Torque3D/Engine/source/scene/zones/sceneZoneSpaceManager.h
2024-03-11 23:02:15 +00:00

334 lines
11 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _SCENEZONESPACEMANAGER_H_
#define _SCENEZONESPACEMANAGER_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _TSIGNAL_H_
#include "core/util/tSignal.h"
#endif
#ifndef _DATACHUNKER_H_
#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:
friend class SceneZoneSpace; // mZoneLists
friend class Zone;
/// A signal used to notify that the zone setup of the scene has changed.
///
/// @note If you use this signal to maintain state that depends on the zoning
/// setup, it's best to not immediately update the sate in response to this
/// signal. The reason is that during loading and editing, the signal may
/// be fired a lot and continuously updating dependent data may waste a lot
/// of time.
typedef Signal< void( SceneZoneSpaceManager* ) > ZoningChangedSignal;
typedef SceneContainerBinRefList<U32> ZoneValueList;
typedef SceneContainerBinRefList<U32>::ValueIterator ObjectZoneValueIterator;
enum : U32
{
/// Zone ID of the exterior zone.
RootZoneId = 0,
/// Constant to indicate an invalid zone ID.
InvalidZoneId = 0xFFFFFFFF,
};
class ZoneObjectList
{
protected:
friend class SceneZoneSpaceManager;
SceneObject* mManager;
Vector<SceneObject*> mObjects;
public:
ZoneObjectList(SceneObject* manager) : mManager(manager) { ; }
inline SceneObject* getManager() const { return mManager; }
inline Vector<SceneObject*>& getObjects() { return mObjects; }
};
protected:
/// The root and outdoor zone of the scene.
SceneRootZone* mRootZone;
/// Scene container that holds the zone spaces we are managing.
SceneContainer* mContainer;
/// Collection of objects that manage zones.
Vector< SceneZoneSpace* > mZoneSpaces;
/// Total number of zones that have been allocated in the scene.
U32 mNumTotalAllocatedZones;
/// Number of zone IDs that are in active use.
U32 mNumActiveZones;
/// Object list for each zone in the scene.
/// First entry in the list points back to the zone manager.
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;
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
/// individually for each object as it changes transforms or size.
/// @{
/// Area of the scene that needs to be rezoned.
Box3F mDirtyArea;
/// List of zone spaces that have changed state and need updating.
Vector< SceneZoneSpace* > mDirtyZoneSpaces;
/// List of objects (non-zone spaces) that have changed state and need
/// updating.
Vector< SceneObject* > mDirtyObjects;
/// @}
/// Check to see if we have accumulated a lot of unallocate zone IDs and if so,
/// compact the zoning lists by reassigning IDs.
///
/// @warn This method may alter all zone IDs in the scene!
void _compactZonesCheck();
/// Return the index into #mZoneSpaces for the given object or -1 if
/// @object is not a zone manager.
S32 _getZoneSpaceIndex( SceneZoneSpace* object ) const;
/// Attach zoning state to the given object.
void _zoneInsert( SceneObject* object, bool queryListInitialized = false );
/// Detach zoning state from the given object.
void _zoneRemove( SceneObject* object, bool freeList = true );
/// 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
/// back to the zone manager.
void _clearZoneList( U32 zoneId );
/// Find the given object in the zone list of the given zone.
bool _isInZoneList( U32 zoneId, SceneObject* object ) const;
/// Rezone all objects in the given area.
void _rezoneObjects( const Box3F& area );
/// Update the zoning state of the given object.
void _rezoneObject( SceneObject* object );
/// 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 );
~SceneZoneSpaceManager();
/// Bring the zoning state of the scene up to date. This will cause objects
/// that have moved or have been resized to be rezoned and will updated regions
/// of the scene that had their zoning setup changed.
///
/// @note This method depends on proper use of notifyObjectChanged().
void updateZoningState();
/// @name Objects
/// @{
/// Add zoning state to the given object.
void registerObject( SceneObject* object );
/// Remove the given object from the zoning state.
void unregisterObject( SceneObject* object );
/// Let the manager know that state relevant to zoning of the given
/// object has changed.
void notifyObjectChanged( SceneObject* object );
/// Update the zoning state of the given object.
void updateObject( SceneObject* object );
/// @}
/// @name Zones
/// @{
/// Return the root zone of the scene.
SceneRootZone* getRootZone() const { return mRootZone; }
/// Register a zone manager.
///
/// @param object SceneZoneSpace object that contains zones.
/// @param numZones Number of zones that @a object contains.
void registerZones( SceneZoneSpace* object, U32 numZones );
/// Unregister a zone manager.
///
/// @param object Object that contains zones.
void unregisterZones( SceneZoneSpace* object );
/// Return true if the given ID belongs to a currently registered zone.
bool isValidZoneId( const U32 zoneId ) const
{
return ( zoneId < mNumTotalAllocatedZones && mZoneLists[ zoneId ] );
}
/// Get the scene object that contains the zone with the given ID.
///
/// @param zoneId ID of the zone. Must be valid.
/// @return The zone space that has registered the given zone.
SceneZoneSpace* getZoneOwner( const U32 zoneId ) const
{
AssertFatal( isValidZoneId( zoneId ), "SceneManager::getZoneOwner - Invalid zone ID!");
ZoneObjectList* list = mZoneLists[zoneId];
return ( SceneZoneSpace* )(list ? list->getManager() : NULL);
}
Vector<SceneObject*>* getZoneObjects(const U32 zoneId) const
{
AssertFatal(isValidZoneId(zoneId), "SceneManager::getZoneOwner - Invalid zone ID!");
ZoneObjectList* list = mZoneLists[zoneId];
return (list ? &list->getObjects() : NULL);
}
/// Return the total number of zones in the scene.
U32 getNumZones() const { return mNumTotalAllocatedZones; }
/// Return the effective amount of used zone IDs in the scene.
U32 getNumActiveZones() const { return mNumActiveZones; }
/// Return the total number of objects in the scene that manage zones.
U32 getNumZoneSpaces() const { return mZoneSpaces.size(); }
/// Find the zone that contains the given point.
///
/// Note that the result can be <em>any</em> zone containing the given
/// point.
void findZone( const Point3F& point, SceneZoneSpace*& outZoneSpace, U32& outZoneID ) const;
/// Collect the IDs of all zones that overlap the given area.
///
/// @param area AABB of scene space to query.
/// @param outZones IDs of all overlapped zones are added to this vector.
///
/// @return Number of zones that have been added to @a outZones. Always at least
/// 1 as at least the outdoor zone always overlaps the given area (though if another zone
/// manager fully contains @a area, the outdoor zone will not be added to the list).
U32 findZones( const Box3F& area, Vector< U32 >& outZones ) const;
static ZoningChangedSignal& getZoningChangedSignal()
{
static ZoningChangedSignal sSignal;
return sSignal;
}
/// @name Debugging
/// @{
/// Verify the current zoning state. This makes sure all the connectivity
/// information and all the zone assignments appear to be correct.
void verifyState();
/// Dump the current state of all zone spaces in the scene to the console.
/// @param update If true, zoning state states are updated first; if false, zoning is
/// dumped as is.
void dumpZoneStates( bool update = true );
/// @}
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);
}
/// @}
};
#endif // !_SCENEZONESPACEMANAGER_H_