//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #ifndef _SCENECONTAINER_H_ #define _SCENECONTAINER_H_ #ifndef _MBOX_H_ #include "math/mBox.h" #endif #ifndef _MSPHERE_H_ #include "math/mSphere.h" #endif #ifndef _TVECTOR_H_ #include "core/util/tVector.h" #endif #ifndef _MPOLYHEDRON_H_ #include "math/mPolyhedron.h" #endif #ifndef _SIMOBJECT_H_ #include "console/simObject.h" #endif /// @file /// SceneObject database. class SceneObject; class AbstractPolyList; class OptimizedPolyList; class Frustum; class Point3F; struct RayInfo; template< typename T > class SceneObjectRefBase { public: /// Object that is referenced in the link. SceneObject* object; /// Next link in chain of container. T* nextInBin; /// Previous link in chain of container. T* prevInBin; /// Next link in chain that is associated with #object. T* nextInObj; }; /// Reference to a scene object. class SceneObjectRef : public SceneObjectRefBase< SceneObjectRef > {}; /// A contextual hint passed to the polylist methods which /// allows it to return the appropriate geometry. enum PolyListContext { /// A hint that the polyist is intended /// for collision testing. PLC_Collision, /// A hint that the polyist is for decal /// geometry generation. PLC_Decal, /// A hint that the polyist is used for /// selection from an editor or other tool. PLC_Selection, /// A hint that the polylist is used for /// building a representation of the environment /// used for navigation. PLC_Navigation, /// A hint that the polyist will be used /// to export geometry and would like to have /// texture coords and materials. PLC_Export }; /// For simple queries. Simply creates a vector of the objects class SimpleQueryList { public: Vector< SceneObject* > mList; SimpleQueryList() { VECTOR_SET_ASSOCIATION( mList ); } void insertObject( SceneObject* obj ) { mList.push_back(obj); } static void insertionCallback( SceneObject* obj, void* key ) { SimpleQueryList* pList = reinterpret_cast< SimpleQueryList* >( key ); pList->insertObject( obj ); } }; //---------------------------------------------------------------------------- /// Database for SceneObjects. /// /// ScenceContainer implements a grid-based spatial subdivision for the contents of a scene. class SceneContainer { enum CastRayType { CollisionGeometry, RenderedGeometry, }; public: struct Link { Link* mNext; Link* mPrev; Link(); void unlink(); void linkAfter(Link* ptr); }; struct CallbackInfo { PolyListContext context; AbstractPolyList* polyList; Box3F boundingBox; SphereF boundingSphere; void *key; }; private: Link mStart; Link mEnd; /// Container queries based on #mCurrSeqKey are are not re-entrant; /// this is used to detect when it happens. bool mSearchInProgress; /// Current sequence key. U32 mCurrSeqKey; SceneObjectRef* mFreeRefPool; Vector< SceneObjectRef* > mRefPoolBlocks; SceneObjectRef* mBinArray; SceneObjectRef mOverflowBin; /// A vector that contains just the water and physical zone /// object types which is used to optimize searches. Vector< SceneObject* > mWaterAndZones; /// Vector that contains just the terrain objects in the container. Vector< SceneObject* > mTerrains; static const U32 csmNumBins; static const F32 csmBinSize; static const F32 csmTotalBinSize; static const U32 csmRefPoolBlockSize; public: SceneContainer(); ~SceneContainer(); /// Return a vector containing all the water and physical zone objects in this container. const Vector< SceneObject* >& getWaterAndPhysicalZones() const { return mWaterAndZones; } /// Return a vector containing all terrain objects in this container. const Vector< SceneObject* >& getTerrains() const { return mTerrains; } /// @name Basic database operations /// @{ /// typedef void ( *FindCallback )( SceneObject* object, void* key ); /// Find all objects of the given type(s) and invoke the given callback for each /// of them. /// @param mask Object type mask (@see SimObjectTypes). /// @param callback Pointer to function to invoke for each object. /// @param key User data to pass to the "key" argument of @a callback. void findObjects( U32 mask, FindCallback callback, void* key = NULL ); void findObjects( const Box3F& box, U32 mask, FindCallback, void *key = NULL ); void findObjects( const Frustum& frustum, U32 mask, FindCallback, void *key = NULL ); void polyhedronFindObjects( const Polyhedron& polyhedron, U32 mask, FindCallback, void *key = NULL ); /// Find all objects of the given type(s) and add them to the given vector. /// @param mask Object type mask (@see SimObjectTypes). /// @param outFound Vector to add found objects to. void findObjectList( U32 mask, Vector< SceneObject* >* outFound ); /// void findObjectList( const Box3F& box, U32 mask, Vector< SceneObject* >* outFound ); /// void findObjectList( const Frustum& frustum, U32 mask, Vector< SceneObject* >* outFound ); /// @} /// @name Line intersection /// @{ typedef bool ( *CastRayCallback )( RayInfo* ri ); /// Test against collision geometry -- fast. bool castRay( const Point3F &start, const Point3F &end, U32 mask, RayInfo* info, CastRayCallback callback = NULL ); /// Test against rendered geometry -- slow. bool castRayRendered( const Point3F &start, const Point3F &end, U32 mask, RayInfo* info, CastRayCallback callback = NULL ); bool collideBox(const Point3F &start, const Point3F &end, U32 mask, RayInfo* info); /// @} /// @name Poly list /// @{ /// bool buildPolyList( PolyListContext context, const Box3F &box, U32 typeMask, AbstractPolyList *polylist ); /// @} /// Add an object to the database. /// @param object A SceneObject. bool addObject( SceneObject* object ); /// Remove an object from the database. /// @param object A SceneObject. bool removeObject( SceneObject* object ); void addRefPoolBlock(); SceneObjectRef* allocateObjectRef(); void freeObjectRef(SceneObjectRef*); void insertIntoBins( SceneObject* object ); void removeFromBins( SceneObject* object ); /// Make sure that we're not just sticking the object right back /// where it came from. The overloaded insertInto is so we don't calculate /// the ranges twice. void checkBins( SceneObject* object ); void insertIntoBins(SceneObject*, U32, U32, U32, U32); void initRadiusSearch(const Point3F& searchPoint, const F32 searchRadius, const U32 searchMask); void initTypeSearch(const U32 searchMask); SceneObject* containerSearchNextObject(); U32 containerSearchNext(); F32 containerSearchCurrDist(); F32 containerSearchCurrRadiusDist(); private: Vector*> mSearchList;///< Object searches to support console querying of the database. ONLY WORKS ON SERVER S32 mCurrSearchPos; Point3F mSearchReferencePoint; void cleanupSearchVectors(); /// Base cast ray code bool _castRay( U32 type, const Point3F &start, const Point3F &end, U32 mask, RayInfo* info, CastRayCallback callback ); void _findSpecialObjects( const Vector< SceneObject* >& vector, U32 mask, FindCallback, void *key = NULL ); void _findSpecialObjects( const Vector< SceneObject* >& vector, const Box3F &box, U32 mask, FindCallback callback, void *key = NULL ); static void getBinRange( const F32 min, const F32 max, U32& minBin, U32& maxBin ); public: Vector*>& getRadiusSearchList() { return mSearchList; } }; //----------------------------------------------------------------------------- extern SceneContainer gServerContainer; extern SceneContainer gClientContainer; //----------------------------------------------------------------------------- inline void SceneContainer::freeObjectRef(SceneObjectRef* trash) { trash->object = NULL; trash->nextInBin = NULL; trash->prevInBin = NULL; trash->nextInObj = mFreeRefPool; mFreeRefPool = trash; } //----------------------------------------------------------------------------- inline SceneObjectRef* SceneContainer::allocateObjectRef() { if( mFreeRefPool == NULL ) addRefPoolBlock(); AssertFatal( mFreeRefPool!=NULL, "Error, should always have a free reference here!" ); SceneObjectRef* ret = mFreeRefPool; mFreeRefPool = mFreeRefPool->nextInObj; ret->nextInObj = NULL; return ret; } #endif // !_SCENECONTAINER_H_