Torque3D/Engine/source/scene/zones/sceneZoneSpaceManager.cpp
2017-04-19 14:02:45 -04:00

924 lines
29 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "scene/zones/sceneZoneSpaceManager.h"
#include "platform/profiler.h"
#include "platform/platformMemory.h"
#include "scene/sceneContainer.h"
#include "scene/zones/sceneRootZone.h"
#include "scene/zones/sceneZoneSpace.h"
// Uncomment to enable verification code for debugging. This slows the
// manager down significantly but will allow to find zoning state corruption
// much quicker.
//#define DEBUG_VERIFY
//#define DEBUG_SPEW
ClassChunker< SceneObject::ZoneRef > SceneZoneSpaceManager::smZoneRefChunker;
//-----------------------------------------------------------------------------
SceneZoneSpaceManager::SceneZoneSpaceManager( SceneContainer* container )
: mRootZone( new SceneRootZone() ),
mContainer( container ),
mNumTotalAllocatedZones( 0 ),
mNumActiveZones( 0 ),
mDirtyArea( Box3F::Invalid )
{
VECTOR_SET_ASSOCIATION( mZoneSpaces );
VECTOR_SET_ASSOCIATION( mZoneLists );
VECTOR_SET_ASSOCIATION( mZoneSpacesQueryList );
VECTOR_SET_ASSOCIATION( mDirtyObjects );
VECTOR_SET_ASSOCIATION( mDirtyZoneSpaces );
}
//-----------------------------------------------------------------------------
SceneZoneSpaceManager::~SceneZoneSpaceManager()
{
// Delete root zone.
SAFE_DELETE( mRootZone );
mNumTotalAllocatedZones = 0;
mNumActiveZones = 0;
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::registerZones( SceneZoneSpace* object, U32 numZones )
{
AssertFatal( _getZoneSpaceIndex( object ) == -1, "SceneZoneSpaceManager::registerZones - Object already registered" );
_compactZonesCheck();
const U32 zoneRangeStart = mNumTotalAllocatedZones;
mNumTotalAllocatedZones += numZones;
mNumActiveZones += numZones;
object->mNumZones = numZones;
object->mZoneRangeStart = zoneRangeStart;
// Allocate zone lists for all of the zones managed by the object.
// Add an entry to each list that points back to the zone space.
mZoneLists.increment( numZones );
for( U32 i = zoneRangeStart; i < mNumTotalAllocatedZones; ++ i )
{
SceneObject::ZoneRef* zoneRef = smZoneRefChunker.alloc();
zoneRef->object = object;
zoneRef->nextInBin = NULL;
zoneRef->prevInBin = NULL;
zoneRef->nextInObj = NULL;
zoneRef->zone = i;
mZoneLists[ i ] = zoneRef;
}
// Add space to list.
mZoneSpaces.push_back( object );
object->mManager = this;
// Set ZoneObjectType.
object->mTypeMask |= ZoneObjectType;
// Put the object on the dirty list.
if( !object->isRootZone() )
{
// Make sure the object gets on the zone space list even
// if it is already on the object dirty list.
object->mZoneRefDirty = false;
notifyObjectChanged( object );
}
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SceneZoneSpaceManager] Range %i-%i allocated to: %s",
zoneRangeStart, numZones, object->describeSelf().c_str() );
#endif
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::unregisterZones( SceneZoneSpace* object )
{
S32 zoneSpaceIndex = _getZoneSpaceIndex( object );
AssertFatal( zoneSpaceIndex != -1, "SceneZoneSpaceManager::unregisterZones - Object not registered as zone space" );
AssertFatal( mNumActiveZones >= object->mNumZones, "SceneZoneSpaceManager::unregisterZones - Too many zones removed");
const U32 zoneRangeStart = object->getZoneRangeStart();
const U32 numZones = object->getZoneRange();
// Destroy the zone lists for the zones registered
// by the object.
for( U32 j = zoneRangeStart; j < zoneRangeStart + numZones; j ++ )
{
// Delete all object links.
_clearZoneList( j );
// Delete the first link which refers to the zone itself.
smZoneRefChunker.free( mZoneLists[ j ] );
mZoneLists[ j ] = NULL;
}
// Destroy the connections the zone space has.
object->_disconnectAllZoneSpaces();
// Remove the zone manager entry.
mNumActiveZones -= numZones;
mZoneSpaces.erase( zoneSpaceIndex );
// Clear ZoneObjectType.
object->mTypeMask &= ~ZoneObjectType;
// Clear zone assignments.
object->mZoneRangeStart = InvalidZoneId;
object->mNumZones = 0;
object->mManager = NULL;
// Mark the zone space's area as dirty.
mDirtyArea.intersect( object->getWorldBox() );
#ifdef DEBUG_SPEW
Platform::outputDebugString( "[SceneZoneSpaceManager] Range %i-%i released from: %s",
zoneRangeStart, numZones, object->describeSelf().c_str() );
#endif
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::_rezoneObjects( const Box3F& area )
{
static Vector< SceneObject* > sObjects( __FILE__, __LINE__ );
// Find all objects in the area. We cannot use the callback
// version here and directly trigger rezoning since the rezoning
// itself does a container query.
sObjects.clear();
mContainer->findObjectList( area, 0xFFFFFFFF, &sObjects );
// Rezone the objects.
const U32 numObjects = sObjects.size();
for( U32 i = 0; i < numObjects; ++ i )
{
SceneObject* object = sObjects[ i ];
if( object != getRootZone() )
_rezoneObject( object );
}
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::_compactZonesCheck()
{
if( mNumActiveZones > ( mNumTotalAllocatedZones / 2 ) )
return;
// Redistribute the zone IDs among the current zone spaces
// so that the range of IDs is consecutive.
const U32 numZoneSpaces = mZoneSpaces.size();
U32 nextZoneId = 0;
Vector< SceneObject::ZoneRef* > newZoneLists;
newZoneLists.setSize( mNumActiveZones );
for( U32 i = 0; i < numZoneSpaces; ++ i )
{
SceneZoneSpace* space = mZoneSpaces[ i ];
const U32 oldZoneRangeStart = space->getZoneRangeStart();
const U32 newZoneRangeStart = nextZoneId;
const U32 numZones = space->getZoneRange();
// Assign the new zone range start.
space->mZoneRangeStart = newZoneRangeStart;
nextZoneId += numZones;
// Relocate the zone lists to match the new zone IDs and update
// the contents of the zone lists to match the new IDs.
for( U32 n = 0; n < numZones; ++ n )
{
const U32 newZoneId = newZoneRangeStart + n;
const U32 oldZoneId = oldZoneRangeStart + n;
// Relocate list.
newZoneLists[ newZoneId ] = mZoneLists[ oldZoneId ];
// Update entries.
for( SceneObject::ZoneRef* ref = newZoneLists[ newZoneId ]; ref != NULL; ref = ref->nextInBin )
ref->zone = newZoneId;
}
}
mNumTotalAllocatedZones = nextZoneId;
mZoneLists = newZoneLists;
AssertFatal( mNumTotalAllocatedZones == mNumActiveZones, "SceneZoneSpaceManager::_compactZonesCheck - Error during compact; mismatch between active and allocated zones" );
}
//-----------------------------------------------------------------------------
S32 SceneZoneSpaceManager::_getZoneSpaceIndex( SceneZoneSpace* object ) const
{
const U32 numZoneSpaces = getNumZoneSpaces();
for( U32 i = 0; i < numZoneSpaces; ++ i )
if( mZoneSpaces[ i ] == object )
return i;
return -1;
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::findZone( const Point3F& p, SceneZoneSpace*& owner, U32& zone ) const
{
AssertFatal( mNumActiveZones >= 1, "SceneZoneSpaceManager::findZone - Must have at least one active zone in scene (outdoor zone)" );
// If there are no zones in the level other than the outdoor
// zone, just return that.
if( mNumActiveZones == 1 )
{
owner = getRootZone();
zone = RootZoneId;
return;
}
PROFILE_SCOPE( SceneZoneSpaceManager_findZone );
// Query the scene container for zones with a query
// box that tightly fits around the point.
Box3F queryBox( p.x - 0.1f, p.y - 0.1f, p.z - 0.1f,
p.x + 0.1f, p.y + 0.1f, p.z + 0.1f );
_queryZoneSpaces( queryBox );
// Go through the zones and look for the first one that
// contains the given point.
const U32 numZones = mZoneSpacesQueryList.size();
for( U32 i = 0; i < numZones; ++ i )
{
SceneZoneSpace* zoneSpace = dynamic_cast< SceneZoneSpace* >( mZoneSpacesQueryList[ i ] );
if( !zoneSpace )
continue;
AssertFatal( zoneSpace != getRootZone(), "SceneZoneSpaceManager::findZone - SceneRootZone returned by zone manager query" );
// If the point is in one of the zones of this manager,
// then make this the result.
U32 inZone = zoneSpace->getPointZone( p );
if( inZone != InvalidZoneId )
{
owner = zoneSpace;
zone = inZone;
return;
}
}
// No other zone matched so return the outdoor zone.
owner = getRootZone();
zone = RootZoneId;
}
//-----------------------------------------------------------------------------
U32 SceneZoneSpaceManager::findZones( const Box3F& area, Vector< U32 >& outZones ) const
{
// Query all zone spaces in the area.
_queryZoneSpaces( area );
// Query each zone space for overlaps with the given
// area and add the zones to outZones.
bool outsideIncluded = false;
U32 numTotalZones = 0;
const U32 numZoneSpaces = mZoneSpacesQueryList.size();
for( U32 i = 0; i < numZoneSpaces; ++ i )
{
SceneZoneSpace* zoneSpace = dynamic_cast< SceneZoneSpace* >( mZoneSpacesQueryList[ i ] );
if( !zoneSpace )
continue;
AssertFatal( zoneSpace != getRootZone(), "SceneZoneSpaceManager::findZones - SceneRootZone returned by zone manager query" );
// Query manager.
U32 zones[ SceneObject::MaxObjectZones ];
U32 numZones = 0;
outsideIncluded |= zoneSpace->getOverlappingZones( area, zones, numZones );
// Add overlapped zones.
for( U32 n = 0; n < numZones; n ++ )
{
outZones.push_back( zones[ n ] );
numTotalZones ++;
}
}
// If the area box wasn't fully enclosed by the zones of the
// manager(s) or the query only returned the outside zone,
// add the outside zone to the list.
if( outsideIncluded || numTotalZones == 0 )
{
outZones.push_back( RootZoneId );
numTotalZones ++;
}
return numTotalZones;
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::_rezoneObject( SceneObject* object )
{
PROFILE_SCOPE( SceneZoneSpaceManager_rezoneObject );
AssertFatal( !dynamic_cast< SceneRootZone* >( object ), "SceneZoneSpaceManager::_rezoneObject - Cannot rezone the SceneRootZone!" );
// If the object is not yet assigned to zones,
// do so now and return.
if( !object->mNumCurrZones )
{
_zoneInsert( object );
return;
}
// If we have no zones in the scene other than the outdoor zone or if the
// object has global bounds on (and thus is always in the outdoor zone) or
// is an object that is restricted to the outdoor zone, leave the object's
// zoning state untouched.
if( mNumActiveZones == 1 || object->isGlobalBounds() || object->getTypeMask() & OUTDOOR_OBJECT_TYPEMASK )
{
object->mZoneRefDirty = false;
return;
}
// First, find out whether there's even a chance of the zoning to have changed
// for the object.
_queryZoneSpaces( object->getWorldBox() );
const U32 numZoneSpaces = mZoneSpacesQueryList.size();
if( !numZoneSpaces )
{
// There is no zone in the object's area. If it is already assigned to the
// root zone, then we don't need an update. Otherwise, we do.
if( object->mNumCurrZones == 1 &&
object->mZoneRefHead &&
object->mZoneRefHead->zone == RootZoneId )
{
object->mZoneRefDirty = false;
return;
}
}
// Update the object's zoning information by removing and recomputing
// its zoning information.
_zoneRemove( object );
_zoneInsert( object, true ); // Query already in place.
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::registerObject( SceneObject* object )
{
// Just put it on the dirty list.
notifyObjectChanged( object );
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::unregisterObject( SceneObject* object )
{
// Remove from dirty list.
mDirtyObjects.remove( object );
// Remove from zone lists.
_zoneRemove( object );
// If it's a zone space, unregister it.
if( object->getTypeMask() & ZoneObjectType && dynamic_cast< SceneZoneSpace* >( object ) )
{
SceneZoneSpace* zoneSpace = static_cast< SceneZoneSpace* >( object );
unregisterZones( zoneSpace );
mDirtyZoneSpaces.remove( zoneSpace );
}
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::updateObject( SceneObject* object )
{
// If no zone spaces have changed and the object's zoning
// state is clean, then there's nothing to do for this object.
if( mDirtyZoneSpaces.empty() && !object->mZoneRefDirty )
return;
// Otherwise update all the dirty zoning state.
updateZoningState();
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::notifyObjectChanged( SceneObject* object )
{
AssertFatal( object != getRootZone(), "SceneZoneSpaceManager::notifyObjectChanged - Cannot dirty root zone!" );
// Ignore if object is already on the dirty list.
if( object->mZoneRefDirty )
return;
// Put the object on the respective dirty list.
if( object->getTypeMask() & ZoneObjectType )
{
SceneZoneSpace* zoneSpace = dynamic_cast< SceneZoneSpace* >( object );
AssertFatal( zoneSpace != NULL, "SceneZoneSpaceManager::notifyObjectChanged - ZoneObjectType is not a SceneZoneSpace!" );
if( zoneSpace )
mDirtyZoneSpaces.push_back( zoneSpace );
}
else
{
mDirtyObjects.push_back( object );
}
// Mark object as dirty.
object->mZoneRefDirty = true;
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::updateZoningState()
{
// If there are no dirty objects, there's nothing to do.
if( mDirtyObjects.empty() &&
mDirtyZoneSpaces.empty() &&
mDirtyArea == Box3F::Invalid )
return;
// Otherwise, first update the zone spaces. Do this in two passes:
// first take all the dirty zone spaces out of the zoning state and
// then rezone the combined area of all dirty zone spaces.
//
// Note that this path here is pretty much only relevant during loading
// or editing and thus can be less performant than the path for individual
// objects below.
while( !mDirtyZoneSpaces.empty() )
{
SceneZoneSpace* zoneSpace = mDirtyZoneSpaces.last();
mDirtyZoneSpaces.decrement();
// Remove the zoning state of the object.
_zoneRemove( zoneSpace );
// Destroy all connections that this zone space has to
// other zone spaces.
zoneSpace->_disconnectAllZoneSpaces();
// Nuke its zone lists.
const U32 numZones = zoneSpace->getZoneRange();
for( U32 n = 0; n < numZones; ++ n )
_clearZoneList( zoneSpace->getZoneRangeStart() + n );
// Merge into dirty region.
mDirtyArea.intersect( zoneSpace->getWorldBox() );
}
if( mDirtyArea != Box3F::Invalid )
{
// Rezone everything in the dirty region.
_rezoneObjects( mDirtyArea );
mDirtyArea = Box3F::Invalid;
// Verify zoning state.
#ifdef DEBUG_VERIFY
verifyState();
#endif
// Fire the zoning changed signal to let interested parties
// know that the zoning setup of the scene has changed.
getZoningChangedSignal().trigger( this );
}
// And finally, update objects that have changed state.
while( !mDirtyObjects.empty() )
{
SceneObject* object = mDirtyObjects.last();
mDirtyObjects.decrement();
if( object->mZoneRefDirty )
_rezoneObject( object );
AssertFatal( !object->mZoneRefDirty, "SceneZoneSpaceManager::updateZoningState - Object still dirty!" );
}
AssertFatal( mDirtyObjects.empty(), "SceneZoneSpaceManager::updateZoningState - Still have dirty objects!" );
AssertFatal( mDirtyZoneSpaces.empty(), "SceneZoneSpaceManager::updateZoningState - Still have dirty zones!" );
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::_zoneInsert( SceneObject* object, bool queryListInitialized )
{
PROFILE_SCOPE( SceneZoneSpaceManager_zoneInsert );
AssertFatal( object->mNumCurrZones == 0, "SceneZoneSpaceManager::_zoneInsert - Object already in zone list" );
AssertFatal( object->getContainer() != NULL, "SceneZoneSpaceManager::_zoneInsert - Object must be in scene" );
AssertFatal( !dynamic_cast< SceneRootZone* >( object ), "SceneZoneSpaceManager::_zoneInsert - Must not be called on SceneRootZone" );
// If all we have is a single zone in the scene, then it must
// be the outdoor zone. Simply assign the object to it. Also do this
// if the object has global bounds on since we always assign these to
// just the outdoor zone. Finally, also do it for all object types that
// we want to restrict to the outdoor zone.
if( mNumActiveZones == 1 || object->isGlobalBounds() || object->getTypeMask() & OUTDOOR_OBJECT_TYPEMASK )
_addToOutdoorZone( object );
else
{
// Otherwise find all zones spaces that intersect with the object's
// world box.
if( !queryListInitialized )
_queryZoneSpaces( object->getWorldBox() );
// Go through the zone spaces and link all zones that the object
// overlaps.
bool outsideIncluded = true;
const U32 numZoneSpaces = mZoneSpacesQueryList.size();
for( U32 i = 0; i < numZoneSpaces; ++ i )
{
SceneZoneSpace* zoneSpace = dynamic_cast< SceneZoneSpace* >( mZoneSpacesQueryList[ i ] );
if( !zoneSpace )
continue;
AssertFatal( zoneSpace != getRootZone(), "SceneZoneSpaceManager::_zoneInsert - SceneRootZone returned by zone space query" );
// If we are inserting a zone space, then the query will turn up
// the object itself at some point. Skip it.
if( zoneSpace == object )
continue;
// Find the zones that the object overlaps within
// the zone space.
U32 numZones = 0;
U32 zones[ SceneObject::MaxObjectZones ];
bool overlapsOutside = zoneSpace->getOverlappingZones( object, zones, numZones );
AssertFatal( numZones != 0 || overlapsOutside,
"SceneZoneSpaceManager::_zoneInsert - Object must be fully contained in one or more zones or intersect the outside zone" );
outsideIncluded &= overlapsOutside; // Only include outside if *none* of the zones fully contains the object.
// Link the object to the zones.
for( U32 n = 0; n < numZones; ++ n )
_addToZoneList( zones[ n ], object );
// Let the zone manager know we have added objects to its
// zones.
if( numZones > 0 )
zoneSpace->_onZoneAddObject( object, zones, numZones );
}
// If the object crosses into the outside zone or hasn't been
// added to any zone above, add it to the outside zone.
if( outsideIncluded )
_addToOutdoorZone( object );
}
// Mark the zoning state of the object as current.
object->mZoneRefDirty = false;
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::_zoneRemove( SceneObject* obj )
{
PROFILE_SCOPE( SceneZoneSpaceManager_zoneRemove );
// Remove the object from the zone lists.
for( SceneObject::ZoneRef* walk = obj->mZoneRefHead; walk != NULL; )
{
// Let the zone owner know we are removing an object
// from its zones.
getZoneOwner( walk->zone )->_onZoneRemoveObject( walk->object );
// Now remove the ZoneRef link this object has in the
// zone list of the current zone.
SceneObject::ZoneRef* remove = walk;
walk = walk->nextInObj;
remove->prevInBin->nextInBin = remove->nextInBin;
if( remove->nextInBin )
remove->nextInBin->prevInBin = remove->prevInBin;
smZoneRefChunker.free( remove );
}
// Clear the object's zoning state.
obj->mZoneRefHead = NULL;
obj->mZoneRefDirty = false;
obj->mNumCurrZones = 0;
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::_addToZoneList( U32 zoneId, SceneObject* object )
{
SceneObject::ZoneRef* zoneList = mZoneLists[ zoneId ];
AssertFatal( zoneList != NULL, "SceneZoneSpaceManager::_addToZoneList - Zone list not initialized" );
AssertFatal( object != zoneList->object, "SCene::_addToZoneList - Cannot add zone to itself" );
SceneObject::ZoneRef* newRef = smZoneRefChunker.alloc();
// Add the object to the zone list.
newRef->zone = zoneId;
newRef->object = object;
newRef->nextInBin = zoneList->nextInBin;
newRef->prevInBin = zoneList;
if( zoneList->nextInBin )
zoneList->nextInBin->prevInBin = newRef;
zoneList->nextInBin = newRef;
// Add the zone to the object list.
newRef->nextInObj = object->mZoneRefHead;
object->mZoneRefHead = newRef;
object->mNumCurrZones ++;
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::_clearZoneList( U32 zoneId )
{
AssertFatal( zoneId < getNumZones(), "SceneZoneSpaceManager::_clearZoneList - Zone ID out of range" );
SceneObject::ZoneRef* list = mZoneLists[ zoneId ];
SceneZoneSpace* zoneSpace = getZoneOwner( zoneId );
// Go through the objects in the zone list and unlink and
// delete their zone entries.
for( SceneObject::ZoneRef* walk = list->nextInBin; walk != NULL; walk = walk->nextInBin )
{
SceneObject* object = walk->object;
AssertFatal( object != NULL, "SceneZoneSpaceManager::_clearZoneList - Object field not set on link" );
// The zone entry links on the objects are singly-linked lists
// linked through nextInObject so we need to find where in the
// objects zone entry list the node for the current zone is.
SceneObject::ZoneRef** ptrNext = &object->mZoneRefHead;
while( *ptrNext && *ptrNext != walk )
ptrNext = &( *ptrNext )->nextInObj;
AssertFatal( *ptrNext == walk, "SceneZoneSpaceManager::_clearZoneList - Zone entry not found on object in zone list!");
// Unlink and delete the entry.
*ptrNext = ( *ptrNext )->nextInObj;
smZoneRefChunker.free( walk );
object->mNumCurrZones --;
// If this is the only zone the object was in, mark
// its zoning state as dirty so it will get assigned
// to the outdoor zone on the next update.
if( !object->mZoneRefHead )
object->mZoneRefDirty = true;
// Let the zone know we have removed the object.
zoneSpace->_onZoneRemoveObject( object );
}
list->nextInBin = NULL;
}
//-----------------------------------------------------------------------------
SceneObject::ZoneRef* SceneZoneSpaceManager::_findInZoneList( U32 zoneId, SceneObject* object ) const
{
for( SceneObject::ZoneRef* ref = object->mZoneRefHead; ref != NULL; ref = ref->nextInObj )
if( ref->zone == zoneId )
return ref;
return NULL;
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::_addToOutdoorZone( SceneObject* object )
{
AssertFatal( !object->mZoneRefHead || !_findInZoneList( RootZoneId, object ),
"SceneZoneSpaceManager::_addToOutdoorZone - Object already added to outdoor zone" );
// Add the object to the outside's zone list. This method is always called
// *last* after the object has already been assigned to any other zone it
// intersects. Since we always prepend to the zoning lists, this means that
// the outdoor zone will always be *first* in the list of zones that an object
// is assigned to which generally is a good order.
_addToZoneList( RootZoneId, object );
// Let the zone know we added an object to it.
const U32 zoneId = RootZoneId;
static_cast< SceneZoneSpace* >( getRootZone() )->_onZoneAddObject( object, &zoneId, 1 );
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::_queryZoneSpaces( const Box3F& area ) const
{
mZoneSpacesQueryList.clear();
mContainer->findObjectList( area, ZoneObjectType, &mZoneSpacesQueryList );
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::dumpZoneStates( bool update )
{
if( update )
_rezoneObjects( getRootZone()->getWorldBox() );
const U32 numZoneSpaces = mZoneSpaces.size();
for( U32 i = 0; i < numZoneSpaces; ++ i )
mZoneSpaces[ i ]->dumpZoneState( false );
}
//-----------------------------------------------------------------------------
void SceneZoneSpaceManager::verifyState()
{
AssertFatal( mZoneSpaces.size() <= mNumActiveZones,
"SceneZoneSpaceManager::verifyState - More zone spaces than active zones!" );
AssertFatal( mNumTotalAllocatedZones >= mNumActiveZones,
"SceneZoneSpaceManager::verifyState - Fewer allocated than active zones!" );
AssertFatal( mRootZone->getZoneRangeStart() == 0,
"SceneZoneSpaceManager::verifyState - Invalid ID on root zone!" );
AssertFatal( mRootZone->getZoneRange() == 1,
"SceneZoneSpaceManager::verifyState - Invalid zone range on root zone!" );
// First validate the zone spaces themselves.
const U32 numZoneSpaces = mZoneSpaces.size();
for( U32 i = 0; i < numZoneSpaces; ++ i )
{
SceneZoneSpace* space = mZoneSpaces[ i ];
#ifndef TORQUE_DISABLE_MEMORY_MANAGER
Memory::checkPtr( space );
#endif
AssertFatal( space->getTypeMask() & ZoneObjectType, "SceneZoneSpaceManager::verifyState - Zone space is not a ZoneObjectType!" );
const U32 zoneRangeStart = space->getZoneRangeStart();
const U32 numZones = space->getZoneRange();
// Verify each of the allocated zones in this space.
for( U32 n = 0; n < numZones; ++ n )
{
const U32 zoneId = zoneRangeStart + n;
// Simple validation of zone ID.
AssertFatal( isValidZoneId( zoneId ), "SceneZoneSpaceManager::verifyState - Zone space is assigned in invalid zone ID!" );
AssertFatal( mZoneLists[ zoneId ] != NULL, "SceneZoneSpaceManager::verifyState - Zone list missing for zone!" );
AssertFatal( mZoneLists[ zoneId ]->object == space, "SceneZoneSpaceManager::verifyState - Zone list entry #0 is not referring back to zone!" );
for( SceneObject::ZoneRef* ref = mZoneLists[ zoneId ]; ref != NULL; ref = ref->nextInBin )
{
AssertFatal( ref->zone == zoneId, "SceneZoneSpaceManager::verifyState - Incorrect ID in zone list!" );
AssertFatal( ref->object != NULL, "SceneZoneSpaceManager::verifyState - Null object pointer in zone list!" );
#ifndef TORQUE_DISABLE_MEMORY_MANAGER
Memory::checkPtr( ref->object );
#endif
}
}
// Make sure no other zone space owns any of the same IDs.
for( U32 n = 0; n < numZoneSpaces; ++ n )
{
if( n == i )
continue;
SceneZoneSpace* otherSpace = mZoneSpaces[ n ];
AssertFatal( otherSpace->getZoneRangeStart() >= zoneRangeStart + numZones ||
otherSpace->getZoneRangeStart() + otherSpace->getZoneRange() <= zoneRangeStart,
"SceneZoneSpaceManager::verifyState - Overlap between zone ID ranges of zone spaces!" );
}
// Make sure that all zone connections appear to be valid.
for( SceneZoneSpace::ZoneSpaceRef* ref = space->mConnectedZoneSpaces; ref != NULL; ref = ref->mNext )
{
#ifndef TORQUE_DISABLE_MEMORY_MANAGER
Memory::checkPtr( ref->mZoneSpace );
#endif
AssertFatal( _getZoneSpaceIndex( ref->mZoneSpace ) != -1, "SceneZoneSpaceManager::verifyState - Zone connected to invalid zone!" );
AssertFatal( ref->mZoneSpace->getTypeMask() & ZoneObjectType, "SceneZoneSpaceManager::verifyState - Zone space is not a ZoneObjectType!" );
}
}
//TODO: can do a lot more validation here
}