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- //-----------------------------------------------------------------------------
- // 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/decal/decalSphere.h"
- #include "scene/zones/sceneZoneSpaceManager.h"
- #include "T3D/decal/decalInstance.h"
- F32 DecalSphere::smDistanceTolerance = 30.0f;
- F32 DecalSphere::smRadiusTolerance = 40.0f;
- //-----------------------------------------------------------------------------
- bool DecalSphere::tryAddItem( DecalInstance* inst )
- {
- // If we are further away from the center than our tolerance
- // allows, don't use this sphere.
- //
- // Note that we take the distance from the nearest point on the
- // bounding sphere rather than the distance to the center of the
- // decal. This takes decal sizes into account and generally works
- // better.
- const F32 distCenterToCenter = ( mWorldSphere.center - inst->mPosition ).len();
- const F32 distBoundsToCenter = distCenterToCenter - inst->mSize / 2.f;
- if( distBoundsToCenter > smDistanceTolerance )
- return false;
- // Also, if adding the current decal to the sphere would make
- // it larger than our radius tolerance, don't use it.
- const F32 newRadius = distCenterToCenter + inst->mSize / 2.f + 0.5f;
- if( newRadius > mWorldSphere.radius && newRadius > smRadiusTolerance )
- return false;
- // Otherwise, go with this sphere and add the item to it.
- mItems.push_back( inst );
- // Update the sphere bounds, if necessary.
- if( newRadius > mWorldSphere.radius )
- updateWorldSphere();
- return true;
- }
- //-----------------------------------------------------------------------------
- void DecalSphere::updateWorldSphere()
- {
- AssertFatal( mItems.size() >= 1, "DecalSphere::updateWorldSphere - Sphere is empty!" );
- Box3F aabb( mItems[ 0 ]->getWorldBox() );
- const U32 numItems = mItems.size();
- for( U32 i = 1; i < numItems; ++ i )
- aabb.intersect( mItems[ i ]->getWorldBox() );
- mWorldSphere = aabb.getBoundingSphere();
-
- // Clear the zoning data so that it gets recomputed.
- mZones.clear();
- }
- //-----------------------------------------------------------------------------
- void DecalSphere::updateZoning( SceneZoneSpaceManager* zoneManager )
- {
- mZones.clear();
- // If there's only a single zone in the world, it must be the
- // outdoor zone, so there's no point maintaining zoning information
- // on all the decalspheres.
- if( zoneManager->getNumZones() == 1 )
- return;
- // Otherwise query the scene graph for all zones that intersect with the
- // AABB around our world sphere.
- Box3F aabb( mWorldSphere.radius );
- aabb.setCenter( mWorldSphere.center );
- zoneManager->findZones( aabb, mZones );
- }
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