//----------------------------------------------------------------------------- // 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 _SCENESIMPLEZONE_H_ #define _SCENESIMPLEZONE_H_ #ifndef _SCENEZONESPACE_H_ #include "scene/zones/sceneZoneSpace.h" #endif #ifndef _MORIENTEDBOX_H_ #include "math/mOrientedBox.h" #endif class SceneRenderState; class BaseMatInstance; /// Abstract base class for a zone space that contains only a single zone. /// /// Simple zones are required to be convex. class SceneSimpleZone : public SceneZoneSpace { public: typedef SceneZoneSpace Parent; protected: enum { AmbientMask = Parent::NextFreeMask << 0, ///< Ambient light color setting has changed. NextFreeMask = Parent::NextFreeMask << 1, }; /// @name Ambient Lighting /// @{ /// If this is true, then the zone defines its own ambient /// light color in #mAmbientColor. bool mUseAmbientLightColor; /// Ambient light color in this zone. LinearColorF mAmbientLightColor; /// @} /// @name Transforms /// @{ /// Whether the zone has been rotated. This is used to fasttrack overlap /// tests to avoid doing an OBB/AABB intersection test when we can simply /// use a much quicker AABB/AABB intersection test on the world boxes of /// both objects. bool mIsRotated; /// The OBB for the zone. OrientedBox3F mOrientedWorldBox; /// @} /// Return the oriented bounding box for the zone. const OrientedBox3F& _getOrientedWorldBox() const { return mOrientedWorldBox; } /// Update the OBB for the zone. virtual void _updateOrientedWorldBox() { mOrientedWorldBox.set( getTransform(), getScale() ); } // SceneObject. virtual bool onSceneAdd(); public: SceneSimpleZone(); /// @name Ambient Lighting /// @{ /// Return true if the zone defines its own ambient light color. bool useAmbientLightColor() const { return mUseAmbientLightColor; } /// Set whether a custom ambient light color is active in this zone. void setUseAmbientLightColor( bool value ); /// Return the ambient light color for this zone. LinearColorF getAmbientLightColor() const { return mAmbientLightColor; } /// Set the ambient light color for the zone. /// @note This only takes effect if useAmbientLightColor() return true. /// @see setUseAmbientLightColor void setAmbientLightColor( const LinearColorF& color ); /// @} /// @name Inherited /// @{ // SimObject. virtual String describeSelf() const; static void initPersistFields(); // NetObject virtual U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ); virtual void unpackUpdate( NetConnection *conn, BitStream *stream ); // SceneObject virtual void prepRenderImage( SceneRenderState* state ); virtual void setTransform( const MatrixF& mat ); // SceneZoneSpace. virtual U32 getPointZone( const Point3F &p ); virtual bool getOverlappingZones( const Box3F& aabb, U32* outZones, U32& outNumZones ); virtual void traverseZones( SceneTraversalState* state ); virtual bool getZoneAmbientLightColor( U32 zone, LinearColorF& outColor ) const; virtual void traverseZones( SceneTraversalState* state, U32 startZoneId ); /// @} private: static bool _setUseAmbientLightColor( void* object, const char* index, const char* data ); static bool _setAmbientLightColor( void* object, const char* index, const char* data ); }; #endif // !_SCENESIMPLEZONE_H_