Torque3D/Engine/source/T3D/portal.h
2012-09-19 11:15:01 -04:00

214 lines
8.1 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 _PORTAL_H_
#define _PORTAL_H_
#ifndef _ZONE_H_
#include "T3D/zone.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
class SceneCullingState;
class SceneCullingVolume;
/// A transitioning zone that connects other zones.
///
/// Basically a portal is two things:
///
/// 1) A zone that overlaps multiple other zones and thus connects them.
/// 2) A polygon standing upright in the middle of the portal zone's world box.
///
/// When traversing from zone to zone, portals serve as both zones in their own
/// right (i.e. objects may be located in a portal zone) as well as a peek hole
/// that determines what area of a target zone is visible through a portal.
///
/// Torque's portals are special in that they are two-way by default. This greatly
/// simplifies zone setups but it also complicates handling in the engine somewhat.
/// Also, these portals here are nothing but peek holes--they do not define transform
/// portals that could be looking at a different location in space altogether.
///
/// Portals can be marked explicitly as being one-sided by flagging either of the portal's
/// sides as impassable. This flagging can also be used dynamically to, for example, block
/// a portal while a door is still down and then unblock the portal when the door is
/// opened.
///
/// Portals are classified as either interior or exterior portals. An exterior portal is
/// a portal that has only non-SceneRootZone zones on side of the portal plane and only the
/// SceneRootZone on the other side of it. An interior portal is a portal that has only
/// non-SceneRootZone zones on both sides of the portal plane. A mixture of the two is not
/// allowed – when adding SceneRootZone to a portal, it must exist alone on its portal
/// side.
class Portal : public Zone
{
public:
typedef Zone Parent;
/// Identifies the subspaces defined by the portal plane.
enum Side
{
FrontSide, ///< Subspace on front side of portal plane.
BackSide ///< Subspace on back side of portal plane.
};
/// Identifies the type of portal.
enum Classification
{
InvalidPortal, ///< Portal does not connect anything.
InteriorPortal, ///< Portal between interior zones.
ExteriorPortal ///< Portal between interior zones on one and side and SceneRootZone on the other.
};
protected:
enum
{
PassableMask = Parent::NextFreeMask << 0, ///< #mPassableSides has changed.
NextFreeMask = Parent::NextFreeMask << 1,
};
/// Flags that allow preventing traversal through specific
/// sides of the portal. By default, both sides are passable.
bool mPassableSides[ 2 ];
/// @name Derived Portal Data
/// @{
/// Classification of this portal as interior or exterior portal.
Classification mClassification;
/// For exterior portals, this is the side of the portal on which
/// the connected interior zones lie.
Side mInteriorSide;
/// Whether the portal plane and polygon need to be updated.
bool mIsGeometryDirty;
/// Portal polygon in world space.
Vector< Point3F > mPortalPolygonWS;
/// The plane defined by the portal's rectangle.
PlaneF mPortalPlane;
/// Update derived data, if necessary.
void _update();
/// Update the world space portal geometry.
void _updateGeometry();
/// Detect whether this is an exterior, interior, or invalid portal.
void _updateConnectivity();
/// @}
/// Compute a clipped culling volume from the portal geometry and current
/// traversal state. If successful, store the resulting culling volume in
/// @a outVolume and return true.
bool _generateCullingVolume( SceneTraversalState* state, SceneCullingVolume& outVolume ) const;
// SceneSpace.
virtual void _renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat );
virtual ColorI _getDefaultEditorSolidColor() const { return ColorI( 0, 255, 0, 45 ); }
virtual ColorI _getDefaultEditorWireframeColor() const
{
switch( mClassification )
{
case ExteriorPortal: return ColorI( 0, 128, 128, 255 ); break;
case InteriorPortal: return ColorI( 128, 128, 0, 255 );
default: return ColorI( 255, 255, 255, 255 ); break;
}
}
// SceneObject.
virtual void onSceneRemove();
// SceneZoneSpace.
virtual void _traverseConnectedZoneSpaces( SceneTraversalState* state );
virtual void _disconnectAllZoneSpaces();
public:
Portal();
/// Return what kind of portal this is (interior or exterior).
Classification getClassification() const { return mClassification; }
/// Return the plane that is defined by the portal's rectangle.
const PlaneF& getPortalPlane() const { return mPortalPlane; }
/// Return the side that the given point is in relative to the portal plane.
Side getSideRelativeToPortalPlane( const Point3F& point ) const;
/// Test whether the given side of the portal is open for traversal.
bool isSidePassable( Side side ) const { return mPassableSides[ side ]; }
/// Set whether the given portal side is passable.
void setSidePassable( Side side, bool value );
/// Return true if the portal leads to the outdoor zone.
bool isExteriorPortal() const { return ( getClassification() == ExteriorPortal ); }
/// Return true if the portal connects interior zones only.
bool isInteriorPortal() const { return ( getClassification() == InteriorPortal ); }
/// For exterior portals, get the side on which the interior zones of the portal lie.
Side getInteriorSideOfExteriorPortal() const
{
AssertFatal( isExteriorPortal(), "Portal::getInteriorSideOfExteriorPortal - Not an exterior portal!" );
return mInteriorSide;
}
// SimObject.
DECLARE_CONOBJECT( Portal );
static void initPersistFields();
static void consoleInit();
virtual bool writeField( StringTableEntry fieldName, const char* value );
virtual String describeSelf() const;
// NetObject.
virtual U32 packUpdate( NetConnection* conn, U32 mask, BitStream* stream );
virtual void unpackUpdate( NetConnection* conn, BitStream* stream );
// SceneObject.
virtual void setTransform( const MatrixF &mat );
// SceneZoneSpace.
virtual void traverseZones( SceneTraversalState* state, U32 startZoneId );
virtual void connectZoneSpace( SceneZoneSpace* zoneSpace );
virtual void disconnectZoneSpace( SceneZoneSpace* zoneSpace );
private:
static bool _setFrontSidePassable( void* object, const char* index, const char* data );
static bool _setBackSidePassable( void* object, const char* index, const char* data );
};
#endif // _PORTAL_H_