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

164 lines
5.7 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 _SCENETRACKER_H_
#define _SCENETRACKER_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
/// @file
/// This file contains an abstract framework for tracking SceneObjects.
class SceneTracker;
//-----------------------------------------------------------------------------
// SceneObjectLink.
//-----------------------------------------------------------------------------
/// A SceneObjectLink represents the link between a SceneObject and a SceneTracker.
class SceneObjectLink
{
public:
typedef void Parent;
friend class SceneTracker; // Administers our link fields.
protected:
/// SceneObject being linked to; always set and never changes.
SceneObject* mObject;
/// The scene tracker to which this link belongs.
SceneTracker* mTracker;
/// Next scope link on this SceneObject; NULL if last.
SceneObjectLink* mNextLink;
/// Previous scope link on this SceneObject; NULL if first.
SceneObjectLink* mPrevLink;
public:
///
SceneObjectLink( SceneTracker* tracker, SceneObject* object );
virtual ~SceneObjectLink();
/// @return The SceneScopeTracker managing this link.
SceneTracker* getTracker() const { return mTracker; }
/// @return The object being linked to.
SceneObject* getObject() const { return mObject; }
/// @return The next link in this link chain.
SceneObjectLink* getNextLink() const { return mNextLink; }
/// @return The previous link in this link chain.
SceneObjectLink* getPrevLink() const { return mPrevLink; }
/// Notify the associated tracker that the transform state of the
/// scene object represented by this link has changed.
void update();
///
static SceneObjectLink* getLinkForTracker( SceneTracker* tracker, SceneObject* fromObject );
};
//-----------------------------------------------------------------------------
// SceneTracker.
//-----------------------------------------------------------------------------
/// A SceneTracker tracks SceneObjects.
///
/// This is an abstract base class.
class SceneTracker
{
public:
typedef void Parent;
friend class SceneObjectLink; // SceneObjectLink::update() notifies us on SceneObject state changes.
protected:
/// If true, only client SceneObjects will be tracked; otherwise it's only server SceneObjects.
bool mIsClientTracker;
/// Type mask that SceneObjects must match in order to be allowed to register.
U32 mObjectTypeMask;
/// Return true if the given object qualifies for being managed by this SceneTracker.
virtual bool _isTrackableObject( SceneObject* object ) const
{
return ( object->isClientObject() == mIsClientTracker
&& ( object->getTypeMask() & getObjectTypeMask() ) );
}
/// Callback used for the initial scan of objects in init().
static void _containerFindCallback( SceneObject* object, SceneTracker* tracker );
public:
///
SceneTracker( bool isClientTracker, U32 typeMask = 0xFFFFFFFF );
virtual ~SceneTracker();
/// Initialize the tracker from the current scene.
virtual void init();
/// @return The type mask that must be matched by objects in order to be allowed to register.
U32 getObjectTypeMask() const { return mObjectTypeMask; }
/// Set the type mask that objects must match in order to be allowed to register.
void setObjectTypeMask( U32 typeMask ) { mObjectTypeMask = typeMask; }
/// @return True if this tracker only deals with client objects; false if only server objects.
bool isClientTracker() const { return mIsClientTracker; }
/// Register a SceneObject for being tracked by this tracker.
///
/// Only objects that fit the tracker's client/server state and
/// object type mask will actually get registered. For other objects,
/// this is a NOP.
///
/// @param object Scene object.
virtual void registerObject( SceneObject* object ) = 0;
/// Unregister the given object from the tracker.
/// @param object Scene object.
virtual void unregisterObject( SceneObject* object ) = 0;
/// Notify the tracker that the transform state of the given scene object has changed.
/// @param object Scene object.
virtual void updateObject( SceneObjectLink* object ) = 0;
};
#endif // !_SCENETRACKER_H_