mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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131 lines
4.7 KiB
C++
131 lines
4.7 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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#ifndef _SCENECULLINGVOLUME_H_
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#define _SCENECULLINGVOLUME_H_
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#ifndef _MPLANESET_H_
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#include "math/mPlaneSet.h"
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#endif
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/// A volume used to include or exclude space in a scene.
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///
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/// Culling volumes are represented as sets of clipping planes.
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///
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/// @note Culling is performed in world space so the plane data for culling volumes
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/// must be in world space too.
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class SceneCullingVolume
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{
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public:
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/// Type of culling.
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enum Type
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{
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Includer,
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Occluder,
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};
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protected:
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/// What type of culling volume this is.
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Type mType;
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///
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F32 mSortPoint;
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/// The set of clipping planes that defines the clipping volume for this culler.
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PlaneSetF mClippingPlanes;
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/// Test the given bounds against this culling volume.
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///
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/// Note that we allow false positives here for includers. This will only cause an
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/// occasional object to be classified as intersecting when in fact it is outside.
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/// This is still better though than requiring the expensive intersection tests for
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/// all intersecting objects.
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///
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/// @return True if the culling volume accepts the given bounds.
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template< typename B > bool _testBounds( const B& bounds ) const
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{
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if( isOccluder() )
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return getPlanes().isContained( bounds );
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else
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return ( getPlanes().testPotentialIntersection( bounds ) != GeometryOutside );
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}
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public:
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/// Create an *uninitialized* culling volume.
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SceneCullingVolume() : mType(Includer), mSortPoint(1.f) {}
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///
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SceneCullingVolume( Type type, const PlaneSetF& planes )
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: mType( type ), mSortPoint( 1.f ), mClippingPlanes( planes ) {}
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/// Return the type of volume defined by this culling volume, i.e. whether it includes
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/// or excludes space.
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Type getType() const { return mType; }
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/// Return true if this is an inclusion volume.
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bool isIncluder() const { return ( getType() == Includer ); }
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/// Return true if this is an occlusion volume.
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bool isOccluder() const { return ( getType() == Occluder ); }
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/// Return the set of clipping planes that defines the culling volume.
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const PlaneSetF& getPlanes() const { return mClippingPlanes; }
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/// @name Sorting
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///
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/// Before testing, culling volumes will be sorted by decreasing probability of causing
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/// test positives. Thus, the sort point of a volume should be a rough metric of the amount
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/// of scene/screen space it covers.
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///
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/// Note that sort points for occluders are independent of sort points for includers.
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/// @{
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/// Return the sort point value of the volume. The larger the value, the more likely the
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/// volume is to cause positive test results with bounding volumes.
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F32 getSortPoint() const { return mSortPoint; }
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///
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void setSortPoint( F32 value ) { mSortPoint = value; }
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/// @}
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/// @name Testing
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/// @{
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/// Return true if the volume accepts the given AABB.
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bool test( const Box3F& aabb ) const { return _testBounds( aabb ); }
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/// Return true if the volume accepts the given OBB.
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bool test( const OrientedBox3F& obb ) const { return _testBounds( obb ); }
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/// Return true if the volume accepts the given sphere.
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bool test( const SphereF& sphere ) const { return _testBounds( sphere ); }
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/// @}
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};
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#endif // !_SCENECULLINGVOLUME_H_
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