Torque3D/Engine/source/scene/zones/sceneRootZone.cpp
2012-09-19 11:15:01 -04:00

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