Torque3D/Engine/source/scene/pathManager.h

133 lines
4 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 _PATHMANAGER_H_
#define _PATHMANAGER_H_
#ifndef _PLATFORM_H_
#include "platform/platform.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
#ifndef _MQUAT_H_
#include "math/mQuat.h"
#endif
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
class NetConnection;
class BitStream;
class PathManager
{
friend class PathManagerEvent;
private:
struct PathEntry {
U32 totalTime;
bool looping;
Vector<Point3F> positions;
Vector<QuatF> rotations;
Vector<U32> smoothingType;
Vector<U32> msToNext;
PathEntry() {
totalTime = 0;
VECTOR_SET_ASSOCIATION(positions);
VECTOR_SET_ASSOCIATION(rotations);
VECTOR_SET_ASSOCIATION(smoothingType);
VECTOR_SET_ASSOCIATION(msToNext);
}
};
Vector<PathEntry*> mPaths;
public:
enum PathType {
BackAndForth,
Looping
};
public:
PathManager(const bool isServer);
~PathManager();
void clearPaths();
//-------------------------------------- Path querying
public:
bool isValidPath(const U32 id) const;
void getPathPosition(const U32 id, const F64 msPosition, Point3F& rPosition, QuatF &rotation);
U32 getPathTotalTime(const U32 id) const;
U32 getPathNumWaypoints(const U32 id) const;
U32 getWaypointTime(const U32 id, const U32 wayPoint) const;
F64 getClosestTimeToPoint(const U32 id, const Point3F p);
F64 getClosestTimeToPoint(const U32 id, const Point3F p, const F64 tMin, const F64 tMax);
U32 getPathTimeBits(const U32 id);
U32 getPathWaypointBits(const U32 id);
//-------------------------------------- Path Registration/Transmission/Management
public:
// Called after mission load to clear out the paths on the client, and to transmit
// the information for the current mission's paths.
void transmitPaths(NetConnection*);
void transmitPath(U32);
U32 allocatePathId();
void updatePath(const U32 id, const Vector<Point3F>&, const Vector<QuatF>&, const Vector<U32>&, const Vector<U32>&, const bool looping);
//-------------------------------------- State dumping/reading
public:
bool dumpState(BitStream*) const;
bool readState(BitStream*);
private:
bool mIsServer;
};
struct PathNode {
Point3F position;
QuatF rotation;
U32 smoothingType;
U32 msToNext;
};
extern PathManager* gClientPathManager;
extern PathManager* gServerPathManager;
//--------------------------------------------------------------------------
inline bool PathManager::isValidPath(const U32 id) const
{
return (id < U32(mPaths.size())) && mPaths[id]->positions.size() > 0;
}
#endif // _H_PATHMANAGER