mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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110 lines
3.8 KiB
C++
110 lines
3.8 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "T3D/decal/decalSphere.h"
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#include "scene/zones/sceneZoneSpaceManager.h"
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#include "T3D/decal/decalInstance.h"
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F32 DecalSphere::smDistanceTolerance = 30.0f;
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F32 DecalSphere::smRadiusTolerance = 40.0f;
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//-----------------------------------------------------------------------------
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bool DecalSphere::tryAddItem( DecalInstance* inst )
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{
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// If we are further away from the center than our tolerance
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// allows, don't use this sphere.
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//
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// Note that we take the distance from the nearest point on the
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// bounding sphere rather than the distance to the center of the
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// decal. This takes decal sizes into account and generally works
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// better.
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const F32 distCenterToCenter = ( mWorldSphere.center - inst->mPosition ).len();
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const F32 distBoundsToCenter = distCenterToCenter - inst->mSize / 2.f;
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if( distBoundsToCenter > smDistanceTolerance )
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return false;
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// Also, if adding the current decal to the sphere would make
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// it larger than our radius tolerance, don't use it.
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const F32 newRadius = distCenterToCenter + inst->mSize / 2.f + 0.5f;
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if( newRadius > mWorldSphere.radius && newRadius > smRadiusTolerance )
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return false;
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// Otherwise, go with this sphere and add the item to it.
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mItems.push_back( inst );
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// Update the sphere bounds, if necessary.
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if( newRadius > mWorldSphere.radius )
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updateWorldSphere();
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return true;
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}
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//-----------------------------------------------------------------------------
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void DecalSphere::updateWorldSphere()
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{
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AssertFatal( mItems.size() >= 1, "DecalSphere::updateWorldSphere - Sphere is empty!" );
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Box3F aabb( mItems[ 0 ]->getWorldBox() );
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const U32 numItems = mItems.size();
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for( U32 i = 1; i < numItems; ++ i )
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aabb.intersect( mItems[ i ]->getWorldBox() );
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mWorldSphere = aabb.getBoundingSphere();
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// Clear the zoning data so that it gets recomputed.
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mZones.clear();
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}
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//-----------------------------------------------------------------------------
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void DecalSphere::updateZoning( SceneZoneSpaceManager* zoneManager )
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{
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mZones.clear();
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// If there's only a single zone in the world, it must be the
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// outdoor zone, so there's no point maintaining zoning information
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// on all the decalspheres.
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if( zoneManager->getNumZones() == 1 )
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return;
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// Otherwise query the scene graph for all zones that intersect with the
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// AABB around our world sphere.
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Box3F aabb( mWorldSphere.radius );
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aabb.setCenter( mWorldSphere.center );
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zoneManager->findZones( aabb, mZones );
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}
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