mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
122 lines
3.8 KiB
C++
122 lines
3.8 KiB
C++
//-----------------------------------------------------------------------------
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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/zones/sceneRootZone.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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//RD: for the SceneRootZone, it may be worthwhile to put an optimized path in place that
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// does some spatially aware testing of portals rather than just blindly going through
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// the list of connected zone managers
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//-----------------------------------------------------------------------------
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SceneRootZone::SceneRootZone()
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{
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setGlobalBounds();
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resetWorldBox();
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// Clear netflags we have inherited. We don't
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// network scene roots.
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mNetFlags.clear( Ghostable | ScopeAlways );
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// Clear type flags we have inherited.
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mTypeMask &= ~StaticObjectType;
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}
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//-----------------------------------------------------------------------------
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String SceneRootZone::describeSelf() const
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{
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String str = Parent::describeSelf();
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str += "|SceneRootZone";
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return str;
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}
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//-----------------------------------------------------------------------------
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bool SceneRootZone::onSceneAdd()
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{
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if( !Parent::onSceneAdd() )
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return false;
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AssertFatal( getZoneRangeStart() == SceneZoneSpaceManager::RootZoneId, "SceneRootZone::onSceneAdd - SceneRootZone must be first scene object zone manager!" );
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return true;
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}
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//-----------------------------------------------------------------------------
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void SceneRootZone::onSceneRemove()
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{
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AssertFatal( getZoneRangeStart() == SceneZoneSpaceManager::RootZoneId, "SceneRootZone::onSceneRemove - SceneRootZone must be first scene object zone manager!");
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Parent::onSceneRemove();
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}
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//-----------------------------------------------------------------------------
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bool SceneRootZone::onAdd()
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{
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AssertFatal( false, "SceneRootZone::onAdd - Must not register SceneRootZone!" );
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return false;
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}
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//-----------------------------------------------------------------------------
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void SceneRootZone::onRemove()
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{
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AssertFatal( false, "SceneRootZone::onRemove - Must not be called!" );
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}
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//-----------------------------------------------------------------------------
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U32 SceneRootZone::getPointZone( const Point3F &p ) const
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{
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return 0;
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}
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//-----------------------------------------------------------------------------
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bool SceneRootZone::getOverlappingZones( const Box3F& aabb, U32* outZones, U32& outNumZones )
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{
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// Everything overlaps the outside zone.
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outZones[ 0 ] = SceneZoneSpaceManager::RootZoneId;
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outNumZones = 1;
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return false;
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}
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//-----------------------------------------------------------------------------
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bool SceneRootZone::containsPoint( const Point3F &point ) const
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{
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return true;
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}
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