Torque3D/Engine/source/T3D/zone.h
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00

77 lines
2.6 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 _ZONE_H_
#define _ZONE_H_
#ifndef _SCENEPOLYHEDRALZONE_H_
#include "scene/zones/scenePolyhedralZone.h"
#endif
#ifndef _SCENEAMBIENTSOUNDOBJECT_H_
#include "scene/mixin/sceneAmbientSoundObject.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
/// A volume in space that encloses objects.
///
/// Zones do not physically contain objects in the scene. Rather, any object
/// that has its world box coincide with the world box of a zone is considered
/// to be part of that zone. As such, objects can be in multiple zones at
/// the same time.
class Zone : public SceneAmbientSoundObject< ScenePolyhedralZone >
{
public:
typedef SceneAmbientSoundObject< ScenePolyhedralZone > Parent;
bool mSelecting = false;
#ifdef TORQUE_TOOLS
static void initPersistFields();
static bool _doSelect(void* object, const char* index, const char* data);
void selectWithin();
#endif
protected:
// SceneVolume.
virtual ColorI _getDefaultEditorSolidColor() const { return ColorI( 255, 0, 0, 45 ); }
public:
Zone() {}
Zone( const Polyhedron& polyhedron )
{
mPolyhedron = polyhedron;
}
// SimObject
DECLARE_CONOBJECT( Zone );
DECLARE_DESCRIPTION( "A volume that encloses objects for visibility culling." );
DECLARE_CATEGORY( "Area" );
static void consoleInit();
};
#endif // _ZONE_H_