mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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171 lines
6.3 KiB
C++
171 lines
6.3 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/zone.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "scene/mixin/sceneAmbientSoundObject.impl.h"
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#include "scene/mixin/scenePolyhedralObject.impl.h"
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#include "scene/sceneManager.h"
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#include "gui/worldEditor/worldEditor.h"
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IMPLEMENT_CO_NETOBJECT_V1( Zone );
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ConsoleDocClass( Zone,
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"@brief An object that represents an interior space.\n\n"
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"A zone is an invisible volume that encloses an interior space. All objects that have "
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"their world space axis-aligned bounding boxes (AABBs) intersect the zone's volume are "
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"assigned to the zone. This assignment happens automatically as objects are placed "
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"and transformed. Also, assignment is not exclusive meaning that an object can be assigned "
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"to many zones at the same time if it intersects all of them.\n\n"
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"In itself, the volume of a zone is fully sealed off from the outside. This means that while "
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"viewing the scene from inside the volume, only objects assigned to the zone are rendered while "
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"when viewing the scene from outside the volume, objects <em>exclusively</em> only assigned the "
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"zone are not rendered.\n\n"
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"Usually, you will want to connect zones to each other by means of portals. A portal overlapping "
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"with a zone \n\n"
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"@tsexample\n"
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"// Example declaration of a Zone. This creates a box-shaped zone.\n"
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"new Zone( TestZone )\n"
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"{\n"
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" position = \"3.61793 -1.01945 14.7442\";\n"
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" rotation = \"1 0 0 0\";\n"
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" scale = \"10 10 10\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@section Zone_zoneGroups Zone Groups\n\n"
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"Normally, Zones will not connect to each other when they overlap. This means that if viewing "
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"the scene from one zone, the contents of the other zone will not be visible except when there "
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"is a portal connecting the zones. However, sometimes it is convenient to represent a single interior "
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"space through a combination of Zones so that when any of these zones is visible, all other zones "
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"that are part of the same interior space are visible. This is possible by employing \"zone groups\".\n\n"
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"@see Portal\n"
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"@ingroup enviroMisc\n"
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);
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//-----------------------------------------------------------------------------
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void Zone::consoleInit()
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{
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// Disable rendering of zones by default.
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getStaticClassRep()->mIsRenderEnabled = false;
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}
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void Zone::initPersistFields()
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{
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addProtectedField("selectAll", TypeBool, Offset(mSelecting, Zone),
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&_doSelect, &defaultProtectedGetFn, "Select all in this zone", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
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Parent::initPersistFields();
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}
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bool Zone::_doSelect(void* object, const char* index, const char* data)
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{
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Zone* zone = reinterpret_cast<Zone*>(object);
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zone->selectWithin();
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return false;
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}
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void Zone::selectWithin()
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{
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SimpleQueryList sql;
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Zone* zoneClient = (Zone*)getClientObject();
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if (zoneClient)
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{
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SceneZoneSpaceManager* zoneManager = zoneClient->getSceneManager()->getZoneManager();
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if (zoneManager)
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{
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for (U32 zoneId = zoneClient->mZoneRangeStart; zoneId < zoneClient->mZoneRangeStart + zoneClient->mNumZones; ++zoneId)
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for (SceneZoneSpaceManager::ZoneContentIterator iter(zoneManager, zoneId, false); iter.isValid(); ++iter)
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{
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SceneObject* obj = (SceneObject*)iter->getServerObject();
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bool fullyEnclosed = true;
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for (SceneObject::ObjectZonesIterator zoneIter(obj); zoneIter.isValid(); ++zoneIter)
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{
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if (*zoneIter != zoneId)
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fullyEnclosed = false;
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}
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if (fullyEnclosed)
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sql.insertObject(obj);
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}
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}
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}
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WorldEditor* wedit;
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if (Sim::findObject("EWorldEditor", wedit))
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{
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wedit->clearSelection();
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wedit->selectObject(this);
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for (SceneObject** i = sql.mList.begin(); i != sql.mList.end(); i++)
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{
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wedit->selectObject(*i);
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}
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}
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}
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//=============================================================================
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// Console API.
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//=============================================================================
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// MARK: ---- Console API ----
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//-----------------------------------------------------------------------------
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DefineEngineMethod( Zone, getZoneId, S32, (),,
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"Get the unique numeric ID of the zone in its scene.\n\n"
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"@return The ID of the zone." )
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{
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return object->getZoneRangeStart();
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}
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//-----------------------------------------------------------------------------
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DefineEngineMethod( Zone, dumpZoneState, void, ( bool updateFirst ), ( true ),
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"Dump a list of all objects assigned to the zone to the console as well as a list "
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"of all connected zone spaces.\n\n"
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"@param updateFirst Whether to update the contents of the zone before dumping. Since zoning states of "
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"objects are updated on demand, the zone contents can be outdated." )
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{
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object->dumpZoneState( updateFirst );
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}
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DefineEngineMethod(Zone, selectWithin, void, () ,,
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"select a list of all objects assigned to the zone")
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{
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object->selectWithin();
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}
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