Torque3D/Engine/source/interior/interiorInstance.h
2012-09-19 11:15:01 -04:00

255 lines
8.1 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 _INTERIORINSTANCE_H_
#define _INTERIORINSTANCE_H_
#ifndef _SCENEZONESPACE_H_
#include "scene/zones/sceneZoneSpace.h"
#endif
#ifndef _INTERIORRES_H_
#include "interior/interiorRes.h"
#endif
#ifndef _INTERIORLMMANAGER_H_
#include "interior/interiorLMManager.h"
#endif
#ifndef _BITVECTOR_H_
#include "core/bitVector.h"
#endif
#ifndef _COLOR_H_
#include "core/color.h"
#endif
#ifndef _INTERIOR_H_
#include "interior.h"
#endif
#ifndef _REFLECTOR_H_
#include "scene/reflector.h"
#endif
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
class AbstractPolyList;
class InteriorSubObject;
class InteriorResTrigger;
class MaterialList;
class TextureObject;
class Convex;
class SFXProfile;
class SFXEnvironment;
class PhysicsBody;
/// Instance of a DIF interior.
class InteriorInstance : public SceneZoneSpace
{
public:
friend class Interior;
typedef SceneZoneSpace Parent;
static bool smDontRestrictOutside;
static F32 smDetailModification;
protected:
enum UpdateMaskBits
{
InitMask = Parent::NextFreeMask << 0,
AlarmMask = Parent::NextFreeMask << 1,
// Reserved for light updates (8 bits for now)
_lightupdate0 = Parent::NextFreeMask << 2,
_lightupdate1 = Parent::NextFreeMask << 3,
_lightupdate2 = Parent::NextFreeMask << 4,
_lightupdate3 = Parent::NextFreeMask << 5,
_lightupdate4 = Parent::NextFreeMask << 6,
_lightupdate5 = Parent::NextFreeMask << 7,
_lightupdate6 = Parent::NextFreeMask << 8,
_lightupdate7 = Parent::NextFreeMask << 9,
SkinBaseMask = Parent::NextFreeMask << 10,
NextFreeMask = Parent::NextFreeMask << 11,
};
enum
{
LightUpdateBitStart = 3,
LightUpdateBitEnd = 10
};
enum AlarmState {
Normal = 0,
Alarm = 1
};
/// Alarm state of the interior
bool mAlarmState;
/// File name of the interior this instance encapuslates
StringTableEntry mInteriorFileName;
/// Hash for interior file name, used for sorting
U32 mInteriorFileHash;
/// Interior managed by resource manager
Resource<InteriorResource> mInteriorRes;
/// Forced LOD, if -1 auto LOD
S32 mForcedDetailLevel;
/// CRC for the interior
U32 mCRC;
/// Handle to the light manager
LM_HANDLE mLMHandle;
Convex* mConvexList;
PhysicsBody* mPhysicsRep;
Vector< PlaneReflector > mPlaneReflectors;
ReflectorDesc mReflectorDesc;
U32 _calcDetailLevel( SceneRenderState* state, const Point3F& wsPoint );
bool _loadInterior();
void _unloadInterior();
void _renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* );
bool _getOverlappingZones( const Box3F& aabb, const MatrixF& transform, const Point3F& scale, U32* outZones, U32& outNumZones );
/// Creates a transform based on an trigger area
/// @param trigger Trigger to create a transform for
/// @param transform Transform generated (out)
void _createTriggerTransform(const InteriorResTrigger *trigger, MatrixF *transform);
// SceneObject.
virtual bool onSceneAdd();
virtual void onSceneRemove();
public:
InteriorInstance();
virtual ~InteriorInstance();
StringTableEntry getInteriorFileName() { return mInteriorFileName; }
S32 getSurfaceZone(U32 surfaceindex, Interior *detail);
/// Exports the interior to a Collada file
/// @param bakeTransform Bakes the InteriorInstance's transform into the vertex positions
void exportToCollada(bool bakeTransform = false);
/// Returns the Light Manager handle
LM_HANDLE getLMHandle() { return(mLMHandle); }
/// Reads the lightmaps of the interior into the provided pointer
/// @param lightmaps Lightmaps in the interior (out)
bool readLightmaps(GBitmap ****lightmaps);
/// This is used to determine just how 'inside' a point is in an interior.
/// This is used by the environmental audio code for audio properties and the
/// function always returns true.
/// @param pos Point to test
/// @param pScale How inside is the point 0 = totally outside, 1 = totally inside (out)
bool getPointInsideScale(const Point3F & pos, F32 * pScale); // ~0: outside -> 1: inside
/// Returns the interior resource
Resource<InteriorResource> & getResource() {return(mInteriorRes);} // SceneLighting::InteriorProxy interface
/// Returns the CRC for validation
U32 getCRC() { return(mCRC); }
/// @name Alarm States
/// @{
/// This returns true if the interior is in an alarm state. Alarm state
/// will put different lighting into the interior and also possibly
/// have an audio element also.
bool inAlarmState() {return(mAlarmState);}
/// This sets the alarm mode of the interior.
/// @param alarm If true the interior will be in an alarm state next frame
void setAlarmMode(const bool alarm);
/// @}
/// @name Subobject access interface
/// @{
/// Returns the number of detail levels for an object
U32 getNumDetailLevels();
/// Gets the interior associated with a particular detail level
/// @param level Detail level
Interior* getDetailLevel(const U32 level);
/// Sets the detail level to render manually
/// @param level Detail level to force
void setDetailLevel(S32 level = -1) { mForcedDetailLevel = level; }
/// @}
// SimObject.
DECLARE_CONOBJECT( InteriorInstance );
virtual bool onAdd();
virtual void onRemove();
virtual void inspectPostApply();
static void initPersistFields();
static void consoleInit();
// NetObject.
virtual U32 packUpdate( NetConnection* conn, U32 mask, BitStream* stream );
virtual void unpackUpdate( NetConnection* conn, BitStream* stream );
// SceneObject.
virtual bool buildPolyList(PolyListContext context, AbstractPolyList *polyList, const Box3F &box, const SphereF &sphere);
virtual bool castRay(const Point3F &start, const Point3F &end, RayInfo *info);
virtual void buildConvex(const Box3F& box,Convex* convex);
virtual void prepRenderImage( SceneRenderState *state );
// SceneZoneSpace.
virtual void traverseZones( SceneTraversalState* state );
virtual void traverseZones( SceneTraversalState* state, U32 startZoneId );
virtual U32 getPointZone( const Point3F& p );
virtual bool getOverlappingZones( const Box3F& aabb, U32* outZones, U32& outNumZones );
virtual bool getOverlappingZones( SceneObject* obj, U32* outZones, U32& outNumZones );
private:
// Protected field accessors
static bool _setInteriorFile( void *object, const char *, const char *data );
};
#endif //_INTERIORBLOCK_H_