Torque3D/Engine/source/scene/zones/sceneZoneSpace.cpp
2017-04-19 14:02:45 -04:00

363 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "scene/zones/sceneZoneSpace.h"
#include "scene/zones/sceneTraversalState.h"
#include "scene/zones/sceneZoneSpaceManager.h"
#include "scene/sceneRenderState.h"
#include "sim/netConnection.h"
#include "core/stream/bitStream.h"
#include "console/engineAPI.h"
//#define DEBUG_SPEW
ClassChunker< SceneZoneSpace::ZoneSpaceRef > SceneZoneSpace::smZoneSpaceRefChunker;
//-----------------------------------------------------------------------------
SceneZoneSpace::SceneZoneSpace()
: mManager( NULL ),
mZoneRangeStart( SceneZoneSpaceManager::InvalidZoneId ),
mZoneGroup( InvalidZoneGroup ),
mNumZones( 0 ),
mZoneFlags( ZoneFlag_IsClosedOffSpace ),
mConnectedZoneSpaces( NULL )
{
VECTOR_SET_ASSOCIATION( mOccluders );
}
//-----------------------------------------------------------------------------
SceneZoneSpace::~SceneZoneSpace()
{
AssertFatal( mConnectedZoneSpaces == NULL, "SceneZoneSpace::~SceneZoneSpace - Still have connected zone spaces!" );
}
//-----------------------------------------------------------------------------
void SceneZoneSpace::onSceneRemove()
{
_disconnectAllZoneSpaces();
Parent::onSceneRemove();
}
//-----------------------------------------------------------------------------
void SceneZoneSpace::initPersistFields()
{
addGroup( "Zoning" );
addProtectedField( "zoneGroup", TypeS32, Offset( mZoneGroup, SceneZoneSpace ),
&_setZoneGroup, &defaultProtectedGetFn,
"ID of group the zone is part of." );
endGroup( "Zoning" );
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
bool SceneZoneSpace::writeField( StringTableEntry fieldName, const char* value )
{
// Don't write zoneGroup field if at default.
static StringTableEntry sZoneGroup = StringTable->insert( "zoneGroup" );
if( fieldName == sZoneGroup && getZoneGroup() == InvalidZoneGroup )
return false;
return Parent::writeField( fieldName, value );
}
//-----------------------------------------------------------------------------
void SceneZoneSpace::setZoneGroup( U32 group )
{
if( mZoneGroup == group )
return;
mZoneGroup = group;
setMaskBits( ZoneGroupMask );
// Rezone to establish new connectivity.
if( mManager )
mManager->notifyObjectChanged( this );
}
//-----------------------------------------------------------------------------
U32 SceneZoneSpace::packUpdate( NetConnection* connection, U32 mask, BitStream* stream )
{
U32 retMask = Parent::packUpdate( connection, mask, stream );
if( stream->writeFlag( mask & ZoneGroupMask ) )
stream->write( mZoneGroup );
return retMask;
}
//-----------------------------------------------------------------------------
void SceneZoneSpace::unpackUpdate( NetConnection* connection, BitStream* stream )
{
Parent::unpackUpdate( connection, stream );
if( stream->readFlag() ) // ZoneGroupMask
{
U32 zoneGroup;
stream->read( &zoneGroup );
setZoneGroup( zoneGroup );
}
}
//-----------------------------------------------------------------------------
bool SceneZoneSpace::getOverlappingZones( SceneObject* obj, U32* outZones, U32& outNumZones )
{
return getOverlappingZones( obj->getWorldBox(), outZones, outNumZones );
}
//-----------------------------------------------------------------------------
void SceneZoneSpace::_onZoneAddObject( SceneObject* object, const U32* zoneIDs, U32 numZones )
{
if( object->isVisualOccluder() )
_addOccluder( object );
// If this isn't the root zone and the object is zone space,
// see if we should automatically connect the two.
if( !isRootZone() && object->getTypeMask() & ZoneObjectType )
{
SceneZoneSpace* zoneSpace = dynamic_cast< SceneZoneSpace* >( object );
// Don't connect a zone space that has the same closed off status
// that we have except it is assigned to the same zone group.
if( zoneSpace &&
( zoneSpace->mZoneFlags.test( ZoneFlag_IsClosedOffSpace ) != mZoneFlags.test( ZoneFlag_IsClosedOffSpace ) ||
( zoneSpace->getZoneGroup() == getZoneGroup() &&
zoneSpace->getZoneGroup() != InvalidZoneGroup ) ) &&
_automaticallyConnectZoneSpace( zoneSpace ) )
{
connectZoneSpace( zoneSpace );
}
}
}
//-----------------------------------------------------------------------------
void SceneZoneSpace::_onZoneRemoveObject( SceneObject* object )
{
if( object->isVisualOccluder() )
_removeOccluder( object );
if( !isRootZone() && object->getTypeMask() & ZoneObjectType )
{
SceneZoneSpace* zoneSpace = dynamic_cast< SceneZoneSpace* >( object );
if( zoneSpace )
disconnectZoneSpace( zoneSpace );
}
}
//-----------------------------------------------------------------------------
bool SceneZoneSpace::_automaticallyConnectZoneSpace( SceneZoneSpace* zoneSpace ) const
{
//TODO: This is suboptimal. While it prevents the most blatantly wrong automatic connections,
// we need a true polyhedron/polyhedron intersection to accurately determine zone intersection
// when it comes to automatic connections.
U32 numZones = 0;
U32 zones[ SceneObject::MaxObjectZones ];
zoneSpace->getOverlappingZones( getWorldBox(), zones, numZones );
return ( numZones > 0 );
}
//-----------------------------------------------------------------------------
void SceneZoneSpace::connectZoneSpace( SceneZoneSpace* zoneSpace )
{
// If the zone space is already in the list, do nothing.
for( ZoneSpaceRef* ref = mConnectedZoneSpaces; ref != NULL; ref = ref->mNext )
if( ref->mZoneSpace == zoneSpace )
return;
// Link the zone space to the zone space refs.
ZoneSpaceRef* ref = smZoneSpaceRefChunker.alloc();
ref->mZoneSpace = zoneSpace;
ref->mNext = mConnectedZoneSpaces;
mConnectedZoneSpaces = ref;
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SceneZoneSpace] Connecting %i-%i to %i-%i",
getZoneRangeStart(), getZoneRangeStart() + getZoneRange(),
zoneSpace->getZoneRangeStart(), zoneSpace->getZoneRangeStart() + zoneSpace->getZoneRange()
);
#endif
}
//-----------------------------------------------------------------------------
void SceneZoneSpace::disconnectZoneSpace( SceneZoneSpace* zoneSpace )
{
ZoneSpaceRef* prev = NULL;
for( ZoneSpaceRef* ref = mConnectedZoneSpaces; ref != NULL; prev = ref, ref = ref->mNext )
if( ref->mZoneSpace == zoneSpace )
{
if( prev )
prev->mNext = ref->mNext;
else
mConnectedZoneSpaces = ref->mNext;
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SceneZoneSpace] Disconnecting %i-%i from %i-%i",
getZoneRangeStart(), getZoneRangeStart() + getZoneRange(),
zoneSpace->getZoneRangeStart(), zoneSpace->getZoneRangeStart() + zoneSpace->getZoneRange()
);
#endif
smZoneSpaceRefChunker.free( ref );
break;
}
}
//-----------------------------------------------------------------------------
void SceneZoneSpace::_disconnectAllZoneSpaces()
{
#ifdef DEBUG_SPEW
if( mConnectedZoneSpaces != NULL )
Platform::outputDebugString( "[SceneZoneSpace] Disconnecting all from %i-%i",
getZoneRangeStart(), getZoneRangeStart() + getZoneRange()
);
#endif
for( ZoneSpaceRef* ref = mConnectedZoneSpaces; ref != NULL; )
{
ZoneSpaceRef* next = ref->mNext;
smZoneSpaceRefChunker.free( ref );
ref = next;
}
mConnectedZoneSpaces = NULL;
}
//-----------------------------------------------------------------------------
void SceneZoneSpace::_addOccluder( SceneObject* object )
{
AssertFatal( !mOccluders.contains( object ), "SceneZoneSpace::_addOccluder - Occluder already added to this zone space!" );
mOccluders.push_back( object );
}
//-----------------------------------------------------------------------------
void SceneZoneSpace::_removeOccluder( SceneObject* object )
{
const U32 numOccluders = mOccluders.size();
for( U32 i = 0; i < numOccluders; ++ i )
if( mOccluders[ i ] == object )
{
mOccluders.erase_fast( i );
break;
}
AssertFatal( !mOccluders.contains( object ), "SceneZoneSpace::_removeOccluder - Occluder still added to this zone space!" );
}
//-----------------------------------------------------------------------------
void SceneZoneSpace::_addOccludersToCullingState( SceneCullingState* state ) const
{
const U32 numOccluders = mOccluders.size();
for( U32 i = 0; i < numOccluders; ++ i )
state->addOccluder( mOccluders[ i ] );
}
//-----------------------------------------------------------------------------
void SceneZoneSpace::_traverseConnectedZoneSpaces( SceneTraversalState* state )
{
// Hand the traversal over to all connected zone spaces.
for( ZoneSpaceRef* ref = mConnectedZoneSpaces; ref != NULL; ref = ref->mNext )
{
SceneZoneSpace* zoneSpace = ref->mZoneSpace;
zoneSpace->traverseZones( state );
}
}
//-----------------------------------------------------------------------------
void SceneZoneSpace::dumpZoneState( bool update )
{
// Nothing to dump if not registered.
if( !mManager )
return;
// If we should update, trigger rezoning for the space
// we occupy.
if( update )
mManager->_rezoneObjects( getWorldBox() );
Con::printf( "====== Zones in: %s =====", describeSelf().c_str() );
// Dump connections.
for( ZoneSpaceRef* ref = mConnectedZoneSpaces; ref != NULL; ref = ref->mNext )
Con::printf( "Connected to: %s", ref->mZoneSpace->describeSelf().c_str() );
// Dump objects.
for( U32 i = 0; i < getZoneRange(); ++ i )
{
U32 zoneId = getZoneRangeStart() + i;
Con::printf( "--- Zone %i", zoneId );
for( SceneZoneSpaceManager::ZoneContentIterator iter( mManager, zoneId, false ); iter.isValid(); ++ iter )
Con::printf( iter->describeSelf() );
}
}
//-----------------------------------------------------------------------------
bool SceneZoneSpace::_setZoneGroup( void* object, const char* index, const char* data )
{
SceneZoneSpace* zone = reinterpret_cast< SceneZoneSpace* >( object );
zone->setZoneGroup( EngineUnmarshallData< S32 >()( data ) );
return false;
}