Torque3D/Engine/source/forest/forest.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

213 lines
6.3 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 _H_FOREST_
#define _H_FOREST_
#ifndef _FORESTITEM_H_
#include "forest/forestItem.h"
#endif
#ifndef _FORESTDATAFILE_H_
#include "forest/forestDataFile.h"
#endif
#ifndef _MATHUTIL_FRUSTUM_H_
#include "math/util/frustum.h"
#endif
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
#ifndef _COLLISION_H_
#include "collision/collision.h"
#endif
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _SIGNAL_H_
#include "core/util/tSignal.h"
#endif
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _CONVEX_H_
#include "collision/convex.h"
#endif
class TSShapeInstance;
class Forest;
class ForestItemData;
class ForestData;
class GBitmap;
class IForestCollision;
class IForestMask;
class PhysicsBody;
struct ObjectRenderInst;
struct TreePlacementInfo;
class ForestRayInfo;
class SceneZoneSpaceManager;
struct TreeInfo
{
U32 treeId;
SimObjectId treeTypeId;
F32 distance;
SimObjectId forestId;
Point3F position;
};
typedef Signal<void( Forest *forest )> ForestCreatedSignal;
///
class Forest : public SceneObject
{
friend class CreateForestEvent;
friend class ForestConvex;
protected:
typedef SceneObject Parent;
/// Collision and Physics
/// @{
Convex* mConvexList;
/// @}
/// The name of the planting data file.
StringTableEntry mDataFileName;
/// The forest data file which defines planting.
Resource<ForestData> mData;
/// Used to scale the tree LODs when rendering into
/// reflections. It should be greater or equal to 1.
F32 mReflectionLodScalar;
/// Set when rezoning of forest cells is required.
bool mZoningDirty;
/// Debug helpers.
static bool smForceImposters;
static bool smDisableImposters;
static bool smDrawCells;
static bool smDrawBounds;
enum MaskBits
{
MediaMask = Parent::NextFreeMask << 1,
LodMask = Parent::NextFreeMask << 2,
NextFreeMask = Parent::NextFreeMask << 3
};
static U32 smTotalCells;
static U32 smCellsRendered;
static U32 smCellItemsRendered;
static U32 smCellsBatched;
static U32 smCellItemsBatched;
static F32 smAverageItemsPerCell;
static void _clearStats(bool);
void _renderCellBounds( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
void _onZoningChanged( SceneZoneSpaceManager *zoneManager );
static ForestCreatedSignal smCreatedSignal;
static ForestCreatedSignal smDestroyedSignal;
public:
static ForestCreatedSignal& getCreatedSignal() { return smCreatedSignal; }
static ForestCreatedSignal& getDestroyedSignal() { return smDestroyedSignal; }
Forest();
virtual ~Forest();
DECLARE_CONOBJECT(Forest);
DECLARE_CATEGORY("Environment \t BackGround");
static void consoleInit();
static void initPersistFields();
// SimObject
bool onAdd() override;
void onRemove() override;
/// Overloaded from SceneObject to properly update
/// the client side forest when changes occur within
/// the mission editor.
void inspectPostApply() override;
/// Overloaded from SceneObject for updating the
/// client side position of the forest.
void setTransform( const MatrixF &mat ) override;
void prepRenderImage( SceneRenderState *state ) override;
bool isTreeInRange( const Point2F& point, F32 radius ) const;
// Network
U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ) override;
void unpackUpdate( NetConnection *conn, BitStream *stream ) override;
//IForestCollision *getCollision() const { return mCollision; }
// SceneObject - Collision
void buildConvex( const Box3F& box, Convex* convex ) override;
bool buildPolyList( PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere ) override;
bool castRay( const Point3F &start, const Point3F &end, RayInfo *outInfo ) override;
bool castRayRendered( const Point3F &start, const Point3F &end, RayInfo *outInfo ) override;
bool collideBox( const Point3F &start, const Point3F &end, RayInfo *outInfo ) override;
// SceneObject - Other
void applyRadialImpulse( const Point3F &origin, F32 radius, F32 magnitude ) override;
bool castRayBase( const Point3F &start, const Point3F &end, RayInfo *outInfo, bool rendered );
const Resource<ForestData>& getData() const { return mData; }
Resource<ForestData>& getData() { return mData; }
//bool buildPolyList(AbstractPolyList* polyList, const Box3F &box, const SphereF& sphere);
//void buildConvex(const Box3F& box, Convex* convex);
void getLocalWindTrees( const Point3F &camPos, F32 radius, Vector<TreePlacementInfo> *placementInfo );
/// Called to create a new empty planting data file and
/// assign it to this forest.
void createNewFile();
///
void saveDataFile( const char *path = NULL );
///
void clear() override { mData->clear(); }
/// Called to rebuild the collision state.
void updateCollision();
};
#endif // _H_FOREST_