Torque3D/Engine/source/scene/culling/sceneCullingVolume.h
2020-05-11 15:20:03 -05:00

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