mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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214 lines
8.1 KiB
C++
214 lines
8.1 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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#ifndef _PORTAL_H_
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#define _PORTAL_H_
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#ifndef _ZONE_H_
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#include "T3D/zone.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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class SceneCullingState;
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class SceneCullingVolume;
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/// A transitioning zone that connects other zones.
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///
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/// Basically a portal is two things:
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///
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/// 1) A zone that overlaps multiple other zones and thus connects them.
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/// 2) A polygon standing upright in the middle of the portal zone's world box.
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///
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/// When traversing from zone to zone, portals serve as both zones in their own
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/// right (i.e. objects may be located in a portal zone) as well as a peek hole
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/// that determines what area of a target zone is visible through a portal.
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///
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/// Torque's portals are special in that they are two-way by default. This greatly
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/// simplifies zone setups but it also complicates handling in the engine somewhat.
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/// Also, these portals here are nothing but peek holes--they do not define transform
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/// portals that could be looking at a different location in space altogether.
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///
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/// Portals can be marked explicitly as being one-sided by flagging either of the portal's
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/// sides as impassable. This flagging can also be used dynamically to, for example, block
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/// a portal while a door is still down and then unblock the portal when the door is
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/// opened.
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///
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/// Portals are classified as either interior or exterior portals. An exterior portal is
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/// a portal that has only non-SceneRootZone zones on side of the portal plane and only the
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/// SceneRootZone on the other side of it. An interior portal is a portal that has only
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/// non-SceneRootZone zones on both sides of the portal plane. A mixture of the two is not
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/// allowed – when adding SceneRootZone to a portal, it must exist alone on its portal
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/// side.
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class Portal : public Zone
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{
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public:
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typedef Zone Parent;
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/// Identifies the subspaces defined by the portal plane.
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enum Side
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{
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FrontSide, ///< Subspace on front side of portal plane.
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BackSide ///< Subspace on back side of portal plane.
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};
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/// Identifies the type of portal.
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enum Classification
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{
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InvalidPortal, ///< Portal does not connect anything.
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InteriorPortal, ///< Portal between interior zones.
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ExteriorPortal ///< Portal between interior zones on one and side and SceneRootZone on the other.
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};
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protected:
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enum
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{
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PassableMask = Parent::NextFreeMask << 0, ///< #mPassableSides has changed.
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NextFreeMask = Parent::NextFreeMask << 1,
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};
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/// Flags that allow preventing traversal through specific
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/// sides of the portal. By default, both sides are passable.
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bool mPassableSides[ 2 ];
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/// @name Derived Portal Data
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/// @{
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/// Classification of this portal as interior or exterior portal.
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Classification mClassification;
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/// For exterior portals, this is the side of the portal on which
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/// the connected interior zones lie.
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Side mInteriorSide;
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/// Whether the portal plane and polygon need to be updated.
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bool mIsGeometryDirty;
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/// Portal polygon in world space.
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Vector< Point3F > mPortalPolygonWS;
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/// The plane defined by the portal's rectangle.
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PlaneF mPortalPlane;
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/// Update derived data, if necessary.
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void _update();
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/// Update the world space portal geometry.
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void _updateGeometry();
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/// Detect whether this is an exterior, interior, or invalid portal.
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void _updateConnectivity();
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/// @}
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/// Compute a clipped culling volume from the portal geometry and current
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/// traversal state. If successful, store the resulting culling volume in
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/// @a outVolume and return true.
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bool _generateCullingVolume( SceneTraversalState* state, SceneCullingVolume& outVolume ) const;
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// SceneSpace.
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virtual void _renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat );
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virtual ColorI _getDefaultEditorSolidColor() const { return ColorI( 0, 255, 0, 45 ); }
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virtual ColorI _getDefaultEditorWireframeColor() const
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{
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switch( mClassification )
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{
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case ExteriorPortal: return ColorI( 0, 128, 128, 255 ); break;
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case InteriorPortal: return ColorI( 128, 128, 0, 255 );
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default: return ColorI( 255, 255, 255, 255 ); break;
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}
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}
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// SceneObject.
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virtual void onSceneRemove();
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// SceneZoneSpace.
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virtual void _traverseConnectedZoneSpaces( SceneTraversalState* state );
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virtual void _disconnectAllZoneSpaces();
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public:
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Portal();
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/// Return what kind of portal this is (interior or exterior).
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Classification getClassification() const { return mClassification; }
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/// Return the plane that is defined by the portal's rectangle.
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const PlaneF& getPortalPlane() const { return mPortalPlane; }
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/// Return the side that the given point is in relative to the portal plane.
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Side getSideRelativeToPortalPlane( const Point3F& point ) const;
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/// Test whether the given side of the portal is open for traversal.
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bool isSidePassable( Side side ) const { return mPassableSides[ side ]; }
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/// Set whether the given portal side is passable.
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void setSidePassable( Side side, bool value );
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/// Return true if the portal leads to the outdoor zone.
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bool isExteriorPortal() const { return ( getClassification() == ExteriorPortal ); }
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/// Return true if the portal connects interior zones only.
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bool isInteriorPortal() const { return ( getClassification() == InteriorPortal ); }
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/// For exterior portals, get the side on which the interior zones of the portal lie.
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Side getInteriorSideOfExteriorPortal() const
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{
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AssertFatal( isExteriorPortal(), "Portal::getInteriorSideOfExteriorPortal - Not an exterior portal!" );
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return mInteriorSide;
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}
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// SimObject.
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DECLARE_CONOBJECT( Portal );
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static void initPersistFields();
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static void consoleInit();
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virtual bool writeField( StringTableEntry fieldName, const char* value );
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virtual String describeSelf() const;
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// NetObject.
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virtual U32 packUpdate( NetConnection* conn, U32 mask, BitStream* stream );
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virtual void unpackUpdate( NetConnection* conn, BitStream* stream );
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// SceneObject.
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virtual void setTransform( const MatrixF &mat );
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// SceneZoneSpace.
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virtual void traverseZones( SceneTraversalState* state, U32 startZoneId );
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virtual void connectZoneSpace( SceneZoneSpace* zoneSpace );
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virtual void disconnectZoneSpace( SceneZoneSpace* zoneSpace );
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private:
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static bool _setFrontSidePassable( void* object, const char* index, const char* data );
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static bool _setBackSidePassable( void* object, const char* index, const char* data );
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};
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#endif // _PORTAL_H_
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