//-----------------------------------------------------------------------------
// 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/zone.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "scene/mixin/sceneAmbientSoundObject.impl.h"
#include "scene/mixin/scenePolyhedralObject.impl.h"
#include "scene/sceneManager.h"
#include "gui/worldEditor/worldEditor.h"
IMPLEMENT_CO_NETOBJECT_V1( Zone );
ConsoleDocClass( Zone,
"@brief An object that represents an interior space.\n\n"
"A zone is an invisible volume that encloses an interior space. All objects that have "
"their world space axis-aligned bounding boxes (AABBs) intersect the zone's volume are "
"assigned to the zone. This assignment happens automatically as objects are placed "
"and transformed. Also, assignment is not exclusive meaning that an object can be assigned "
"to many zones at the same time if it intersects all of them.\n\n"
"In itself, the volume of a zone is fully sealed off from the outside. This means that while "
"viewing the scene from inside the volume, only objects assigned to the zone are rendered while "
"when viewing the scene from outside the volume, objects exclusively only assigned the "
"zone are not rendered.\n\n"
"Usually, you will want to connect zones to each other by means of portals. A portal overlapping "
"with a zone \n\n"
"@tsexample\n"
"// Example declaration of a Zone. This creates a box-shaped zone.\n"
"new Zone( TestZone )\n"
"{\n"
" position = \"3.61793 -1.01945 14.7442\";\n"
" rotation = \"1 0 0 0\";\n"
" scale = \"10 10 10\";\n"
"};\n"
"@endtsexample\n\n"
"@section Zone_zoneGroups Zone Groups\n\n"
"Normally, Zones will not connect to each other when they overlap. This means that if viewing "
"the scene from one zone, the contents of the other zone will not be visible except when there "
"is a portal connecting the zones. However, sometimes it is convenient to represent a single interior "
"space through a combination of Zones so that when any of these zones is visible, all other zones "
"that are part of the same interior space are visible. This is possible by employing \"zone groups\".\n\n"
"@see Portal\n"
"@ingroup enviroMisc\n"
);
//-----------------------------------------------------------------------------
void Zone::consoleInit()
{
// Disable rendering of zones by default.
getStaticClassRep()->mIsRenderEnabled = false;
}
#ifdef TORQUE_TOOLS
void Zone::initPersistFields()
{
docsURL;
addProtectedField("selectAll", TypeBool, Offset(mSelecting, Zone),
&_doSelect, &defaultProtectedGetFn, "Select all in this zone", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
Parent::initPersistFields();
}
bool Zone::_doSelect(void* object, const char* index, const char* data)
{
Zone* zone = reinterpret_cast(object);
zone->selectWithin();
return false;
}
void Zone::selectWithin()
{
SimpleQueryList sql;
Zone* zoneClient = (Zone*)getClientObject();
if (zoneClient)
{
SceneZoneSpaceManager* zoneManager = zoneClient->getSceneManager()->getZoneManager();
if (zoneManager)
{
for (U32 zoneId = zoneClient->mZoneRangeStart; zoneId < zoneClient->mZoneRangeStart + zoneClient->mNumZones; ++zoneId)
for (SceneZoneSpaceManager::ZoneContentIterator iter(zoneManager, zoneId, false); iter.isValid(); ++iter)
{
SceneObject* obj = (SceneObject*)iter->getServerObject();
bool fullyEnclosed = true;
for (SceneObject::ObjectZonesIterator zoneIter(obj); zoneIter.isValid(); ++zoneIter)
{
if (*zoneIter != zoneId)
fullyEnclosed = false;
}
if (fullyEnclosed)
sql.insertObject(obj);
}
}
}
WorldEditor* wedit;
if (Sim::findObject("EWorldEditor", wedit))
{
wedit->clearSelection();
wedit->selectObject(this);
for (SceneObject** i = sql.mList.begin(); i != sql.mList.end(); i++)
{
wedit->selectObject(*i);
}
}
}
#endif
//=============================================================================
// Console API.
//=============================================================================
// MARK: ---- Console API ----
//-----------------------------------------------------------------------------
DefineEngineMethod( Zone, getZoneId, S32, (),,
"Get the unique numeric ID of the zone in its scene.\n\n"
"@return The ID of the zone." )
{
return object->getZoneRangeStart();
}
//-----------------------------------------------------------------------------
DefineEngineMethod( Zone, dumpZoneState, void, ( bool updateFirst ), ( true ),
"Dump a list of all objects assigned to the zone to the console as well as a list "
"of all connected zone spaces.\n\n"
"@param updateFirst Whether to update the contents of the zone before dumping. Since zoning states of "
"objects are updated on demand, the zone contents can be outdated." )
{
object->dumpZoneState( updateFirst );
}
#ifdef TORQUE_TOOLS
DefineEngineMethod(Zone, selectWithin, void, () ,,
"select a list of all objects assigned to the zone")
{
object->selectWithin();
}
#endif