//----------------------------------------------------------------------------- // 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 _SCENEZONESPACE_H_ #define _SCENEZONESPACE_H_ #ifndef _SCENESPACE_H_ #include "scene/sceneSpace.h" #endif #ifndef _TVECTOR_H_ #include "core/util/tVector.h" #endif class SceneZoneSpaceManager; class SceneCullingState; /// Abstract base class for an object that manages zones in a scene. /// /// This class adds the ability to SceneSpace to define and manage zones within the object's /// space. Zones are used to determine visibility in a scene. /// /// Each zone space manages one or more zones in a scene. All the zones must be within the /// AABB of the zone space but within that AABB, the zone space is free to distribute and /// manage zones in arbitrary fashion. /// /// For scene traversal, zone spaces are interconnected. By default, zone spaces get a chance /// to connect to each other when being moved into each other's zones. An exception to this /// is the root zone since it is both immobile and without position and (limited) extents. If /// a zone space wants to connect to the root zone, it must do so manually (same goes for /// disconnecting). class SceneZoneSpace : public SceneSpace { public: typedef SceneSpace Parent; friend class SceneZoneSpaceManager; friend class SceneRootZone; // mZoneFlags, connectZoneSpace, disconnectZoneSpace enum { InvalidZoneGroup = 0 }; enum ZoneFlags { /// Whether this zoning space is "closed off" or not. When connections between /// zoning spaces are established, by default only spaces that are closed off are /// connected to those that are *not* and vice versa. This defines a natural progression /// where spaces that explicitly want to propagate traversals are connected to those /// that want to contain it. /// /// This flag is set by default. ZoneFlag_IsClosedOffSpace = BIT( 0 ), }; protected: enum { ZoneGroupMask = Parent::NextFreeMask << 0, NextFreeMask = Parent::NextFreeMask << 1 }; /// The manager to which this zone space is registered. SceneZoneSpaceManager* mManager; /// ID of first zone defined by object. U32 mZoneRangeStart; /// Number of zones managed by #obj. IDs are consecutive /// starting with #mZoneRangeStart. U32 mNumZones; /// Group which the zone is assigned to. Zone spaces that would normally not connect /// do connect if they are assigned the same zone group. O to disable (default). U32 mZoneGroup; /// BitSet32 mZoneFlags; /// @name Occluders /// /// Zone spaces keep track of the occluders that get added to them so that during /// traversal, they can be taken on board as early as possible. This allows traversals /// themselves to take occlusion into account. /// /// @{ /// Occluders in this space. Every object that is assigned to this space /// and has the OccluderObjectType flag set, is added to this list. Vector< SceneObject* > mOccluders; /// Add the given object to the list of occluders in this zone space. void _addOccluder( SceneObject* object ); /// Remove the given object from the list of occluders in this zone space. void _removeOccluder( SceneObject* object ); /// Register the occluders in this zone with the given culling state. void _addOccludersToCullingState( SceneCullingState* state ) const; /// @} /// @name Zone Space Connectivity /// @{ //TODO: we should have both automatic and manual connections; only automatic connections // should get reset when a zone space moves /// Link to another zone space. struct ZoneSpaceRef { // We could be storing zone IDs here to connect individual zones rather than just // the managers but since no one requires this at the moment, the code doesn't do it. // However, it's trivial to add. SceneZoneSpace* mZoneSpace; ZoneSpaceRef* mNext; }; /// List of zone spaces that this space is connected to. This is used /// for traversals. ZoneSpaceRef* mConnectedZoneSpaces; /// Allocator for ZoneSpaceRefs. static ClassChunker< ZoneSpaceRef > smZoneSpaceRefChunker; /// Disconnect all zone spaces currently connected to this space. virtual void _disconnectAllZoneSpaces(); /// Hand the traversal over to connected zone spaces. virtual void _traverseConnectedZoneSpaces( SceneTraversalState* state ); /// Return true if the given zone space, which has crossed into this space, should /// be automatically connected. Note that event virtual bool _automaticallyConnectZoneSpace( SceneZoneSpace* zoneSpace ) const; /// @} /// @name SceneManager Notifications /// /// These methods are called when SceneManager assigns or removes objects to/from our zones. /// /// @{ /// Called by the SceneManager when an object is added to one or more zones that /// are managed by this object. virtual void _onZoneAddObject( SceneObject* object, const U32* zoneIDs, U32 numZones ); /// Called by the SceneManager when an object that was previously added to one or more /// zones managed by this object is now removed. virtual void _onZoneRemoveObject( SceneObject* object ); /// @} // SceneObject. virtual void onSceneRemove(); public: SceneZoneSpace(); virtual ~SceneZoneSpace(); /// Return true if this is the outdoor zone. bool isRootZone() const { return ( getZoneRangeStart() == 0 ); } /// Gets the index of the first zone this object manages in the collection of zones or 0xFFFFFFFF if the /// object is not managing zones. U32 getZoneRangeStart() const { return mZoneRangeStart; } /// Return the number of zones that are managed by this object. U32 getZoneRange() const { return mNumZones; } /// Return the zone group that this zone space belongs to. 0 by default which means the /// zone space is not allocated to a specific zone group. U32 getZoneGroup() const { return mZoneGroup; } /// Set the zone group of this zone space. Zone spaces in the same group will connect even if /// not connecting by default. Set to 0 to deactivate. void setZoneGroup( U32 group ); /// Dump a listing of all objects assigned to this zone space to the console as well /// as a list of all connected spaces. /// /// @param update Whether to update the zone contents before dumping. Since the zoning states of /// SceneObjects are updated lazily, the contents of a zone can be outdated. void dumpZoneState( bool update = true ); /// Get the ambient light color of the given zone in this space or return false if the /// given zone does not have an ambient light color assigned to it. virtual bool getZoneAmbientLightColor( U32 zone, LinearColorF& outColor ) const { return false; } /// @name Containment Tests /// @{ /// virtual bool getOverlappingZones( const Box3F& aabb, U32* zones, U32& numZones ) = 0; /// Find the zones in this object that @a obj is part of. /// /// @param obj Object in question. /// @param outZones Indices of zones containing the object. Must have at least as many entries /// as there as zones in this object or SceneObject::MaxObjectZones, whichever is smaller. /// Note that implementations should never write more than SceneObject::MaxObjectZones entries. /// @param outNumZones Number of elements in the returned array. /// /// @return Return true if the world box of @a obj is fully contained within the zones of this object or /// false if it is at least partially outside of them. virtual bool getOverlappingZones( SceneObject* obj, U32* outZones, U32& outNumZones ); /// Returns the ID of the zone that are managed by this object that contains @a p. /// @param p Point to test. /// @return ID of the zone containing @a p or InvalidZoneId if none of the zones defined by this /// object contain the point. virtual U32 getPointZone( const Point3F& p ) = 0; /// @} /// @name Connectivity /// @{ /// Connect this zone space to the given zone space. /// /// @param zoneSpace A zone space. /// /// @note Connectivity is reset when a zone space is moved! virtual void connectZoneSpace( SceneZoneSpace* zoneSpace ); /// If the object is a zone space, then this method is called to instruct the object /// to remove any zone connectivity to @a zoneSpace. /// /// @param zoneSpace A zone space which had previously been passed to connectZoneSpace(). virtual void disconnectZoneSpace( SceneZoneSpace* zoneSpace ); /// @} /// @name Traversals /// @{ /// Traverse into the zones of this space. Set the render states of those zones and add the frustums /// that lead into them. /// /// The traversal stack is expected to not be empty and the topmost entry on the stack should be the /// zone of another manager from which traversal is handed over to this manager. /// /// @param state Scene traversal state. /// /// @note If the zone's of a zone space are reached via different traversal paths, this method /// will be called multiple times on the same space. virtual void traverseZones( SceneTraversalState* state ) = 0; /// Traverse the zones in this space starting with the given zone. Where appropriate, traversal /// should be handed off to connected spaces. /// /// @param state State which should be updated by the traversal. /// @param startZoneId ID of zone in this manager in which to start traversal. virtual void traverseZones( SceneTraversalState* state, U32 startZoneId ) = 0; /// @} // SimObject. virtual bool writeField( StringTableEntry fieldName, const char* value ); static void initPersistFields(); // NetObject. virtual U32 packUpdate( NetConnection* connection, U32 mask, BitStream* stream ); virtual void unpackUpdate( NetConnection* connection, BitStream* stream ); private: static bool _setZoneGroup( void* object, const char* index, const char* data ); }; #endif // !_SCENEZONESPACE_H_