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

299 lines
12 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 _SCENEZONESPACE_H_
#define _SCENEZONESPACE_H_
#ifndef _SCENESPACE_H_
#include "scene/sceneSpace.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
class SceneZoneSpaceManager;
class SceneCullingState;
/// Abstract base class for an object that manages zones in a scene.
///
/// This class adds the ability to SceneSpace to define and manage zones within the object's
/// space. Zones are used to determine visibility in a scene.
///
/// Each zone space manages one or more zones in a scene. All the zones must be within the
/// AABB of the zone space but within that AABB, the zone space is free to distribute and
/// manage zones in arbitrary fashion.
///
/// For scene traversal, zone spaces are interconnected. By default, zone spaces get a chance
/// to connect to each other when being moved into each other's zones. An exception to this
/// is the root zone since it is both immobile and without position and (limited) extents. If
/// a zone space wants to connect to the root zone, it must do so manually (same goes for
/// disconnecting).
class SceneZoneSpace : public SceneSpace
{
public:
typedef SceneSpace Parent;
friend class SceneZoneSpaceManager;
friend class SceneRootZone; // mZoneFlags, connectZoneSpace, disconnectZoneSpace
enum
{
InvalidZoneGroup = 0
};
enum ZoneFlags
{
/// Whether this zoning space is "closed off" or not. When connections between
/// zoning spaces are established, by default only spaces that are closed off are
/// connected to those that are *not* and vice versa. This defines a natural progression
/// where spaces that explicitly want to propagate traversals are connected to those
/// that want to contain it.
///
/// This flag is set by default.
ZoneFlag_IsClosedOffSpace = BIT( 0 ),
};
protected:
enum
{
ZoneGroupMask = Parent::NextFreeMask << 0,
NextFreeMask = Parent::NextFreeMask << 1
};
/// The manager to which this zone space is registered.
SceneZoneSpaceManager* mManager;
/// ID of first zone defined by object.
U32 mZoneRangeStart;
/// Number of zones managed by #obj. IDs are consecutive
/// starting with #mZoneRangeStart.
U32 mNumZones;
/// Group which the zone is assigned to. Zone spaces that would normally not connect
/// do connect if they are assigned the same zone group. O to disable (default).
U32 mZoneGroup;
///
BitSet32 mZoneFlags;
/// @name Occluders
///
/// Zone spaces keep track of the occluders that get added to them so that during
/// traversal, they can be taken on board as early as possible. This allows traversals
/// themselves to take occlusion into account.
///
/// @{
/// Occluders in this space. Every object that is assigned to this space
/// and has the OccluderObjectType flag set, is added to this list.
Vector< SceneObject* > mOccluders;
/// Add the given object to the list of occluders in this zone space.
void _addOccluder( SceneObject* object );
/// Remove the given object from the list of occluders in this zone space.
void _removeOccluder( SceneObject* object );
/// Register the occluders in this zone with the given culling state.
void _addOccludersToCullingState( SceneCullingState* state ) const;
/// @}
/// @name Zone Space Connectivity
/// @{
//TODO: we should have both automatic and manual connections; only automatic connections
// should get reset when a zone space moves
/// Link to another zone space.
struct ZoneSpaceRef
{
// We could be storing zone IDs here to connect individual zones rather than just
// the managers but since no one requires this at the moment, the code doesn't do it.
// However, it's trivial to add.
SceneZoneSpace* mZoneSpace;
ZoneSpaceRef* mNext;
};
/// List of zone spaces that this space is connected to. This is used
/// for traversals.
ZoneSpaceRef* mConnectedZoneSpaces;
/// Allocator for ZoneSpaceRefs.
static ClassChunker< ZoneSpaceRef > smZoneSpaceRefChunker;
/// Disconnect all zone spaces currently connected to this space.
virtual void _disconnectAllZoneSpaces();
/// Hand the traversal over to connected zone spaces.
virtual void _traverseConnectedZoneSpaces( SceneTraversalState* state );
/// Return true if the given zone space, which has crossed into this space, should
/// be automatically connected. Note that event
virtual bool _automaticallyConnectZoneSpace( SceneZoneSpace* zoneSpace ) const;
/// @}
/// @name SceneManager Notifications
///
/// These methods are called when SceneManager assigns or removes objects to/from our zones.
///
/// @{
/// Called by the SceneManager when an object is added to one or more zones that
/// are managed by this object.
virtual void _onZoneAddObject( SceneObject* object, const U32* zoneIDs, U32 numZones );
/// Called by the SceneManager when an object that was previously added to one or more
/// zones managed by this object is now removed.
virtual void _onZoneRemoveObject( SceneObject* object );
/// @}
// SceneObject.
virtual void onSceneRemove();
public:
SceneZoneSpace();
virtual ~SceneZoneSpace();
/// Return true if this is the outdoor zone.
bool isRootZone() const { return ( getZoneRangeStart() == 0 ); }
/// Gets the index of the first zone this object manages in the collection of zones or 0xFFFFFFFF if the
/// object is not managing zones.
U32 getZoneRangeStart() const { return mZoneRangeStart; }
/// Return the number of zones that are managed by this object.
U32 getZoneRange() const { return mNumZones; }
/// Return the zone group that this zone space belongs to. 0 by default which means the
/// zone space is not allocated to a specific zone group.
U32 getZoneGroup() const { return mZoneGroup; }
/// Set the zone group of this zone space. Zone spaces in the same group will connect even if
/// not connecting by default. Set to 0 to deactivate.
void setZoneGroup( U32 group );
/// Dump a listing of all objects assigned to this zone space to the console as well
/// as a list of all connected spaces.
///
/// @param update Whether to update the zone contents before dumping. Since the zoning states of
/// SceneObjects are updated lazily, the contents of a zone can be outdated.
void dumpZoneState( bool update = true );
/// Get the ambient light color of the given zone in this space or return false if the
/// given zone does not have an ambient light color assigned to it.
virtual bool getZoneAmbientLightColor( U32 zone, ColorF& outColor ) const { return false; }
/// @name Containment Tests
/// @{
///
virtual bool getOverlappingZones( const Box3F& aabb, U32* zones, U32& numZones ) = 0;
/// Find the zones in this object that @a obj is part of.
///
/// @param obj Object in question.
/// @param outZones Indices of zones containing the object. Must have at least as many entries
/// as there as zones in this object or SceneObject::MaxObjectZones, whichever is smaller.
/// Note that implementations should never write more than SceneObject::MaxObjectZones entries.
/// @param outNumZones Number of elements in the returned array.
///
/// @return Return true if the world box of @a obj is fully contained within the zones of this object or
/// false if it is at least partially outside of them.
virtual bool getOverlappingZones( SceneObject* obj, U32* outZones, U32& outNumZones );
/// Returns the ID of the zone that are managed by this object that contains @a p.
/// @param p Point to test.
/// @return ID of the zone containing @a p or InvalidZoneId if none of the zones defined by this
/// object contain the point.
virtual U32 getPointZone( const Point3F& p ) = 0;
/// @}
/// @name Connectivity
/// @{
/// Connect this zone space to the given zone space.
///
/// @param zoneSpace A zone space.
///
/// @note Connectivity is reset when a zone space is moved!
virtual void connectZoneSpace( SceneZoneSpace* zoneSpace );
/// If the object is a zone space, then this method is called to instruct the object
/// to remove any zone connectivity to @a zoneSpace.
///
/// @param zoneSpace A zone space which had previously been passed to connectZoneSpace().
virtual void disconnectZoneSpace( SceneZoneSpace* zoneSpace );
/// @}
/// @name Traversals
/// @{
/// Traverse into the zones of this space. Set the render states of those zones and add the frustums
/// that lead into them.
///
/// The traversal stack is expected to not be empty and the topmost entry on the stack should be the
/// zone of another manager from which traversal is handed over to this manager.
///
/// @param state Scene traversal state.
///
/// @note If the zone's of a zone space are reached via different traversal paths, this method
/// will be called multiple times on the same space.
virtual void traverseZones( SceneTraversalState* state ) = 0;
/// Traverse the zones in this space starting with the given zone. Where appropriate, traversal
/// should be handed off to connected spaces.
///
/// @param state State which should be updated by the traversal.
/// @param startZoneId ID of zone in this manager in which to start traversal.
virtual void traverseZones( SceneTraversalState* state, U32 startZoneId ) = 0;
/// @}
// SimObject.
virtual bool writeField( StringTableEntry fieldName, const char* value );
static void initPersistFields();
// NetObject.
virtual U32 packUpdate( NetConnection* connection, U32 mask, BitStream* stream );
virtual void unpackUpdate( NetConnection* connection, BitStream* stream );
private:
static bool _setZoneGroup( void* object, const char* index, const char* data );
};
#endif // !_SCENEZONESPACE_H_