mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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213 lines
7.6 KiB
C++
213 lines
7.6 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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#ifndef _FORESTDATAFILE_H_
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#define _FORESTDATAFILE_H_
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#ifndef _FORESTITEM_H_
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#include "forest/forestItem.h"
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#endif
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#ifndef _TDICTIONARY_H_
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#include "core/util/tDictionary.h"
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#endif
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class ForestCell;
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class Forest;
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class Frustum;
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/// This is the data file for Forests.
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class ForestData
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{
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protected:
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enum { FILE_VERSION = 1 };
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/// Set the bucket dimensions to 2km x 2km.
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static const U32 BUCKET_DIM = 2000;
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/// Set to true if the file is dirty and
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/// needs to be saved before being destroyed.
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bool mIsDirty;
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///
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typedef HashTable<Point2I,ForestCell*> BucketTable;
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/// The top level cell buckets which allows us
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/// to have virtually unbounded range.
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BucketTable mBuckets;
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/// The next free item id.
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static U32 smNextItemId;
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/// Converts a ForestItem's Point3F 'KeyPosition' to a Point2I
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/// key we index into BucketTable with.
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static Point2I _getBucketKey( const Point3F &pos );
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/// Finds the bucket with the given Point2I key or returns NULL.
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ForestCell* _findBucket( const Point2I &key ) const;
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/// Finds the best top level bucket for the ForestItem 'key' position
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/// or returns NULL.
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ForestCell* _findBucket( const Point3F &pos ) const;
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/// Find the best top level bucket for the given position
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/// or returns a new one.
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ForestCell* _findOrCreateBucket( const Point3F &pos );
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void _onItemReload();
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public:
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ForestData();
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virtual ~ForestData();
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bool isDirty() const { return mIsDirty; }
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/// Deletes all the data and resets the
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/// file to an empty state.
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void clear();
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/// Helper for debugging cell generation.
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void regenCells();
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///
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bool read( Stream &stream );
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///
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bool write( const char *path );
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const ForestItem& addItem( ForestItemData *data,
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const Point3F &position,
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F32 rotation,
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F32 scale );
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const ForestItem& addItem( ForestItemKey key,
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ForestItemData *data,
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const MatrixF &xfm,
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F32 scale );
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const ForestItem& updateItem( ForestItemKey key,
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const Point3F &keyPosition,
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ForestItemData *newData,
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const MatrixF &newXfm,
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F32 newscale );
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const ForestItem& updateItem( ForestItem &item );
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bool removeItem( ForestItemKey key, const Point3F &keyPosition );
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/// Performs a search using the position to limit tested cells.
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const ForestItem& findItem( ForestItemKey key, const Point3F &keyPosition ) const;
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/// Does an exhaustive search thru all cells looking for
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/// the item. This method is slow and should be avoided.
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const ForestItem& findItem( ForestItemKey key ) const;
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/// Fills a vector with a copy of all the items in the data set.
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///
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/// @param outItems The output vector of items.
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/// @return The count of items found.
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///
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U32 getItems( Vector<ForestItem> *outItems ) const;
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/// Fills a vector with a copy of all items in the Frustum.
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/// Note that this IS expensive and this is not how Forest internally
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/// collects items for rendering. This is here for ForestSelectionTool.
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///
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/// @param The Frustum to cull with.
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/// @param outItems The output vector of items.
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/// @return The count of items found.
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///
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U32 getItems( const Frustum &culler, Vector<ForestItem> *outItems ) const;
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/// Returns a copy of all the items that intersect the box. If
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/// the output vector is NULL then it will early out on the first
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/// found item returning 1.
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///
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/// @param box The search box.
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/// @param outItems The output vector of items or NULL.
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/// @return The count of items found.
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///
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U32 getItems( const Box3F &box, Vector<ForestItem> *outItems ) const;
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/// Returns a copy of all the items that intersect the sphere. If
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/// the output vector is NULL then it will early out on the first
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/// found item returning 1.
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///
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/// @param point The center of the search sphere.
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/// @param radius The radius of the search sphere.
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/// @param outItems The output vector of items or NULL.
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/// @return The count of items found.
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///
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U32 getItems( const Point3F &point, F32 radius, Vector<ForestItem> *outItems ) const;
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/// Returns a copy of all the items that intersect the 2D circle ignoring
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/// the z component. If the output vector is NULL then it will early out
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/// on the first found item returning 1.
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///
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/// @param point The center point of the search circle.
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/// @param radius The radius of the search circle.
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/// @param outItems The output vector of items or NULL.
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/// @return The count of items found.
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///
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U32 getItems( const Point2F &point, F32 radius, Vector<ForestItem> *outItems ) const;
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/// Returns a copy of all the items that share the input item datablock.
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///
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/// @param data The datablock to search for.
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/// @param outItems The output vector of items.
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/// @return The count of items found.
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///
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U32 getItems( const ForestItemData *data, Vector<ForestItem> *outItems ) const;
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/// Returns all the top level cells which intersect the frustum.
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void getCells( const Frustum &frustum, Vector<ForestCell*> *outCells ) const;
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/// Returns all top level cells.
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void getCells( Vector<ForestCell*> *outCells ) const;
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/// Gathers all the datablocks used and returns the count.
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U32 getDatablocks( Vector<ForestItemData*> *outVector ) const;
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///
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bool castRay( const Point3F &start, const Point3F &end, RayInfo *outInfo, bool rendered ) const;
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///
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void clearPhysicsRep( Forest *forest );
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void buildPhysicsRep( Forest *forest );
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};
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inline Point2I ForestData::_getBucketKey( const Point3F &pos )
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{
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return Point2I ( (S32)mFloor(pos.x / BUCKET_DIM) * BUCKET_DIM,
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(S32)mFloor(pos.y / BUCKET_DIM) * BUCKET_DIM );
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}
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inline ForestCell* ForestData::_findBucket( const Point3F &pos ) const
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{
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return _findBucket( _getBucketKey( pos ) );
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}
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#endif // _FORESTDATAFILE_H_
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