mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
924 lines
29 KiB
C++
924 lines
29 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/sceneZoneSpaceManager.h"
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#include "platform/profiler.h"
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#include "platform/platformMemory.h"
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#include "scene/sceneContainer.h"
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#include "scene/zones/sceneRootZone.h"
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#include "scene/zones/sceneZoneSpace.h"
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// Uncomment to enable verification code for debugging. This slows the
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// manager down significantly but will allow to find zoning state corruption
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// much quicker.
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//#define DEBUG_VERIFY
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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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: mRootZone( new SceneRootZone() ),
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mContainer( container ),
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mNumTotalAllocatedZones( 0 ),
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mNumActiveZones( 0 ),
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mDirtyArea( Box3F::Invalid )
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{
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VECTOR_SET_ASSOCIATION( mZoneSpaces );
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VECTOR_SET_ASSOCIATION( mZoneLists );
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VECTOR_SET_ASSOCIATION( mZoneSpacesQueryList );
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VECTOR_SET_ASSOCIATION( mDirtyObjects );
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VECTOR_SET_ASSOCIATION( mDirtyZoneSpaces );
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}
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//-----------------------------------------------------------------------------
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SceneZoneSpaceManager::~SceneZoneSpaceManager()
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{
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// Delete root zone.
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SAFE_DELETE( mRootZone );
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mNumTotalAllocatedZones = 0;
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mNumActiveZones = 0;
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}
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//-----------------------------------------------------------------------------
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void SceneZoneSpaceManager::registerZones( SceneZoneSpace* object, U32 numZones )
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{
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AssertFatal( _getZoneSpaceIndex( object ) == -1, "SceneZoneSpaceManager::registerZones - Object already registered" );
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_compactZonesCheck();
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const U32 zoneRangeStart = mNumTotalAllocatedZones;
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mNumTotalAllocatedZones += numZones;
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mNumActiveZones += numZones;
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object->mNumZones = numZones;
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object->mZoneRangeStart = zoneRangeStart;
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// Allocate zone lists for all of the zones managed by the object.
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// Add an entry to each list that points back to the zone space.
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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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}
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// Add space to list.
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mZoneSpaces.push_back( object );
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object->mManager = this;
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// Set ZoneObjectType.
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object->mTypeMask |= ZoneObjectType;
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// Put the object on the dirty list.
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if( !object->isRootZone() )
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{
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// Make sure the object gets on the zone space list even
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// if it is already on the object dirty list.
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object->mZoneRefDirty = false;
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notifyObjectChanged( object );
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}
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#ifdef DEBUG_SPEW
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Platform::outputDebugString( "[SceneZoneSpaceManager] Range %i-%i allocated to: %s",
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zoneRangeStart, numZones, object->describeSelf().c_str() );
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#endif
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}
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//-----------------------------------------------------------------------------
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void SceneZoneSpaceManager::unregisterZones( SceneZoneSpace* object )
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{
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S32 zoneSpaceIndex = _getZoneSpaceIndex( object );
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AssertFatal( zoneSpaceIndex != -1, "SceneZoneSpaceManager::unregisterZones - Object not registered as zone space" );
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AssertFatal( mNumActiveZones >= object->mNumZones, "SceneZoneSpaceManager::unregisterZones - Too many zones removed");
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const U32 zoneRangeStart = object->getZoneRangeStart();
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const U32 numZones = object->getZoneRange();
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// Destroy the zone lists for the zones registered
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// by the 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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_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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}
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// Destroy the connections the zone space has.
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object->_disconnectAllZoneSpaces();
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// Remove the zone manager entry.
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mNumActiveZones -= numZones;
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mZoneSpaces.erase( zoneSpaceIndex );
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// Clear ZoneObjectType.
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object->mTypeMask &= ~ZoneObjectType;
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// Clear zone assignments.
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object->mZoneRangeStart = InvalidZoneId;
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object->mNumZones = 0;
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object->mManager = NULL;
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// Mark the zone space's area as dirty.
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mDirtyArea.intersect( object->getWorldBox() );
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#ifdef DEBUG_SPEW
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Platform::outputDebugString( "[SceneZoneSpaceManager] Range %i-%i released from: %s",
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zoneRangeStart, numZones, object->describeSelf().c_str() );
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#endif
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}
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//-----------------------------------------------------------------------------
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void SceneZoneSpaceManager::_rezoneObjects( const Box3F& area )
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{
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static Vector< SceneObject* > sObjects( __FILE__, __LINE__ );
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// Find all objects in the area. We cannot use the callback
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// version here and directly trigger rezoning since the rezoning
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// itself does a container query.
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sObjects.clear();
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mContainer->findObjectList( area, 0xFFFFFFFF, &sObjects );
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// Rezone the objects.
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const U32 numObjects = sObjects.size();
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for( U32 i = 0; i < numObjects; ++ i )
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{
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SceneObject* object = sObjects[ i ];
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if( object != getRootZone() )
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_rezoneObject( object );
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}
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}
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//-----------------------------------------------------------------------------
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void SceneZoneSpaceManager::_compactZonesCheck()
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{
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if( mNumActiveZones > ( mNumTotalAllocatedZones / 2 ) )
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return;
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// Redistribute the zone IDs among the current zone spaces
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// so that the range of IDs is consecutive.
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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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newZoneLists.setSize( mNumActiveZones );
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for( U32 i = 0; i < numZoneSpaces; ++ i )
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{
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SceneZoneSpace* space = mZoneSpaces[ i ];
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const U32 oldZoneRangeStart = space->getZoneRangeStart();
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const U32 newZoneRangeStart = nextZoneId;
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const U32 numZones = space->getZoneRange();
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// Assign the new zone range start.
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space->mZoneRangeStart = newZoneRangeStart;
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nextZoneId += numZones;
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// Relocate the zone lists to match the new zone IDs and update
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// the contents of the zone lists to match the new IDs.
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for( U32 n = 0; n < numZones; ++ n )
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{
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const U32 newZoneId = newZoneRangeStart + n;
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const U32 oldZoneId = oldZoneRangeStart + n;
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// Relocate list.
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newZoneLists[ newZoneId ] = mZoneLists[ oldZoneId ];
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// Update entries.
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for( SceneObject::ZoneRef* ref = newZoneLists[ newZoneId ]; ref != NULL; ref = ref->nextInBin )
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ref->zone = newZoneId;
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}
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}
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mNumTotalAllocatedZones = nextZoneId;
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mZoneLists = newZoneLists;
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AssertFatal( mNumTotalAllocatedZones == mNumActiveZones, "SceneZoneSpaceManager::_compactZonesCheck - Error during compact; mismatch between active and allocated zones" );
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}
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//-----------------------------------------------------------------------------
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S32 SceneZoneSpaceManager::_getZoneSpaceIndex( SceneZoneSpace* object ) const
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{
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const U32 numZoneSpaces = getNumZoneSpaces();
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for( U32 i = 0; i < numZoneSpaces; ++ i )
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if( mZoneSpaces[ i ] == object )
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return i;
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return -1;
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}
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//-----------------------------------------------------------------------------
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void SceneZoneSpaceManager::findZone( const Point3F& p, SceneZoneSpace*& owner, U32& zone ) const
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{
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AssertFatal( mNumActiveZones >= 1, "SceneZoneSpaceManager::findZone - Must have at least one active zone in scene (outdoor zone)" );
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// If there are no zones in the level other than the outdoor
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// zone, just return that.
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if( mNumActiveZones == 1 )
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{
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owner = getRootZone();
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zone = RootZoneId;
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return;
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}
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PROFILE_SCOPE( SceneZoneSpaceManager_findZone );
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// Query the scene container for zones with a query
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// box that tightly fits around the point.
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Box3F queryBox( p.x - 0.1f, p.y - 0.1f, p.z - 0.1f,
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p.x + 0.1f, p.y + 0.1f, p.z + 0.1f );
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_queryZoneSpaces( queryBox );
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// Go through the zones and look for the first one that
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// contains the given point.
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const U32 numZones = mZoneSpacesQueryList.size();
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for( U32 i = 0; i < numZones; ++ i )
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{
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SceneZoneSpace* zoneSpace = dynamic_cast< SceneZoneSpace* >( mZoneSpacesQueryList[ i ] );
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if( !zoneSpace )
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continue;
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AssertFatal( zoneSpace != getRootZone(), "SceneZoneSpaceManager::findZone - SceneRootZone returned by zone manager query" );
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// If the point is in one of the zones of this manager,
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// then make this the result.
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U32 inZone = zoneSpace->getPointZone( p );
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if( inZone != InvalidZoneId )
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{
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owner = zoneSpace;
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zone = inZone;
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return;
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}
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}
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// No other zone matched so return the outdoor zone.
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owner = getRootZone();
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zone = RootZoneId;
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}
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//-----------------------------------------------------------------------------
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U32 SceneZoneSpaceManager::findZones( const Box3F& area, Vector< U32 >& outZones ) const
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{
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// Query all zone spaces in the area.
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_queryZoneSpaces( area );
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// Query each zone space for overlaps with the given
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// area and add the zones to outZones.
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bool outsideIncluded = false;
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U32 numTotalZones = 0;
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const U32 numZoneSpaces = mZoneSpacesQueryList.size();
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for( U32 i = 0; i < numZoneSpaces; ++ i )
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{
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SceneZoneSpace* zoneSpace = dynamic_cast< SceneZoneSpace* >( mZoneSpacesQueryList[ i ] );
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if( !zoneSpace )
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continue;
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AssertFatal( zoneSpace != getRootZone(), "SceneZoneSpaceManager::findZones - SceneRootZone returned by zone manager query" );
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// Query manager.
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U32 zones[ SceneObject::MaxObjectZones ];
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U32 numZones = 0;
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outsideIncluded |= zoneSpace->getOverlappingZones( area, zones, numZones );
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// Add overlapped zones.
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for( U32 n = 0; n < numZones; n ++ )
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{
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outZones.push_back( zones[ n ] );
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numTotalZones ++;
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}
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}
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// If the area box wasn't fully enclosed by the zones of the
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// manager(s) or the query only returned the outside zone,
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// add the outside zone to the list.
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if( outsideIncluded || numTotalZones == 0 )
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{
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outZones.push_back( RootZoneId );
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numTotalZones ++;
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}
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return numTotalZones;
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}
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//-----------------------------------------------------------------------------
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void SceneZoneSpaceManager::_rezoneObject( SceneObject* object )
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{
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PROFILE_SCOPE( SceneZoneSpaceManager_rezoneObject );
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AssertFatal( !dynamic_cast< SceneRootZone* >( object ), "SceneZoneSpaceManager::_rezoneObject - Cannot rezone the SceneRootZone!" );
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// If the object is not yet assigned to zones,
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// do so now and return.
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if( !object->mNumCurrZones )
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{
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_zoneInsert( object );
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return;
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}
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// If we have no zones in the scene other than the outdoor zone or if the
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// object has global bounds on (and thus is always in the outdoor zone) or
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// is an object that is restricted to the outdoor zone, leave the object's
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// zoning state untouched.
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if( mNumActiveZones == 1 || object->isGlobalBounds() || object->getTypeMask() & OUTDOOR_OBJECT_TYPEMASK )
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{
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object->mZoneRefDirty = false;
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return;
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}
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// First, find out whether there's even a chance of the zoning to have changed
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// for the object.
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_queryZoneSpaces( object->getWorldBox() );
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const U32 numZoneSpaces = mZoneSpacesQueryList.size();
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if( !numZoneSpaces )
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{
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// There is no zone in the object's area. If it is already assigned to the
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// root zone, then we don't need an update. Otherwise, we do.
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if( object->mNumCurrZones == 1 &&
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object->mZoneRefHead &&
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object->mZoneRefHead->zone == RootZoneId )
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{
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object->mZoneRefDirty = false;
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return;
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}
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}
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// Update the object's zoning information by removing and recomputing
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// its zoning information.
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_zoneRemove( object );
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_zoneInsert( object, true ); // Query already in place.
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}
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//-----------------------------------------------------------------------------
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void SceneZoneSpaceManager::registerObject( SceneObject* object )
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{
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// Just put it on the dirty list.
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notifyObjectChanged( object );
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}
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//-----------------------------------------------------------------------------
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void SceneZoneSpaceManager::unregisterObject( SceneObject* object )
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{
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// Remove from dirty list.
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mDirtyObjects.remove( object );
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// Remove from zone lists.
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_zoneRemove( object );
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// If it's a zone space, unregister it.
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if( object->getTypeMask() & ZoneObjectType && dynamic_cast< SceneZoneSpace* >( object ) )
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{
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SceneZoneSpace* zoneSpace = static_cast< SceneZoneSpace* >( object );
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unregisterZones( zoneSpace );
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mDirtyZoneSpaces.remove( zoneSpace );
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}
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}
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//-----------------------------------------------------------------------------
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void SceneZoneSpaceManager::updateObject( SceneObject* object )
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{
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// If no zone spaces have changed and the object's zoning
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// state is clean, then there's nothing to do for this object.
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if( mDirtyZoneSpaces.empty() && !object->mZoneRefDirty )
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return;
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// Otherwise update all the dirty zoning state.
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updateZoningState();
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}
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//-----------------------------------------------------------------------------
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void SceneZoneSpaceManager::notifyObjectChanged( SceneObject* object )
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{
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AssertFatal( object != getRootZone(), "SceneZoneSpaceManager::notifyObjectChanged - Cannot dirty root zone!" );
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// Ignore if object is already on the dirty list.
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if( object->mZoneRefDirty )
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return;
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// Put the object on the respective dirty list.
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if( object->getTypeMask() & ZoneObjectType )
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{
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SceneZoneSpace* zoneSpace = dynamic_cast< SceneZoneSpace* >( object );
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AssertFatal( zoneSpace != NULL, "SceneZoneSpaceManager::notifyObjectChanged - ZoneObjectType is not a SceneZoneSpace!" );
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if( zoneSpace )
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mDirtyZoneSpaces.push_back( zoneSpace );
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}
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else
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{
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mDirtyObjects.push_back( object );
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}
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// Mark object as dirty.
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object->mZoneRefDirty = true;
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}
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//-----------------------------------------------------------------------------
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void SceneZoneSpaceManager::updateZoningState()
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{
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// If there are no dirty objects, there's nothing to do.
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if( mDirtyObjects.empty() &&
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mDirtyZoneSpaces.empty() &&
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mDirtyArea == Box3F::Invalid )
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return;
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// Otherwise, first update the zone spaces. Do this in two passes:
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// first take all the dirty zone spaces out of the zoning state and
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// then rezone the combined area of all dirty zone spaces.
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//
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// Note that this path here is pretty much only relevant during loading
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// or editing and thus can be less performant than the path for individual
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// objects below.
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while( !mDirtyZoneSpaces.empty() )
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{
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SceneZoneSpace* zoneSpace = mDirtyZoneSpaces.last();
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mDirtyZoneSpaces.decrement();
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// Remove the zoning state of the object.
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_zoneRemove( zoneSpace );
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// Destroy all connections that this zone space has to
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// other zone spaces.
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zoneSpace->_disconnectAllZoneSpaces();
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// Nuke its zone lists.
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const U32 numZones = zoneSpace->getZoneRange();
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for( U32 n = 0; n < numZones; ++ n )
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_clearZoneList( zoneSpace->getZoneRangeStart() + n );
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// Merge into dirty region.
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mDirtyArea.intersect( zoneSpace->getWorldBox() );
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}
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if( mDirtyArea != Box3F::Invalid )
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{
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// Rezone everything in the dirty region.
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_rezoneObjects( mDirtyArea );
|
|
mDirtyArea = Box3F::Invalid;
|
|
|
|
// Verify zoning state.
|
|
|
|
#ifdef DEBUG_VERIFY
|
|
verifyState();
|
|
#endif
|
|
|
|
// Fire the zoning changed signal to let interested parties
|
|
// know that the zoning setup of the scene has changed.
|
|
|
|
getZoningChangedSignal().trigger( this );
|
|
}
|
|
|
|
// And finally, update objects that have changed state.
|
|
|
|
while( !mDirtyObjects.empty() )
|
|
{
|
|
SceneObject* object = mDirtyObjects.last();
|
|
mDirtyObjects.decrement();
|
|
|
|
if( object->mZoneRefDirty )
|
|
_rezoneObject( object );
|
|
|
|
AssertFatal( !object->mZoneRefDirty, "SceneZoneSpaceManager::updateZoningState - Object still dirty!" );
|
|
}
|
|
|
|
AssertFatal( mDirtyObjects.empty(), "SceneZoneSpaceManager::updateZoningState - Still have dirty objects!" );
|
|
AssertFatal( mDirtyZoneSpaces.empty(), "SceneZoneSpaceManager::updateZoningState - Still have dirty zones!" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneZoneSpaceManager::_zoneInsert( SceneObject* object, bool queryListInitialized )
|
|
{
|
|
PROFILE_SCOPE( SceneZoneSpaceManager_zoneInsert );
|
|
|
|
AssertFatal( object->mNumCurrZones == 0, "SceneZoneSpaceManager::_zoneInsert - Object already in zone list" );
|
|
AssertFatal( object->getContainer() != NULL, "SceneZoneSpaceManager::_zoneInsert - Object must be in scene" );
|
|
AssertFatal( !dynamic_cast< SceneRootZone* >( object ), "SceneZoneSpaceManager::_zoneInsert - Must not be called on SceneRootZone" );
|
|
|
|
// If all we have is a single zone in the scene, then it must
|
|
// be the outdoor zone. Simply assign the object to it. Also do this
|
|
// if the object has global bounds on since we always assign these to
|
|
// 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
|
|
{
|
|
// Otherwise find all zones spaces that intersect with the object's
|
|
// world box.
|
|
|
|
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 )
|
|
{
|
|
SceneZoneSpace* zoneSpace = dynamic_cast< SceneZoneSpace* >( mZoneSpacesQueryList[ i ] );
|
|
if( !zoneSpace )
|
|
continue;
|
|
|
|
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 )
|
|
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" );
|
|
|
|
outsideIncluded &= overlapsOutside; // Only include outside if *none* of the zones fully contains the object.
|
|
|
|
// Link the object to the zones.
|
|
|
|
for( U32 n = 0; n < numZones; ++ n )
|
|
_addToZoneList( zones[ n ], object );
|
|
|
|
// Let the zone manager know we have added objects to its
|
|
// zones.
|
|
|
|
if( numZones > 0 )
|
|
zoneSpace->_onZoneAddObject( object, zones, 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 );
|
|
}
|
|
|
|
// Mark the zoning state of the object as current.
|
|
|
|
object->mZoneRefDirty = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneZoneSpaceManager::_zoneRemove( SceneObject* obj )
|
|
{
|
|
PROFILE_SCOPE( SceneZoneSpaceManager_zoneRemove );
|
|
|
|
// Remove the object from the zone lists.
|
|
|
|
for( SceneObject::ZoneRef* walk = obj->mZoneRefHead; walk != NULL; )
|
|
{
|
|
// 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 );
|
|
}
|
|
|
|
// Clear the object's zoning state.
|
|
|
|
obj->mZoneRefHead = NULL;
|
|
obj->mZoneRefDirty = false;
|
|
obj->mNumCurrZones = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneZoneSpaceManager::_addToZoneList( U32 zoneId, SceneObject* object )
|
|
{
|
|
SceneObject::ZoneRef* zoneList = mZoneLists[ zoneId ];
|
|
|
|
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;
|
|
|
|
if( zoneList->nextInBin )
|
|
zoneList->nextInBin->prevInBin = newRef;
|
|
|
|
zoneList->nextInBin = newRef;
|
|
|
|
// Add the zone to the object list.
|
|
|
|
newRef->nextInObj = object->mZoneRefHead;
|
|
object->mZoneRefHead = newRef;
|
|
object->mNumCurrZones ++;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneZoneSpaceManager::_clearZoneList( U32 zoneId )
|
|
{
|
|
AssertFatal( zoneId < getNumZones(), "SceneZoneSpaceManager::_clearZoneList - Zone ID out of range" );
|
|
|
|
SceneObject::ZoneRef* 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 )
|
|
{
|
|
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 );
|
|
|
|
object->mNumCurrZones --;
|
|
|
|
// If this is the only zone the object was in, mark
|
|
// its zoning state as dirty so it will get assigned
|
|
// to the outdoor zone on the next update.
|
|
|
|
if( !object->mZoneRefHead )
|
|
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
|
|
{
|
|
for( SceneObject::ZoneRef* ref = object->mZoneRefHead; ref != NULL; ref = ref->nextInObj )
|
|
if( ref->zone == zoneId )
|
|
return ref;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneZoneSpaceManager::_queryZoneSpaces( const Box3F& area ) const
|
|
{
|
|
mZoneSpacesQueryList.clear();
|
|
mContainer->findObjectList( area, ZoneObjectType, &mZoneSpacesQueryList );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneZoneSpaceManager::dumpZoneStates( bool update )
|
|
{
|
|
if( update )
|
|
_rezoneObjects( getRootZone()->getWorldBox() );
|
|
|
|
const U32 numZoneSpaces = mZoneSpaces.size();
|
|
for( U32 i = 0; i < numZoneSpaces; ++ i )
|
|
mZoneSpaces[ i ]->dumpZoneState( false );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SceneZoneSpaceManager::verifyState()
|
|
{
|
|
AssertFatal( mZoneSpaces.size() <= mNumActiveZones,
|
|
"SceneZoneSpaceManager::verifyState - More zone spaces than active zones!" );
|
|
AssertFatal( mNumTotalAllocatedZones >= mNumActiveZones,
|
|
"SceneZoneSpaceManager::verifyState - Fewer allocated than active zones!" );
|
|
AssertFatal( mRootZone->getZoneRangeStart() == 0,
|
|
"SceneZoneSpaceManager::verifyState - Invalid ID on root zone!" );
|
|
AssertFatal( mRootZone->getZoneRange() == 1,
|
|
"SceneZoneSpaceManager::verifyState - Invalid zone range on root zone!" );
|
|
|
|
// First validate the zone spaces themselves.
|
|
|
|
const U32 numZoneSpaces = mZoneSpaces.size();
|
|
for( U32 i = 0; i < numZoneSpaces; ++ i )
|
|
{
|
|
SceneZoneSpace* space = mZoneSpaces[ i ];
|
|
|
|
#ifndef TORQUE_DISABLE_MEMORY_MANAGER
|
|
Memory::checkPtr( space );
|
|
#endif
|
|
|
|
AssertFatal( space->getTypeMask() & ZoneObjectType, "SceneZoneSpaceManager::verifyState - Zone space is not a ZoneObjectType!" );
|
|
|
|
const U32 zoneRangeStart = space->getZoneRangeStart();
|
|
const U32 numZones = space->getZoneRange();
|
|
|
|
// Verify each of the allocated zones in this space.
|
|
|
|
for( U32 n = 0; n < numZones; ++ n )
|
|
{
|
|
const U32 zoneId = zoneRangeStart + n;
|
|
|
|
// Simple validation of zone ID.
|
|
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!" );
|
|
|
|
for( SceneObject::ZoneRef* ref = mZoneLists[ zoneId ]; ref != NULL; ref = ref->nextInBin )
|
|
{
|
|
AssertFatal( ref->zone == zoneId, "SceneZoneSpaceManager::verifyState - Incorrect ID in zone list!" );
|
|
AssertFatal( ref->object != NULL, "SceneZoneSpaceManager::verifyState - Null object pointer in zone list!" );
|
|
|
|
#ifndef TORQUE_DISABLE_MEMORY_MANAGER
|
|
Memory::checkPtr( ref->object );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// Make sure no other zone space owns any of the same IDs.
|
|
|
|
for( U32 n = 0; n < numZoneSpaces; ++ n )
|
|
{
|
|
if( n == i )
|
|
continue;
|
|
|
|
SceneZoneSpace* otherSpace = mZoneSpaces[ n ];
|
|
AssertFatal( otherSpace->getZoneRangeStart() >= zoneRangeStart + numZones ||
|
|
otherSpace->getZoneRangeStart() + otherSpace->getZoneRange() <= zoneRangeStart,
|
|
"SceneZoneSpaceManager::verifyState - Overlap between zone ID ranges of zone spaces!" );
|
|
}
|
|
|
|
// Make sure that all zone connections appear to be valid.
|
|
|
|
for( SceneZoneSpace::ZoneSpaceRef* ref = space->mConnectedZoneSpaces; ref != NULL; ref = ref->mNext )
|
|
{
|
|
#ifndef TORQUE_DISABLE_MEMORY_MANAGER
|
|
Memory::checkPtr( ref->mZoneSpace );
|
|
#endif
|
|
|
|
AssertFatal( _getZoneSpaceIndex( ref->mZoneSpace ) != -1, "SceneZoneSpaceManager::verifyState - Zone connected to invalid zone!" );
|
|
AssertFatal( ref->mZoneSpace->getTypeMask() & ZoneObjectType, "SceneZoneSpaceManager::verifyState - Zone space is not a ZoneObjectType!" );
|
|
}
|
|
}
|
|
|
|
//TODO: can do a lot more validation here
|
|
}
|