//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/portal.h"
#include "core/stream/bitStream.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "scene/zones/sceneRootZone.h"
#include "scene/culling/sceneCullingState.h"
#include "scene/zones/sceneTraversalState.h"
#include "math/mPlaneSet.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxTransformSaver.h"
#include "scene/mixin/sceneAmbientSoundObject.impl.h"
#include "scene/mixin/scenePolyhedralObject.impl.h"
#include "math/mPolyhedron.impl.h"
IMPLEMENT_CO_NETOBJECT_V1( Portal );
ConsoleDocClass( Portal,
"@brief An object that provides a \"window\" into a zone, allowing a viewer "
"to see what's rendered in the zone.\n\n"
"A portal is an object that connects zones such that the content of one zone becomes "
"visible in the other when looking through the portal.\n\n"
"Each portal is a full zone which is divided into two sides by the portal plane that "
"intersects it. This intersection polygon is shown in red in the editor. Either of the "
"sides of a portal can be connected to one or more zones.\n\n"
"A connection from a specific portal side to a zone is made in either of two ways:\n\n"
"
\n"
"- By moving a Zone object to intersect with the portal at the respective side. While usually it makes "
"sense for this overlap to be small, the connection is established correctly as long as the center of the Zone "
"object that should connect is on the correct side of the portal plane.
\n"
"- By the respective side of the portal free of Zone objects that would connect to it. In this case, given "
"that the other side is connected to one or more Zones, the portal will automatically connect itself to the "
"outdoor \"zone\" which implicitly is present in any level.
\n"
"
\n\n"
"From this, it follows that there are two types of portals:\n\n"
"\n"
"- Exterior Portals
"
"- An exterior portal is one that is connected to one or more Zone objects on one side and to the outdoor "
"zone at the other side. This kind of portal is most useful for covering transitions from outdoor spaces to "
"indoor spaces.
"
"- Interior Portals
"
"- An interior portal is one that is connected to one or more Zone objects on both sides. This kind of portal "
"is most useful for covering transitions between indoor spaces./dd>"
"
\n\n"
"Strictly speaking, there is a third type of portal called an \"invalid portal\". This is a portal that is not "
"connected to a Zone object on either side in which case the portal serves no use.\n\n"
"Portals in Torque are bidirectional meaning that they connect zones both ways and "
"you can look through the portal's front side as well as through its back-side.\n\n"
"Like Zones, Portals can either be box-shaped or use custom convex polyhedral shapes.\n\n"
"Portals will usually be created in the editor but can, of course, also be created "
"in script code as such:\n\n"
"@tsexample\n"
"// Example declaration of a Portal. This will create a box-shaped portal.\n"
"new Portal( PortalToTestZone )\n"
"{\n"
" position = \"12.8467 -4.02246 14.8017\";\n"
" rotation = \"0 0 -1 97.5085\";\n"
" scale = \"1 0.25 1\";\n"
" canSave = \"1\";\n"
" canSaveDynamicFields = \"1\";\n"
"};\n"
"@endtsexample\n\n"
"@note Keep in mind that zones and portals are more or less strictly a scene optimization mechanism meant to "
"improve render times.\n\n"
"@see Zone\n"
"@ingroup enviroMisc\n"
);
// Notes:
// - This class implements portal spaces as single zones. A different, interesting take
// on this is to turn portal spaces into two zones with the portal plane acting as
// the separator.
// - One downside to our treatment of portals as full zones in their own right is that
// in certain cases we end up including space in the traversal that is clearly not visible.
// Take a situation where you are in the outside zone and you are looking straight into
// the wall of a house. On the other side of that house is a portal leading into the house.
// While the traversal will not step through that portal into the house since that would
// be leading towards the camera rather than away from it, it will still add the frustum
// to the visible space of the portal zone and thus make everything in the portal zone
// visible. It has to do this since, while it can easily tell whether to step through the
// portal or not, it cannot easily tell whether the whole portal zone is visible or not as
// that depends on the occlusion situation in the outdoor zone.
//-----------------------------------------------------------------------------
Portal::Portal()
: mClassification( InvalidPortal ),
mIsGeometryDirty( true )
{
VECTOR_SET_ASSOCIATION( mPortalPolygonWS );
mNetFlags.set( Ghostable | ScopeAlways );
mTypeMask |= StaticObjectType;
mPassableSides[ FrontSide ] = true;
mPassableSides[ BackSide ] = true;
mObjScale.set( 1.0f, 0.25f, 1.0f );
// We're not closed off.
mZoneFlags.clear( ZoneFlag_IsClosedOffSpace );
}
//-----------------------------------------------------------------------------
void Portal::initPersistFields()
{
docsURL;
addGroup( "Zoning" );
addProtectedField( "frontSidePassable", TypeBool, Offset( mPassableSides[ FrontSide ], Portal ),
&_setFrontSidePassable, &defaultProtectedGetFn,
"Whether one can view through the front-side of the portal." );
addProtectedField( "backSidePassable", TypeBool, Offset( mPassableSides[ BackSide ], Portal ),
&_setBackSidePassable, &defaultProtectedGetFn,
"Whether one can view through the back-side of the portal." );
endGroup( "Zoning" );
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
void Portal::consoleInit()
{
// Disable rendering of portals by default.
getStaticClassRep()->mIsRenderEnabled = false;
}
//-----------------------------------------------------------------------------
String Portal::describeSelf() const
{
String str = Parent::describeSelf();
switch( getClassification() )
{
case InvalidPortal: str += "|InvalidPortal"; break;
case ExteriorPortal: str += "|ExteriorPortal"; break;
case InteriorPortal: str += "|InteriorPortal"; break;
}
return str;
}
//-----------------------------------------------------------------------------
bool Portal::writeField( StringTableEntry fieldName, const char* value )
{
static StringTableEntry sFrontSidePassable = StringTable->insert( "frontSidePassable" );
static StringTableEntry sBackSidePassable = StringTable->insert( "backSidePassable" );
// Don't write passable flags if at default.
if( ( fieldName == sFrontSidePassable || fieldName == sBackSidePassable ) &&
dAtob( value ) )
return false;
return Parent::writeField( fieldName, value );
}
//-----------------------------------------------------------------------------
void Portal::onSceneRemove()
{
// Disconnect from root zone, if it's an exterior portal.
if( mClassification == ExteriorPortal )
{
AssertFatal( getSceneManager()->getZoneManager(), "Portal::onSceneRemove - Portal classified as exterior without having a zone manager!" );
getSceneManager()->getZoneManager()->getRootZone()->disconnectZoneSpace( this );
}
Parent::onSceneRemove();
}
//-----------------------------------------------------------------------------
void Portal::setTransform( const MatrixF& mat )
{
// Portal geometry needs updating. Set this before calling
// parent because the transform change will cause an immediate
// update of the portal's zoning state.
mIsGeometryDirty = true;
Parent::setTransform( mat );
}
//-----------------------------------------------------------------------------
void Portal::setSidePassable( Side side, bool value )
{
if( mPassableSides[ side ] == value )
return;
mPassableSides[ side ] = value;
if( isServerObject() )
setMaskBits( PassableMask );
}
//-----------------------------------------------------------------------------
U32 Portal::packUpdate( NetConnection *con, U32 mask, BitStream *stream )
{
U32 retMask = Parent::packUpdate( con, mask, stream );
stream->writeFlag( mPassableSides[ FrontSide ] );
stream->writeFlag( mPassableSides[ BackSide ] );
return retMask;
}
//-----------------------------------------------------------------------------
void Portal::unpackUpdate( NetConnection *con, BitStream *stream )
{
Parent::unpackUpdate( con, stream );
mPassableSides[ FrontSide ] = stream->readFlag();
mPassableSides[ BackSide ] = stream->readFlag();
}
//-----------------------------------------------------------------------------
void Portal::_renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat )
{
if( overrideMat )
return;
// Update geometry if necessary.
if( mIsGeometryDirty )
_updateGeometry();
// Render portal polygon.
GFXStateBlockDesc desc;
desc.setBlend( true );
desc.setZReadWrite( true, false );
desc.setCullMode( GFXCullNone );
PlaneF::Side viewSide = mPortalPlane.whichSide( state->getCameraPosition() );
ColorI color;
switch( mClassification )
{
case InvalidPortal: color = ColorI( 255, 255, 255, 45 ); break;
case ExteriorPortal: color = viewSide == PlaneF::Front ? ColorI( 0, 128, 128, 45 ) : ColorI( 0, 255, 255, 45 ); break;
case InteriorPortal: color = viewSide == PlaneF::Front ? ColorI( 128, 128, 0, 45 ) : ColorI( 255, 255, 0, 45 ); break;
}
GFX->getDrawUtil()->drawPolygon( desc, mPortalPolygonWS.address(), mPortalPolygonWS.size(), color );
desc.setFillModeWireframe();
GFX->getDrawUtil()->drawPolygon( desc, mPortalPolygonWS.address(), mPortalPolygonWS.size(), ColorI::RED );
// Render rest.
Parent::_renderObject( ri, state, overrideMat );
}
//-----------------------------------------------------------------------------
void Portal::traverseZones( SceneTraversalState* state, U32 startZoneId )
{
// Check whether the portal is occluded.
if( state->getTraversalDepth() > 0 &&
state->getCullingState()->isOccluded( this ) )
return;
Parent::traverseZones( state, startZoneId );
}
//-----------------------------------------------------------------------------
void Portal::_traverseConnectedZoneSpaces( SceneTraversalState* state )
{
PROFILE_SCOPE( Portal_traverseConnectedZoneSpaces );
// Don't traverse out from the portal if it is invalid.
if( mClassification == InvalidPortal )
return;
AssertFatal( !mIsGeometryDirty, "Portal::_traverseConnectedZoneSpaces - Geometry not up-to-date!" );
// When starting traversal within a portal zone, we cannot really use the portal
// plane itself to direct our visibility queries. For example, the camera might
// actually be located in front of the portal plane and thus cannot actually look
// through the portal, though it will still see what lies on front of where the
// portal leads.
//
// So if we're the start of the traversal chain, i.e. the traversal has started
// out in the portal zone, then just put the traversal through to SceneZoneSpace
// so it can hand it over to all connected zone managers.
//
// Otherwise, just do a normal traversal by stepping through the portal.
if( state->getTraversalDepth() == 1 )
{
Parent::_traverseConnectedZoneSpaces( state );
return;
}
SceneCullingState* cullingState = state->getCullingState();
const SceneCameraState& cameraState = cullingState->getCameraState();
// Get the data of the zone we're coming from. Note that at this point
// the portal zone itself is already on top of the traversal stack, so
// we skip over the bottom-most entry.
const U32 sourceZoneId = state->getZoneIdFromStack( 1 );
const SceneZoneSpace* sourceZoneSpace = state->getZoneFromStack( 1 );
// Find out which side of the portal we are on given the
// source zone.
const Portal::Side currentZoneSide =
sourceZoneId == SceneZoneSpaceManager::RootZoneId
? ( getInteriorSideOfExteriorPortal() == FrontSide ? BackSide : FrontSide )
: getSideRelativeToPortalPlane( sourceZoneSpace->getPosition() );
// Don't step through portal if the side we're interested in isn't passable.
if( !isSidePassable( currentZoneSide ) )
return;
// If the viewpoint isn't on the same side of the portal as the source zone,
// then stepping through the portal would mean we are stepping back towards
// the viewpoint which doesn't make sense; so, skip the portal.
const Point3F& viewPos = cameraState.getViewPosition();
const F32 viewPosDistToPortal = mFabs( getPortalPlane().distToPlane( viewPos ) );
if( !mIsZero( viewPosDistToPortal ) && getSideRelativeToPortalPlane( viewPos ) != currentZoneSide )
return;
// Before we go ahead and do the real work, try to find out whether
// the portal is at a perpendicular or near-perpendicular angle to the view
// direction. If so, there's no point in going further since we can't really
// see much through the portal anyway. It also prevents us from stepping
// over front/back side ambiguities.
Point3F viewDirection = cameraState.getViewDirection();
const F32 dotProduct = mDot( viewDirection, getPortalPlane() );
if( mIsZero( dotProduct ) )
return;
// Finally, if we have come through a portal to the current zone, check if the target
// portal we are trying to step through now completely lies on the "backside"--i.e.
// the side of portal on which our current zone lies--of the source portal. If so,
// we can be sure this portal leads us in the wrong direction. This prevents the
// outdoor zone from having just arrived through a window on one side of a house just
// to go round the house and re-enter it from the other side.
Portal* sourcePortal = state->getTraversalDepth() > 2 ? dynamic_cast< Portal* >( state->getZoneFromStack( 2 ) ) : NULL;
if( sourcePortal != NULL )
{
const Side sourcePortalFrontSide =
sourceZoneId == SceneZoneSpaceManager::RootZoneId
? sourcePortal->getInteriorSideOfExteriorPortal()
: sourcePortal->getSideRelativeToPortalPlane( sourceZoneSpace->getPosition() );
const PlaneF::Side sourcePortalPlaneFrontSide =
sourcePortalFrontSide == FrontSide ? PlaneF::Front : PlaneF::Back;
bool allPortalVerticesOnBackside = true;
const U32 numVertices = mPortalPolygonWS.size();
for( U32 i = 0; i < numVertices; ++ i )
{
// Not using getSideRelativeToPortalPlane here since we want PlaneF::On to be
// counted as backside here.
if( sourcePortal->mPortalPlane.whichSide( mPortalPolygonWS[ i ] ) == sourcePortalPlaneFrontSide )
{
allPortalVerticesOnBackside = false;
break;
}
}
if( allPortalVerticesOnBackside )
return;
}
// If we come from the outdoor zone, then we don't want to step through any portal
// where the interior zones are actually on the same side as our camera since that
// would mean we are stepping into an interior through the backside of a portal.
if( sourceZoneId == SceneZoneSpaceManager::RootZoneId )
{
const Portal::Side cameraSide = getSideRelativeToPortalPlane( viewPos );
if( cameraSide == getInteriorSideOfExteriorPortal() )
return;
}
// Clip the current culling volume against the portal's polygon. If the polygon
// lies completely outside the volume or for some other reason there's no good resulting
// volume, _generateCullingVolume() will return false and we terminate this portal sequence
// here.
//
// However, don't attempt to clip the portal if we are standing really close to or
// even below the near distance away from the portal plane. In that case, trying to
// clip the portal will only result in trouble so we stick to the original culling volume
// in that case.
bool haveClipped = false;
if( viewPosDistToPortal > ( cameraState.getFrustum().getNearDist() + 0.1f ) )
{
SceneCullingVolume volume;
if( !_generateCullingVolume( state, volume ) )
return;
state->pushCullingVolume( volume );
haveClipped = true;
}
// Short-circuit things if we are stepping from an interior zone outside. In this
// case we know that the only zone we care about is the outdoor zone so head straight
// into it.
if( isExteriorPortal() && sourceZoneId != SceneZoneSpaceManager::RootZoneId )
getSceneManager()->getZoneManager()->getRootZone()->traverseZones( state );
else
{
// Go through the zones that the portal connects to and
// traverse into them.
for( ZoneSpaceRef* ref = mConnectedZoneSpaces; ref != NULL; ref = ref->mNext )
{
SceneZoneSpace* targetSpace = ref->mZoneSpace;
if( targetSpace == sourceZoneSpace )
continue; // Skip space we originated from.
// We have handled the case of stepping into the outdoor zone above and
// by skipping the zone we originated from, we have implicitly handled the
// case of stepping out of the outdoor zone. Thus, we should not see the
// outdoor zone here. Important as getPosition() is meaningless for it.
AssertFatal( targetSpace->getZoneRangeStart() != SceneZoneSpaceManager::RootZoneId,
"Portal::_traverseConnectedZoneSpaces - Outdoor zone must have been handled already" );
// Skip zones that lie on the same side as the zone
// we originated from.
if( getSideRelativeToPortalPlane( targetSpace->getPosition() ) == currentZoneSide )
continue;
// Traverse into the space.
targetSpace->traverseZones( state );
}
}
// If we have pushed our own clipping volume,
// remove that from the stack now.
if( haveClipped )
state->popCullingVolume();
}
//-----------------------------------------------------------------------------
bool Portal::_generateCullingVolume( SceneTraversalState* state, SceneCullingVolume& outVolume ) const
{
PROFILE_SCOPE( Portal_generateCullingVolume );
SceneCullingState* cullingState = state->getCullingState();
const SceneCullingVolume& currentVolume = state->getCurrentCullingVolume();
// Clip the portal polygon against the current culling volume.
Point3F vertices[ 64 ];
U32 numVertices = 0;
numVertices = currentVolume.getPlanes().clipPolygon(
mPortalPolygonWS.address(),
mPortalPolygonWS.size(),
vertices,
sizeof( vertices ) /sizeof( vertices[ 0 ] )
);
AssertFatal( numVertices == 0 || numVertices >= 3,
"Portal::_generateCullingVolume - Clipping produced degenerate polygon" );
if( !numVertices )
return false;
// Create a culling volume.
return cullingState->createCullingVolume(
vertices, numVertices,
SceneCullingVolume::Includer,
outVolume
);
}
//-----------------------------------------------------------------------------
void Portal::connectZoneSpace( SceneZoneSpace* zoneSpace )
{
Parent::connectZoneSpace( zoneSpace );
// Update portal state. Unfortunately, we can't do that on demand
// easily since everything must be in place before a traversal starts.
_update();
}
//-----------------------------------------------------------------------------
void Portal::disconnectZoneSpace( SceneZoneSpace* zoneSpace )
{
Parent::disconnectZoneSpace( zoneSpace );
// Update portal state.
_update();
}
//-----------------------------------------------------------------------------
void Portal::_disconnectAllZoneSpaces()
{
Parent::_disconnectAllZoneSpaces();
// Update portal state.
_update();
}
//-----------------------------------------------------------------------------
void Portal::_update()
{
if( mIsGeometryDirty )
_updateGeometry();
_updateConnectivity();
}
//-----------------------------------------------------------------------------
void Portal::_updateGeometry()
{
const F32 boxHalfWidth = getScale().x * 0.5f;
const F32 boxHalfHeight = getScale().z * 0.5f;
const Point3F center = getTransform().getPosition();
const Point3F up = getTransform().getUpVector() * boxHalfHeight;
const Point3F right = getTransform().getRightVector() * boxHalfWidth;
// Update the portal polygon and plane.
if( mIsBox )
{
// It's a box so the portal polygon is a rectangle.
// Simply compute the corner points by stepping from the
// center to the corners using the up and right vector.
mPortalPolygonWS.setSize( 4 );
mPortalPolygonWS[ 0 ] = center + right - up; // bottom right
mPortalPolygonWS[ 1 ] = center - right - up; // bottom left
mPortalPolygonWS[ 2 ] = center - right + up; // top left
mPortalPolygonWS[ 3 ] = center + right + up; // top right
// Update the plane by going through three of the points.
mPortalPlane = PlaneF(
mPortalPolygonWS[ 0 ],
mPortalPolygonWS[ 1 ],
mPortalPolygonWS[ 2 ]
);
}
else
{
// It's not necessarily a box so we must use the general
// routine.
// Update the portal plane by building a plane that cuts the
// OBB in half vertically along its Y axis.
mPortalPlane = PlaneF(
center + right - up,
center - right - up,
center - right + up
);
// Slice the polyhedron along the same plane in object space.
const PlaneF slicePlane = PlaneF( Point3F::Zero, Point3F( 0.f, 1.f, 0.f ) );
mPortalPolygonWS.setSize( mPolyhedron.getNumEdges() );
U32 numPoints = mPolyhedron.constructIntersection( slicePlane, mPortalPolygonWS.address(), mPortalPolygonWS.size() );
mPortalPolygonWS.setSize( numPoints );
// Transform the polygon to world space.
for( U32 i = 0; i < numPoints; ++ i )
{
mPortalPolygonWS[ i ].convolve( getScale() );
mObjToWorld.mulP( mPortalPolygonWS[ i ] );
}
}
mIsGeometryDirty = false;
}
//-----------------------------------------------------------------------------
void Portal::_updateConnectivity()
{
SceneZoneSpaceManager* zoneManager = getSceneManager()->getZoneManager();
if( !zoneManager )
return;
// Find out where our connected zones are in respect to the portal
// plane.
bool haveInteriorZonesOnFrontSide = false;
bool haveInteriorZonesOnBackSide = false;
bool isConnectedToRootZone = ( mClassification == ExteriorPortal );
for( ZoneSpaceRef* ref = mConnectedZoneSpaces;
ref != NULL; ref = ref->mNext )
{
SceneZoneSpace* zone = dynamic_cast< SceneZoneSpace* >( ref->mZoneSpace );
if( !zone || zone->isRootZone() )
continue;
if( getSideRelativeToPortalPlane( zone->getPosition() ) == FrontSide )
haveInteriorZonesOnFrontSide = true;
else
haveInteriorZonesOnBackSide = true;
}
// If we have zones connected to us on only one side, we are an exterior
// portal. Otherwise, we're an interior portal.
SceneRootZone* rootZone = zoneManager->getRootZone();
if( haveInteriorZonesOnFrontSide && haveInteriorZonesOnBackSide )
{
mClassification = InteriorPortal;
}
else if( haveInteriorZonesOnFrontSide || haveInteriorZonesOnBackSide )
{
mClassification = ExteriorPortal;
// Remember where our interior zones are.
if( haveInteriorZonesOnBackSide )
mInteriorSide = BackSide;
else
mInteriorSide = FrontSide;
// If we aren't currently connected to the root zone,
// establish the connection now.
if( !isConnectedToRootZone )
{
Parent::connectZoneSpace( rootZone );
rootZone->connectZoneSpace( this );
}
}
else
mClassification = InvalidPortal;
// If we have been connected to the outdoor zone already but the
// portal got classified as invalid or interior now, break the
// connection to the outdoor zone.
if( isConnectedToRootZone &&
( mClassification == InvalidPortal || mClassification == InteriorPortal ) )
{
Parent::disconnectZoneSpace( rootZone );
rootZone->disconnectZoneSpace( this );
}
}
//-----------------------------------------------------------------------------
Portal::Side Portal::getSideRelativeToPortalPlane( const Point3F& point ) const
{
// For our purposes, we consider PlaneF::Front and PlaneF::On
// placement as FrontSide.
PlaneF::Side planeSide = getPortalPlane().whichSide( point );
if( planeSide == PlaneF::Front || planeSide == PlaneF::On )
return FrontSide;
else
return BackSide;
}
//-----------------------------------------------------------------------------
bool Portal::_setFrontSidePassable( void* object, const char* index, const char* data )
{
Portal* portal = reinterpret_cast< Portal* >( object );
portal->setSidePassable( Portal::FrontSide, EngineUnmarshallData< bool >()( data ) );
return false;
}
//-----------------------------------------------------------------------------
bool Portal::_setBackSidePassable( void* object, const char* index, const char* data )
{
Portal* portal = reinterpret_cast< Portal* >( object );
portal->setSidePassable( Portal::BackSide, EngineUnmarshallData< bool >()( data ) );
return false;
}
//=============================================================================
// Console API.
//=============================================================================
// MARK: ---- Console API ----
//-----------------------------------------------------------------------------
DefineEngineMethod( Portal, isInteriorPortal, bool, (),,
"Test whether the portal connects interior zones only.\n\n"
"@return True if the portal is an interior portal." )
{
return object->isInteriorPortal();
}
//-----------------------------------------------------------------------------
DefineEngineMethod( Portal, isExteriorPortal, bool, (),,
"Test whether the portal connects interior zones to the outdoor zone.\n\n"
"@return True if the portal is an exterior portal." )
{
return object->isExteriorPortal();
}