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- //-----------------------------------------------------------------------------
- // 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_
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