager* sceneManager, const SceneCam
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bool SceneCullingState::isWithinVisibleZone( SceneObject* object ) const
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{
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for( SceneObject::ZoneRef* ref = object->_getZoneRefHead();
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ref != NULL; ref = ref->nextInObj )
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if( mZoneVisibilityFlags.test( ref->zone ) )
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SceneManager* mgr = object->getSceneManager();
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SceneZoneSpaceManager* zm = mgr->getZoneManager();
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U32 numZones = 0;
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U32* zones = NULL;
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SceneZoneSpaceManager::ObjectZoneValueIterator itr, itrEnd;
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zm->getObjectZoneValueIterators(object, itr, itrEnd);
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for (itr; itr != itrEnd; itr++)
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{
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if (mZoneVisibilityFlags.test(*itr))
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return true;
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}
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return false;
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}
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@ -148,8 +158,19 @@ void SceneCullingState::addOccluder( SceneObject* object )
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// Add the frustum to all zones that the object is assigned to.
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for( SceneObject::ZoneRef* ref = object->_getZoneRefHead(); ref != NULL; ref = ref->nextInObj )
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addCullingVolumeToZone( ref->zone, volume );
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U32 numZones = 0;
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U32* zones = NULL;
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//object->getSceneManager()->getZoneManager()
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SceneManager* sm = object->getSceneManager();
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SceneZoneSpaceManager* zm = sm->getZoneManager();
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SceneZoneSpaceManager::ObjectZoneValueIterator itr, itrEnd;
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zm->getObjectZoneValueIterators(object, itr, itrEnd);
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for (itr; itr != itrEnd; itr++)
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{
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addCullingVolumeToZone(*itr, volume);
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}
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}
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//-----------------------------------------------------------------------------
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@ -679,7 +700,7 @@ bool SceneCullingState::isOccluded( SceneObject* object ) const
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CullingTestResult result = _testOccludersOnly(
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object->getWorldBox(),
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SceneObject::ObjectZonesIterator( object )
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mSceneManager->getZoneManager()->makeObjectZoneValueIterator(object)
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);
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return ( result == SceneZoneCullingState::CullingTestPositiveByOcclusion );
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@ -719,6 +740,8 @@ U32 SceneCullingState::cullObjects( SceneObject** objects, U32 numObjects, U32 c
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const PlaneF& nearPlane = getCullingFrustum().getPlanes()[ Frustum::PlaneNear ];
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const PlaneF& farPlane = getCullingFrustum().getPlanes()[ Frustum::PlaneFar ];
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SceneZoneSpaceManager* zoneMgr = mSceneManager->getZoneManager();
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for( U32 i = 0; i < numObjects; ++ i )
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{
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SceneObject* object = objects[ i ];
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@ -777,7 +800,7 @@ U32 SceneCullingState::cullObjects( SceneObject** objects, U32 numObjects, U32 c
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{
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CullingTestResult result = _test(
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object->getWorldBox(),
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SceneObject::ObjectZonesIterator( object ),
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zoneMgr->makeObjectZoneValueIterator( object ),
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nearPlane,
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farPlane
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);
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@ -96,7 +96,7 @@ public:
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return mItems == NULL;
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}
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inline T* getPtr()
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inline T* getPtr() const
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{
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return mItems;
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}
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@ -150,6 +150,67 @@ public:
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CompactionThreshold = 4096
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};
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struct ValueIterator
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{
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T* binList;
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BinCount numElements;
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BinCount currentElement;
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ValueIterator() : binList(NULL), numElements(0), currentElement(0) { ; }
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ValueIterator(T* list, U32 count, U32 idx=0) : binList(list), numElements(count), currentElement(idx)
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{
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}
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inline T operator*()
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{
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return binList[currentElement];
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}
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inline bool isValid() const
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{
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return currentElement < numElements;
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}
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inline ValueIterator& operator++()
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{
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if (currentElement < numElements)
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currentElement++;
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return *this;
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}
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inline ValueIterator& operator++(int other)
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{
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currentElement += other;
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currentElement = mMin(currentElement, numElements);
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return *this;
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}
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inline ValueIterator& operator+(const U32 other)
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{
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currentElement += other;
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currentElement = mMin(currentElement, numElements);
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return *this;
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}
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inline ValueIterator& operator=(const ValueIterator& other)
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{
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binList = other.binList;
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numElements = other.numElements;
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currentElement = other.currentElement;
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return *this;
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}
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inline bool operator==(const ValueIterator& other) const
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{
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return binList == other.binList && currentElement == other.currentElement;
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}
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inline bool operator!=(const ValueIterator& other) const
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{
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return !(binList == other.binList && currentElement == other.currentElement);
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}
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};
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protected:
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#pragma pack(2)
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@ -228,6 +289,35 @@ public:
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return mBinValues.getPtr() + list.startValue;
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}
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void getValueIterators(ListHandle handle, ValueIterator& start, ValueIterator& end)
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{
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if (handle == 0)
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{
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start = ValueIterator(NULL, 0);
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end = ValueIterator(NULL, 0);
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return;
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}
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U32 realIDX = handle - 1;
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BinList& list = mBinLists[realIDX];
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start = ValueIterator(mBinValues.getPtr() + list.startValue, list.numValues, 0);
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end = ValueIterator(mBinValues.getPtr() + list.startValue, list.numValues, list.numValues);
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}
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ValueIterator getValueIterator(ListHandle handle)
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{
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if (handle == 0)
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{
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return ValueIterator(NULL, 0);
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}
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U32 realIDX = handle - 1;
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BinList& list = mBinLists[realIDX];
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return ValueIterator(mBinValues.getPtr() + list.startValue, list.numValues);
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}
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protected:
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/// Gets a free entry from the free entry list.
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@ -250,7 +340,7 @@ public:
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{
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BinList list;
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ListHandle retHandle = 0;
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list.numValues = numValues;
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list.startValue = mLastValueIdx;
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@ -296,7 +386,7 @@ public:
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list.numValues = numValues;
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list.startValue = mLastValueIdx;
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mLastValueIdx += numValues;
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mBinValues.realloc(mLastValueIdx, false);
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}
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@ -330,6 +420,41 @@ public:
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}
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}
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void replaceListBin(ListHandle handle, BinValue oldValue, BinValue newValue)
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{
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if (handle == 0)
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return;
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U32 realIDX = handle - 1;
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BinList& list = mBinLists[realIDX];
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BinValue* values = mBinValues.getPtr() + list.startValue;
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for (U32 i = 0; i < list.numValues; i++)
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{
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if (values[i] == oldValue)
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values[i] = newValue;
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break;
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}
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}
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bool containsBinItem(ListHandle handle, BinValue value) const
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{
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if (handle == 0)
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return false;
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U32 realIDX = handle - 1;
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const BinList& list = mBinLists[realIDX];
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const BinValue* values = mBinValues.getPtr() + list.startValue;
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for (U32 i = 0; i < list.numValues; i++)
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{
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if (values[i] == value)
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return true;
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}
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return false;
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}
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/// Compacts the BinValue lists.
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/// This will automatically be called by freeList usually
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/// once CompactionThreshold list values have been freed.
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@ -128,8 +128,8 @@ SceneObject::SceneObject()
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mSceneManager = NULL;
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mZoneListHandle = 0;
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mNumCurrZones = 0;
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mZoneRefHead = NULL;
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mZoneRefDirty = false;
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mLightPlugin = NULL;
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@ -168,7 +168,7 @@ SceneObject::~SceneObject()
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{
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AssertFatal(mContainer == NULL,
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"SceneObject::~SceneObject - Object still in container!");
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AssertFatal( mZoneRefHead == NULL,
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AssertFatal( mZoneListHandle == NULL,
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"SceneObject::~SceneObject - Object still linked in reference lists!");
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AssertFatal( !mSceneObjectLinks,
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"SceneObject::~SceneObject() - object is still linked to SceneTrackers" );
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@ -1024,7 +1024,7 @@ void SceneObject::unpackUpdate( NetConnection* conn, BitStream* stream )
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//-----------------------------------------------------------------------------
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void SceneObject::_updateZoningState() const
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void SceneObject::_updateZoningState()
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{
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if( mZoneRefDirty )
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{
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@ -1038,21 +1038,18 @@ void SceneObject::_updateZoningState() const
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//-----------------------------------------------------------------------------
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U32 SceneObject::getCurrZone( const U32 index ) const
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U32 SceneObject::getCurrZone( const U32 index )
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{
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SceneZoneSpaceManager* manager = getSceneManager()->getZoneManager();
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_updateZoningState();
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// Not the most efficient way to do this, walking the list,
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// but it's an uncommon call...
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ZoneRef* walk = mZoneRefHead;
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for( U32 i = 0; i < index; ++ i )
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{
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walk = walk->nextInObj;
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AssertFatal( walk != NULL, "SceneObject::_getCurrZone - Too few object refs!" );
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}
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AssertFatal( walk != NULL, "SceneObject::_getCurrZone - Too few object refs!" );
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U32 numZones = 0;
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U32* zones = NULL;
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zones = manager->getZoneIDS(this, numZones);
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return walk->zone;
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return index < numZones ? zones[index] : 0;
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}
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//-----------------------------------------------------------------------------
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@ -224,77 +224,20 @@ class SceneObject : public NetObject, public ProcessObject
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/// @name Zoning
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/// @{
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/// Bidirectional link between a zone manager and its objects.
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struct ZoneRef
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{
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/// ID of zone.
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U32 zone;
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/// Object that is referenced in the link.
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SceneObject* object;
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/// Next link in chain of container.
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ZoneRef* nextInBin;
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/// Previous link in chain of container.
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ZoneRef* prevInBin;
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/// Next link in chain that is associated with #object.
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ZoneRef* nextInObj;
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};
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/// Iterator over the zones that the object is assigned to.
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/// @note This iterator expects a clean zoning state. It will not update the
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/// zoning state in case it is dirty.
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struct ObjectZonesIterator
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{
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ObjectZonesIterator( SceneObject* object )
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: mCurrent( object->_getZoneRefHead() ) {}
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bool isValid() const
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{
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return ( mCurrent != NULL );
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}
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ObjectZonesIterator& operator ++()
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{
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AssertFatal( isValid(), "SceneObject::ObjectZonesIterator::operator++ - Invalid iterator!" );
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mCurrent = mCurrent->nextInObj;
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return *this;
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}
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U32 operator *() const
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{
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AssertFatal( isValid(), "SceneObject::ObjectZonesIterator::operator* - Invalid iterator!" );
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return mCurrent->zone;
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}
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private:
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ZoneRef* mCurrent;
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};
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friend struct ObjectZonesIterator;
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/// If an object moves, its zoning state needs to be updated. This is deferred
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/// to when the state is actually needed and this flag indicates a refresh
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/// is necessary.
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mutable bool mZoneRefDirty;
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bool mZoneRefDirty;
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/// Number of zones this object is assigned to.
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/// @note If #mZoneRefDirty is set, this might be outdated.
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mutable U32 mNumCurrZones;
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U32 mNumCurrZones;
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/// List of zones that this object is part of.
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/// @note If #mZoneRefDirty is set, this might be outdated.
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mutable ZoneRef* mZoneRefHead;
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/// Handle for the zone list of this object
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U32 mZoneListHandle;
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/// Refresh the zoning state of this object, if it isn't up-to-date anymore.
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void _updateZoningState() const;
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/// Return the first link in the zone list of this object. Each link represents
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/// a single zone that the object is assigned to.
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///
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/// @note This method will return the zoning list as is. In case the zoning state
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/// of the object is dirty, the list contents may be outdated.
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ZoneRef* _getZoneRefHead() const { return mZoneRefHead; }
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void _updateZoningState();
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/// @}
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@ -763,7 +706,7 @@ class SceneObject : public NetObject, public ProcessObject
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U32 getNumCurrZones() const { return mNumCurrZones; }
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/// Returns the nth zone containing this object.
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U32 getCurrZone(const U32 index) const;
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U32 getCurrZone(const U32 index);
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/// @}
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@ -348,7 +348,8 @@ void SceneZoneSpace::dumpZoneState( bool update )
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Con::printf( "--- Zone %i", zoneId );
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for( SceneZoneSpaceManager::ZoneContentIterator iter( mManager, zoneId, false ); iter.isValid(); ++ iter )
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SceneZoneSpaceManager::ZoneObjectList* list = mManager->mZoneLists[zoneId];
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for( SceneObject* iter : list->getObjects() )
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Con::printf( iter->describeSelf() );
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}
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}
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@ -37,10 +37,6 @@
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//#define DEBUG_SPEW
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ClassChunker< SceneObject::ZoneRef > SceneZoneSpaceManager::smZoneRefChunker;
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//-----------------------------------------------------------------------------
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SceneZoneSpaceManager::SceneZoneSpaceManager( SceneContainer* container )
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@ -89,15 +85,7 @@ void SceneZoneSpaceManager::registerZones( SceneZoneSpace* object, U32 numZones
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mZoneLists.increment( numZones );
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for( U32 i = zoneRangeStart; i < mNumTotalAllocatedZones; ++ i )
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{
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SceneObject::ZoneRef* zoneRef = smZoneRefChunker.alloc();
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zoneRef->object = object;
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zoneRef->nextInBin = NULL;
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zoneRef->prevInBin = NULL;
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zoneRef->nextInObj = NULL;
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zoneRef->zone = i;
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mZoneLists[ i ] = zoneRef;
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mZoneLists[i] = _allocZoneList(object);
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}
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// Add space to list.
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@ -143,14 +131,12 @@ void SceneZoneSpaceManager::unregisterZones( SceneZoneSpace* object )
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for( U32 j = zoneRangeStart; j < zoneRangeStart + numZones; j ++ )
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{
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// Delete all object links.
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ZoneObjectList* list = mZoneLists[j];
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// Delete all object links.
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_clearZoneList( j );
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// Delete the first link which refers to the zone itself.
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smZoneRefChunker.free( mZoneLists[ j ] );
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mZoneLists[ j ] = NULL;
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_freeZoneList(list);
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}
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// Destroy the connections the zone space has.
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@ -219,7 +205,7 @@ void SceneZoneSpaceManager::_compactZonesCheck()
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const U32 numZoneSpaces = mZoneSpaces.size();
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U32 nextZoneId = 0;
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Vector< SceneObject::ZoneRef* > newZoneLists;
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Vector< ZoneObjectList* > newZoneLists;
|
||||
newZoneLists.setSize( mNumActiveZones );
|
||||
|
||||
for( U32 i = 0; i < numZoneSpaces; ++ i )
|
||||
|
|
@ -247,10 +233,15 @@ void SceneZoneSpaceManager::_compactZonesCheck()
|
|||
|
||||
newZoneLists[ newZoneId ] = mZoneLists[ oldZoneId ];
|
||||
|
||||
if (mZoneLists[ newZoneId ] == NULL)
|
||||
continue;
|
||||
|
||||
// Update entries.
|
||||
|
||||
for( SceneObject::ZoneRef* ref = newZoneLists[ newZoneId ]; ref != NULL; ref = ref->nextInBin )
|
||||
ref->zone = newZoneId;
|
||||
for (SceneObject* obj : mZoneLists[ newZoneId ]->getObjects())
|
||||
{
|
||||
mObjectZoneLists.replaceListBin(obj->mZoneListHandle, oldZoneId, newZoneId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -415,6 +406,9 @@ void SceneZoneSpaceManager::_rezoneObject( SceneObject* object )
|
|||
|
||||
_queryZoneSpaces( object->getWorldBox() );
|
||||
|
||||
U32 numZones = 0;
|
||||
U32* zones = mObjectZoneLists.getValues(object->mZoneListHandle, numZones);
|
||||
|
||||
const U32 numZoneSpaces = mZoneSpacesQueryList.size();
|
||||
if( !numZoneSpaces )
|
||||
{
|
||||
|
|
@ -422,8 +416,7 @@ void SceneZoneSpaceManager::_rezoneObject( SceneObject* object )
|
|||
// root zone, then we don't need an update. Otherwise, we do.
|
||||
|
||||
if( object->mNumCurrZones == 1 &&
|
||||
object->mZoneRefHead &&
|
||||
object->mZoneRefHead->zone == RootZoneId )
|
||||
zones[0] == RootZoneId )
|
||||
{
|
||||
object->mZoneRefDirty = false;
|
||||
return;
|
||||
|
|
@ -610,64 +603,99 @@ void SceneZoneSpaceManager::_zoneInsert( SceneObject* object, bool queryListInit
|
|||
// just the outdoor zone. Finally, also do it for all object types that
|
||||
// we want to restrict to the outdoor zone.
|
||||
|
||||
if( mNumActiveZones == 1 || object->isGlobalBounds() || object->getTypeMask() & OUTDOOR_OBJECT_TYPEMASK )
|
||||
_addToOutdoorZone( object );
|
||||
else
|
||||
bool outsideOnly = mNumActiveZones == 1 || object->isGlobalBounds() || (object->getTypeMask() & OUTDOOR_OBJECT_TYPEMASK);
|
||||
U32 numGlobalZones = 0;
|
||||
U32 remainingZones = SceneObject::MaxObjectZones;
|
||||
U32 globalZones[SceneObject::MaxObjectZones];
|
||||
|
||||
if (!outsideOnly)
|
||||
{
|
||||
// Otherwise find all zones spaces that intersect with the object's
|
||||
// world box.
|
||||
|
||||
if( !queryListInitialized )
|
||||
_queryZoneSpaces( object->getWorldBox() );
|
||||
if (!queryListInitialized)
|
||||
_queryZoneSpaces(object->getWorldBox());
|
||||
|
||||
// Go through the zone spaces and link all zones that the object
|
||||
// overlaps.
|
||||
|
||||
bool outsideIncluded = true;
|
||||
const U32 numZoneSpaces = mZoneSpacesQueryList.size();
|
||||
for( U32 i = 0; i < numZoneSpaces; ++ i )
|
||||
|
||||
mTempObjectZones.clear();
|
||||
mTempObjectZones.reserve(numZoneSpaces);
|
||||
|
||||
for (U32 i = 0; i < numZoneSpaces; ++i)
|
||||
{
|
||||
SceneZoneSpace* zoneSpace = dynamic_cast< SceneZoneSpace* >( mZoneSpacesQueryList[ i ] );
|
||||
if( !zoneSpace )
|
||||
SceneZoneSpace* zoneSpace = dynamic_cast<SceneZoneSpace*>(mZoneSpacesQueryList[i]);
|
||||
if (!zoneSpace)
|
||||
continue;
|
||||
|
||||
AssertFatal( zoneSpace != getRootZone(), "SceneZoneSpaceManager::_zoneInsert - SceneRootZone returned by zone space query" );
|
||||
AssertFatal(zoneSpace != getRootZone(), "SceneZoneSpaceManager::_zoneInsert - SceneRootZone returned by zone space query");
|
||||
|
||||
// If we are inserting a zone space, then the query will turn up
|
||||
// the object itself at some point. Skip it.
|
||||
|
||||
if( zoneSpace == object )
|
||||
if (zoneSpace == object)
|
||||
continue;
|
||||
|
||||
// Find the zones that the object overlaps within
|
||||
// the zone space.
|
||||
|
||||
U32 numZones = 0;
|
||||
U32 zones[ SceneObject::MaxObjectZones ];
|
||||
|
||||
bool overlapsOutside = zoneSpace->getOverlappingZones( object, zones, numZones );
|
||||
AssertFatal( numZones != 0 || overlapsOutside,
|
||||
"SceneZoneSpaceManager::_zoneInsert - Object must be fully contained in one or more zones or intersect the outside zone" );
|
||||
U32 zones[SceneObject::MaxObjectZones];
|
||||
bool overlapsOutside = zoneSpace->getOverlappingZones(object, zones, numZones);
|
||||
AssertFatal(numZones != 0 || overlapsOutside,
|
||||
"SceneZoneSpaceManager::_zoneInsert - Object must be fully contained in one or more zones or intersect the outside zone");
|
||||
|
||||
outsideIncluded &= overlapsOutside; // Only include outside if *none* of the zones fully contains the object.
|
||||
|
||||
// Link the object to the zones.
|
||||
// Clamp the zone count
|
||||
numZones = getMin(remainingZones, numZones);
|
||||
|
||||
for( U32 n = 0; n < numZones; ++ n )
|
||||
_addToZoneList( zones[ n ], object );
|
||||
if (numZones > 0)
|
||||
{
|
||||
// Add to temp list
|
||||
TempZoneRecord zoneRecord;
|
||||
zoneRecord.numZones = numZones;
|
||||
zoneRecord.space = zoneSpace;
|
||||
zoneRecord.startZone = numGlobalZones;
|
||||
dCopyArray(globalZones + numGlobalZones, zones, numZones);
|
||||
|
||||
// Let the zone manager know we have added objects to its
|
||||
// zones.
|
||||
mTempObjectZones.push_back(zoneRecord);
|
||||
zoneSpace->_onZoneAddObject(object, zones + zoneRecord.startZone, numZones);
|
||||
|
||||
if( numZones > 0 )
|
||||
zoneSpace->_onZoneAddObject( object, zones, numZones );
|
||||
numGlobalZones += zoneRecord.numZones;
|
||||
remainingZones -= zoneRecord.numZones;
|
||||
}
|
||||
}
|
||||
|
||||
// If the object crosses into the outside zone or hasn't been
|
||||
// added to any zone above, add it to the outside zone.
|
||||
|
||||
if( outsideIncluded )
|
||||
_addToOutdoorZone( object );
|
||||
if (outsideOnly || (outsideIncluded && remainingZones > 0))
|
||||
{
|
||||
TempZoneRecord zoneRecord;
|
||||
zoneRecord.numZones = 1;
|
||||
zoneRecord.space = static_cast<SceneZoneSpace*>(getRootZone());
|
||||
zoneRecord.startZone = numGlobalZones;
|
||||
globalZones[numGlobalZones++] = RootZoneId;
|
||||
mTempObjectZones.push_back(zoneRecord);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (TempZoneRecord record : mTempObjectZones)
|
||||
{
|
||||
// Let the zone manager know we have added objects to its
|
||||
// zones.
|
||||
|
||||
_setObjectZoneList(object, numGlobalZones, globalZones);
|
||||
|
||||
if (record.numZones > 0)
|
||||
{
|
||||
record.space->_onZoneAddObject(object, globalZones + record.startZone, record.numZones);
|
||||
}
|
||||
}
|
||||
|
||||
// Mark the zoning state of the object as current.
|
||||
|
|
@ -679,65 +707,76 @@ void SceneZoneSpaceManager::_zoneInsert( SceneObject* object, bool queryListInit
|
|||
|
||||
void SceneZoneSpaceManager::_zoneRemove( SceneObject* obj )
|
||||
{
|
||||
if (obj->mZoneListHandle == 0)
|
||||
return;
|
||||
|
||||
PROFILE_SCOPE( SceneZoneSpaceManager_zoneRemove );
|
||||
|
||||
// Remove the object from the zone lists.
|
||||
|
||||
for( SceneObject::ZoneRef* walk = obj->mZoneRefHead; walk != NULL; )
|
||||
U32 numZones = 0;
|
||||
U32* zones = NULL;
|
||||
zones = mObjectZoneLists.getValues(obj->mZoneListHandle, numZones);
|
||||
|
||||
for (U32 i=0; i<numZones; i++)
|
||||
{
|
||||
// Let the zone owner know we are removing an object
|
||||
// from its zones.
|
||||
|
||||
getZoneOwner( walk->zone )->_onZoneRemoveObject( walk->object );
|
||||
|
||||
// Now remove the ZoneRef link this object has in the
|
||||
// zone list of the current zone.
|
||||
|
||||
SceneObject::ZoneRef* remove = walk;
|
||||
walk = walk->nextInObj;
|
||||
|
||||
remove->prevInBin->nextInBin = remove->nextInBin;
|
||||
if( remove->nextInBin )
|
||||
remove->nextInBin->prevInBin = remove->prevInBin;
|
||||
|
||||
smZoneRefChunker.free( remove );
|
||||
getZoneOwner( zones[i] )->_onZoneRemoveObject(obj);
|
||||
}
|
||||
|
||||
// Clear the object's zoning state.
|
||||
|
||||
obj->mZoneRefHead = NULL;
|
||||
mObjectZoneLists.freeList(obj->mZoneListHandle);
|
||||
|
||||
obj->mZoneListHandle = 0;
|
||||
obj->mZoneRefDirty = false;
|
||||
obj->mNumCurrZones = 0;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void SceneZoneSpaceManager::_addToZoneList( U32 zoneId, SceneObject* object )
|
||||
/// Realloc zoning state to the given object.
|
||||
void SceneZoneSpaceManager::_zoneRealloc(SceneObject* object, bool queryListInitialized)
|
||||
{
|
||||
SceneObject::ZoneRef* zoneList = mZoneLists[ zoneId ];
|
||||
if (object->mZoneListHandle == 0)
|
||||
return _zoneInsert(object, queryListInitialized);
|
||||
|
||||
AssertFatal( zoneList != NULL, "SceneZoneSpaceManager::_addToZoneList - Zone list not initialized" );
|
||||
AssertFatal( object != zoneList->object, "SCene::_addToZoneList - Cannot add zone to itself" );
|
||||
|
||||
SceneObject::ZoneRef* newRef = smZoneRefChunker.alloc();
|
||||
}
|
||||
|
||||
// Add the object to the zone list.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
newRef->zone = zoneId;
|
||||
newRef->object = object;
|
||||
newRef->nextInBin = zoneList->nextInBin;
|
||||
newRef->prevInBin = zoneList;
|
||||
void SceneZoneSpaceManager::_setObjectZoneList( SceneObject* object, U32 numZones, U32* zoneList )
|
||||
{
|
||||
#ifdef TORQUE_ENABLE_ASSERTS
|
||||
SceneZoneSpace* zoneSpace = dynamic_cast<SceneZoneSpace*>(object);
|
||||
if (zoneSpace)
|
||||
{
|
||||
for (U32 i = 0; i < numZones; i++)
|
||||
{
|
||||
bool inRange = zoneList[i] >= zoneSpace->mZoneRangeStart && zoneList[i] < (zoneSpace->mZoneRangeStart+zoneSpace->mNumZones);
|
||||
AssertFatal(!inRange, "SCene::_addToZoneList - Cannot add zone to itself");
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if( zoneList->nextInBin )
|
||||
zoneList->nextInBin->prevInBin = newRef;
|
||||
// Alloc or re-use entry
|
||||
|
||||
zoneList->nextInBin = newRef;
|
||||
|
||||
// Add the zone to the object list.
|
||||
|
||||
newRef->nextInObj = object->mZoneRefHead;
|
||||
object->mZoneRefHead = newRef;
|
||||
object->mNumCurrZones ++;
|
||||
if (object->mZoneListHandle == 0)
|
||||
{
|
||||
object->mZoneListHandle = mObjectZoneLists.allocList(numZones, zoneList);
|
||||
}
|
||||
else if (numZones == 0)
|
||||
{
|
||||
mObjectZoneLists.freeList(object->mZoneListHandle);
|
||||
object->mZoneListHandle = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
mObjectZoneLists.reallocList(object->mZoneListHandle, numZones, zoneList);
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -746,31 +785,16 @@ void SceneZoneSpaceManager::_clearZoneList( U32 zoneId )
|
|||
{
|
||||
AssertFatal( zoneId < getNumZones(), "SceneZoneSpaceManager::_clearZoneList - Zone ID out of range" );
|
||||
|
||||
SceneObject::ZoneRef* list = mZoneLists[ zoneId ];
|
||||
ZoneObjectList* list = mZoneLists[zoneId];
|
||||
SceneZoneSpace* zoneSpace = getZoneOwner( zoneId );
|
||||
|
||||
// Go through the objects in the zone list and unlink and
|
||||
// delete their zone entries.
|
||||
|
||||
for( SceneObject::ZoneRef* walk = list->nextInBin; walk != NULL; walk = walk->nextInBin )
|
||||
for( SceneObject* object : list->getObjects() )
|
||||
{
|
||||
SceneObject* object = walk->object;
|
||||
AssertFatal( object != NULL, "SceneZoneSpaceManager::_clearZoneList - Object field not set on link" );
|
||||
|
||||
// The zone entry links on the objects are singly-linked lists
|
||||
// linked through nextInObject so we need to find where in the
|
||||
// objects zone entry list the node for the current zone is.
|
||||
|
||||
SceneObject::ZoneRef** ptrNext = &object->mZoneRefHead;
|
||||
while( *ptrNext && *ptrNext != walk )
|
||||
ptrNext = &( *ptrNext )->nextInObj;
|
||||
|
||||
AssertFatal( *ptrNext == walk, "SceneZoneSpaceManager::_clearZoneList - Zone entry not found on object in zone list!");
|
||||
|
||||
// Unlink and delete the entry.
|
||||
|
||||
*ptrNext = ( *ptrNext )->nextInObj;
|
||||
smZoneRefChunker.free( walk );
|
||||
AssertFatal( object->mNumCurrZones > 0, "SceneZoneSpaceManager::_clearZoneList - Bad reference count" );
|
||||
|
||||
object->mNumCurrZones --;
|
||||
|
||||
|
|
@ -778,47 +802,30 @@ void SceneZoneSpaceManager::_clearZoneList( U32 zoneId )
|
|||
// its zoning state as dirty so it will get assigned
|
||||
// to the outdoor zone on the next update.
|
||||
|
||||
if( !object->mZoneRefHead )
|
||||
if( object->mNumCurrZones == 0 )
|
||||
object->mZoneRefDirty = true;
|
||||
|
||||
// Let the zone know we have removed the object.
|
||||
|
||||
zoneSpace->_onZoneRemoveObject( object );
|
||||
}
|
||||
|
||||
list->nextInBin = NULL;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
SceneObject::ZoneRef* SceneZoneSpaceManager::_findInZoneList( U32 zoneId, SceneObject* object ) const
|
||||
bool SceneZoneSpaceManager::_isInZoneList( U32 zoneId, SceneObject* object ) const
|
||||
{
|
||||
for( SceneObject::ZoneRef* ref = object->mZoneRefHead; ref != NULL; ref = ref->nextInObj )
|
||||
if( ref->zone == zoneId )
|
||||
return ref;
|
||||
SceneZoneSpaceManager::ZoneObjectList* list = mZoneLists[zoneId];
|
||||
if (list == NULL)
|
||||
return false;
|
||||
|
||||
return NULL;
|
||||
}
|
||||
for (SceneObject* obj : list->getObjects())
|
||||
{
|
||||
if (obj == object)
|
||||
return true;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void SceneZoneSpaceManager::_addToOutdoorZone( SceneObject* object )
|
||||
{
|
||||
AssertFatal( !object->mZoneRefHead || !_findInZoneList( RootZoneId, object ),
|
||||
"SceneZoneSpaceManager::_addToOutdoorZone - Object already added to outdoor zone" );
|
||||
|
||||
// Add the object to the outside's zone list. This method is always called
|
||||
// *last* after the object has already been assigned to any other zone it
|
||||
// intersects. Since we always prepend to the zoning lists, this means that
|
||||
// the outdoor zone will always be *first* in the list of zones that an object
|
||||
// is assigned to which generally is a good order.
|
||||
|
||||
_addToZoneList( RootZoneId, object );
|
||||
|
||||
// Let the zone know we added an object to it.
|
||||
|
||||
const U32 zoneId = RootZoneId;
|
||||
static_cast< SceneZoneSpace* >( getRootZone() )->_onZoneAddObject( object, &zoneId, 1 );
|
||||
return false;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -880,12 +887,11 @@ void SceneZoneSpaceManager::verifyState()
|
|||
AssertFatal( isValidZoneId( zoneId ), "SceneZoneSpaceManager::verifyState - Zone space is assigned in invalid zone ID!" );
|
||||
|
||||
AssertFatal( mZoneLists[ zoneId ] != NULL, "SceneZoneSpaceManager::verifyState - Zone list missing for zone!" );
|
||||
AssertFatal( mZoneLists[ zoneId ]->object == space, "SceneZoneSpaceManager::verifyState - Zone list entry #0 is not referring back to zone!" );
|
||||
AssertFatal( mZoneLists[ zoneId ]->mManager == space, "SceneZoneSpaceManager::verifyState - Zone list entry #0 is not referring back to zone!" );
|
||||
|
||||
for( SceneObject::ZoneRef* ref = mZoneLists[ zoneId ]; ref != NULL; ref = ref->nextInBin )
|
||||
for( SceneObject* object : mZoneLists[ zoneId ]->getObjects() )
|
||||
{
|
||||
AssertFatal( ref->zone == zoneId, "SceneZoneSpaceManager::verifyState - Incorrect ID in zone list!" );
|
||||
AssertFatal( ref->object != NULL, "SceneZoneSpaceManager::verifyState - Null object pointer in zone list!" );
|
||||
AssertFatal( mObjectZoneLists.containsBinItem(object->mZoneListHandle, zoneId), "SceneZoneSpaceManager::verifyState - Object doesn't have zone in list!");
|
||||
|
||||
#ifndef TORQUE_DISABLE_MEMORY_MANAGER
|
||||
Memory::checkPtr( ref->object );
|
||||
|
|
@ -921,3 +927,32 @@ void SceneZoneSpaceManager::verifyState()
|
|||
|
||||
//TODO: can do a lot more validation here
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
SceneZoneSpaceManager::ZoneObjectList* SceneZoneSpaceManager::_allocZoneList(SceneZoneSpace* space)
|
||||
{
|
||||
SceneZoneSpaceManager::ZoneObjectList* ret = NULL;
|
||||
|
||||
if (!mZoneListPool.empty())
|
||||
{
|
||||
ret = mZoneListPool.last();
|
||||
ret->mManager = space;
|
||||
mZoneListPool.pop_back();
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = new SceneZoneSpaceManager::ZoneObjectList(space);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void SceneZoneSpaceManager::_freeZoneList(SceneZoneSpaceManager::ZoneObjectList* list)
|
||||
{
|
||||
list->mManager = NULL;
|
||||
list->getObjects().clear();
|
||||
mZoneListPool.push_back(list);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,22 +39,24 @@
|
|||
#include "core/dataChunker.h"
|
||||
#endif
|
||||
|
||||
#ifndef _SCENECONTAINER_H_
|
||||
#include "scene/sceneContainer.h"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
class SceneContainer;
|
||||
class SceneRootZone;
|
||||
class SceneZoneSpace;
|
||||
|
||||
class Zone;
|
||||
|
||||
/// Object that manages zone spaces in a scene.
|
||||
class SceneZoneSpaceManager
|
||||
{
|
||||
public:
|
||||
|
||||
class ZoneContentIterator;
|
||||
|
||||
friend class SceneZoneSpace; // mZoneLists
|
||||
friend class ZoneContentIterator; // mZoneLists
|
||||
friend class Zone;
|
||||
|
||||
/// A signal used to notify that the zone setup of the scene has changed.
|
||||
///
|
||||
|
|
@ -65,6 +67,10 @@ class SceneZoneSpaceManager
|
|||
/// of time.
|
||||
typedef Signal< void( SceneZoneSpaceManager* ) > ZoningChangedSignal;
|
||||
|
||||
|
||||
typedef SceneContainerBinRefList<U32> ZoneValueList;
|
||||
typedef SceneContainerBinRefList<U32>::ValueIterator ObjectZoneValueIterator;
|
||||
|
||||
enum : U32
|
||||
{
|
||||
/// Zone ID of the exterior zone.
|
||||
|
|
@ -74,64 +80,21 @@ class SceneZoneSpaceManager
|
|||
InvalidZoneId = 0xFFFFFFFF,
|
||||
};
|
||||
|
||||
/// Iterator for the contents of a given zone.
|
||||
class ZoneContentIterator
|
||||
class ZoneObjectList
|
||||
{
|
||||
public:
|
||||
protected:
|
||||
|
||||
ZoneContentIterator( SceneZoneSpaceManager* manager, S32 zoneId, bool upToDate = true )
|
||||
{
|
||||
AssertFatal( zoneId < manager->getNumZones(), "SceneZoneSpaceManager::ZoneContentIterator - Zone ID out of range" );
|
||||
friend class SceneZoneSpaceManager;
|
||||
|
||||
if( upToDate )
|
||||
{
|
||||
// Since zoning is updated lazily, the zone contents may actually
|
||||
// be out of date. Force an update by triggering rezoning on the
|
||||
// zone object. This is brute-force but this iterator is not meant
|
||||
// to be used for high-frequency code anyway.
|
||||
//
|
||||
// Use the area-based rezoning so that we can also properly iterate
|
||||
// over the contents of SceneRootZone.
|
||||
manager->_rezoneObjects( ( ( SceneObject* ) manager->getZoneOwner( zoneId ) )->getWorldBox() );
|
||||
}
|
||||
SceneObject* mManager;
|
||||
Vector<SceneObject*> mObjects;
|
||||
|
||||
mCurrent = manager->mZoneLists[ zoneId ]->nextInBin; // Skip zone object entry.
|
||||
}
|
||||
public:
|
||||
|
||||
bool isValid() const
|
||||
{
|
||||
return ( mCurrent != NULL );
|
||||
}
|
||||
bool operator !() const
|
||||
{
|
||||
return ( mCurrent == NULL );
|
||||
}
|
||||
ZoneContentIterator& operator ++()
|
||||
{
|
||||
if( mCurrent )
|
||||
mCurrent = mCurrent->nextInBin;
|
||||
return *this;
|
||||
}
|
||||
ZoneContentIterator& operator --()
|
||||
{
|
||||
if( mCurrent )
|
||||
mCurrent = mCurrent->prevInBin;
|
||||
return *this;
|
||||
}
|
||||
SceneObject* operator *() const
|
||||
{
|
||||
AssertFatal( mCurrent != NULL, "SceneManager::ZoneContentIterator::operator* - Invalid iterator" );
|
||||
return mCurrent->object;
|
||||
}
|
||||
SceneObject* operator ->() const
|
||||
{
|
||||
AssertFatal( mCurrent != NULL, "SceneManager::ZoneContentIterator::operator-> - Invalid iterator" );
|
||||
return mCurrent->object;
|
||||
}
|
||||
ZoneObjectList(SceneObject* manager) : mManager(manager) { ; }
|
||||
|
||||
private:
|
||||
|
||||
SceneObject::ZoneRef* mCurrent;
|
||||
inline SceneObject* getManager() const { return mManager; }
|
||||
inline Vector<SceneObject*> getObjects() const { return mObjects; }
|
||||
};
|
||||
|
||||
protected:
|
||||
|
|
@ -153,13 +116,25 @@ class SceneZoneSpaceManager
|
|||
|
||||
/// Object list for each zone in the scene.
|
||||
/// First entry in the list points back to the zone manager.
|
||||
Vector< SceneObject::ZoneRef* > mZoneLists;
|
||||
Vector< ZoneObjectList* > mZoneLists;
|
||||
|
||||
/// Free zone pool
|
||||
Vector< ZoneObjectList* > mZoneListPool;
|
||||
|
||||
/// Pool for allocating object zone lists
|
||||
ZoneValueList mObjectZoneLists;
|
||||
|
||||
/// Vector used repeatedly for zone space queries on the container.
|
||||
mutable Vector< SceneObject* > mZoneSpacesQueryList;
|
||||
|
||||
/// Allocator for ZoneRefs.
|
||||
static ClassChunker< SceneObject::ZoneRef > smZoneRefChunker;
|
||||
struct TempZoneRecord
|
||||
{
|
||||
SceneZoneSpace* space;
|
||||
U32 startZone;
|
||||
U32 numZones;
|
||||
};
|
||||
|
||||
Vector<TempZoneRecord> mTempObjectZones;
|
||||
|
||||
/// @name Dirty Lists
|
||||
/// Updating the zoning state of a scene is done en block rather than
|
||||
|
|
@ -194,8 +169,11 @@ class SceneZoneSpaceManager
|
|||
/// Detach zoning state from the given object.
|
||||
void _zoneRemove( SceneObject* object );
|
||||
|
||||
/// Add to given object to the zone list of the given zone.
|
||||
void _addToZoneList( U32 zoneId, SceneObject* object );
|
||||
/// Realloc zoning state to the given object.
|
||||
void _zoneRealloc(SceneObject* object, bool queryListInitialized = false);
|
||||
|
||||
/// Sets the entire zone list for an object
|
||||
void _setObjectZoneList( SceneObject* object, U32 numZones, U32* zoneList );
|
||||
|
||||
/// Clear all objects assigned to the given zone.
|
||||
/// @note This does not remove the first link in the zone list which is the link
|
||||
|
|
@ -203,10 +181,7 @@ class SceneZoneSpaceManager
|
|||
void _clearZoneList( U32 zoneId );
|
||||
|
||||
/// Find the given object in the zone list of the given zone.
|
||||
SceneObject::ZoneRef* _findInZoneList( U32 zoneId, SceneObject* object ) const;
|
||||
|
||||
/// Assign the given object to the outdoor zone.
|
||||
void _addToOutdoorZone( SceneObject* object );
|
||||
bool _isInZoneList( U32 zoneId, SceneObject* object ) const;
|
||||
|
||||
/// Rezone all objects in the given area.
|
||||
void _rezoneObjects( const Box3F& area );
|
||||
|
|
@ -217,6 +192,10 @@ class SceneZoneSpaceManager
|
|||
/// Fill #mZoneSpacesQueryList with all ZoneObjectType objects in the given area.
|
||||
void _queryZoneSpaces( const Box3F& area ) const;
|
||||
|
||||
ZoneObjectList* _allocZoneList(SceneZoneSpace* space);
|
||||
|
||||
void _freeZoneList(ZoneObjectList* list);
|
||||
|
||||
public:
|
||||
|
||||
SceneZoneSpaceManager( SceneContainer* container );
|
||||
|
|
@ -277,7 +256,8 @@ class SceneZoneSpaceManager
|
|||
SceneZoneSpace* getZoneOwner( const U32 zoneId ) const
|
||||
{
|
||||
AssertFatal( isValidZoneId( zoneId ), "SceneManager::getZoneOwner - Invalid zone ID!");
|
||||
return ( SceneZoneSpace* ) mZoneLists[ zoneId ]->object;
|
||||
ZoneObjectList* list = mZoneLists[zoneId];
|
||||
return ( SceneZoneSpace* )(list ? list->getManager() : NULL);
|
||||
}
|
||||
|
||||
/// Return the total number of zones in the scene.
|
||||
|
|
@ -325,6 +305,21 @@ class SceneZoneSpaceManager
|
|||
|
||||
/// @}
|
||||
|
||||
inline U32* getZoneIDS(SceneObject* object, U32& numZones)
|
||||
{
|
||||
return mObjectZoneLists.getValues(object->mZoneListHandle, numZones);
|
||||
}
|
||||
|
||||
ObjectZoneValueIterator makeObjectZoneValueIterator(SceneObject* obj)
|
||||
{
|
||||
return mObjectZoneLists.getValueIterator(obj->mZoneListHandle);
|
||||
}
|
||||
|
||||
void getObjectZoneValueIterators(SceneObject* obj, ObjectZoneValueIterator& start, ObjectZoneValueIterator& end)
|
||||
{
|
||||
mObjectZoneLists.getValueIterators(obj->mZoneListHandle, start, end);
|
||||
}
|
||||
|
||||
/// @}
|
||||
};
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue