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

120 lines
4.2 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 _SCENETRAVERSALSTATE_H_
#define _SCENETRAVERSALSTATE_H_
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _MBOX_H_
#include "math/mBox.h"
#endif
#ifndef _MPLANESET_H_
#include "math/mPlaneSet.h"
#endif
class SceneCullingState;
class SceneCullingVolume;
class SceneZoneSpace;
/// Temporary state for zone traversals. Keeps track of the zones
/// that were visited in the current traversal chain as well as of
/// the total area that so far has been visited in the traversal.
class SceneTraversalState
{
protected:
/// Scene culling state.
SceneCullingState* mCullingState;
/// Stack of zones visited in current traversal chain.
Vector< U32 > mZoneStack;
/// Stack of culling volumes. Topmost is current volume.
Vector< SceneCullingVolume > mCullingVolumeStack;
/// Area of scene visited in traversal.
Box3F mTraversedArea;
public:
/// Construct an empty scene traversal state.
/// @param cullingState Scene culling state.
SceneTraversalState( SceneCullingState* cullingState );
/// Return the scene culling state for this traversal.
SceneCullingState* getCullingState() const { return mCullingState; }
/// Get the scene area that has been visited so far in the traversal.
const Box3F& getTraversedArea() const { return mTraversedArea; }
/// Add an area to what has been visited so far in the traversal.
void addToTraversedArea( const Box3F& area ) { mTraversedArea.intersect( area ); }
/// @name Zone Stack
/// @{
/// Return the number of zones that are currently on the traversal stack.
U32 getTraversalDepth() const { return mZoneStack.size(); }
/// Push a zone onto the traversal stack.
void pushZone( U32 zoneId ) { mZoneStack.push_back( zoneId ); }
/// Pop the topmost zone from the traversal stack.
void popZone() { mZoneStack.pop_back(); }
/// Return true if the given zone has already been visited in the
/// current traversal chain, i.e. if it is currently on the traversal
/// stack.
bool haveVisitedZone( U32 zoneId ) const { return mZoneStack.contains( zoneId ); }
/// Return the zone ID of the topmost zone on the traversal stack.
U32 getZoneIdFromStack( U32 depth = 0 ) { return mZoneStack[ mZoneStack.size() - 1 - depth ]; }
/// Return the zone space that owns the topmost zone on the traversal stack.
SceneZoneSpace* getZoneFromStack( U32 depth = 0 );
/// @}
/// @name Culling Volume Stack
/// @{
/// Push a culling volume onto the stack so that it becomes the current culling
/// volume.
void pushCullingVolume( const SceneCullingVolume& volume );
/// Pop the current culling volume from the stack.
void popCullingVolume();
///
const SceneCullingVolume& getCurrentCullingVolume() const { return mCullingVolumeStack.last(); }
/// @}
};
#endif // !_SCENETRAVERSALSTATE_H_