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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.
- //-----------------------------------------------------------------------------
- #ifndef _PORTAL_H_
- #define _PORTAL_H_
- #ifndef _ZONE_H_
- #include "T3D/zone.h"
- #endif
- #ifndef _TVECTOR_H_
- #include "core/util/tVector.h"
- #endif
- class SceneCullingState;
- class SceneCullingVolume;
- /// A transitioning zone that connects other zones.
- ///
- /// Basically a portal is two things:
- ///
- /// 1) A zone that overlaps multiple other zones and thus connects them.
- /// 2) A polygon standing upright in the middle of the portal zone's world box.
- ///
- /// When traversing from zone to zone, portals serve as both zones in their own
- /// right (i.e. objects may be located in a portal zone) as well as a peek hole
- /// that determines what area of a target zone is visible through a portal.
- ///
- /// Torque's portals are special in that they are two-way by default. This greatly
- /// simplifies zone setups but it also complicates handling in the engine somewhat.
- /// Also, these portals here are nothing but peek holes--they do not define transform
- /// portals that could be looking at a different location in space altogether.
- ///
- /// Portals can be marked explicitly as being one-sided by flagging either of the portal's
- /// sides as impassable. This flagging can also be used dynamically to, for example, block
- /// a portal while a door is still down and then unblock the portal when the door is
- /// opened.
- ///
- /// Portals are classified as either interior or exterior portals. An exterior portal is
- /// a portal that has only non-SceneRootZone zones on side of the portal plane and only the
- /// SceneRootZone on the other side of it. An interior portal is a portal that has only
- /// non-SceneRootZone zones on both sides of the portal plane. A mixture of the two is not
- /// allowed – when adding SceneRootZone to a portal, it must exist alone on its portal
- /// side.
- class Portal : public Zone
- {
- public:
- typedef Zone Parent;
- /// Identifies the subspaces defined by the portal plane.
- enum Side
- {
- FrontSide, ///< Subspace on front side of portal plane.
- BackSide ///< Subspace on back side of portal plane.
- };
- /// Identifies the type of portal.
- enum Classification
- {
- InvalidPortal, ///< Portal does not connect anything.
- InteriorPortal, ///< Portal between interior zones.
- ExteriorPortal ///< Portal between interior zones on one and side and SceneRootZone on the other.
- };
- protected:
-
- enum
- {
- PassableMask = Parent::NextFreeMask << 0, ///< #mPassableSides has changed.
- NextFreeMask = Parent::NextFreeMask << 1,
- };
- /// Flags that allow preventing traversal through specific
- /// sides of the portal. By default, both sides are passable.
- bool mPassableSides[ 2 ];
- /// @name Derived Portal Data
- /// @{
- /// Classification of this portal as interior or exterior portal.
- Classification mClassification;
- /// For exterior portals, this is the side of the portal on which
- /// the connected interior zones lie.
- Side mInteriorSide;
- /// Whether the portal plane and polygon need to be updated.
- bool mIsGeometryDirty;
- /// Portal polygon in world space.
- Vector< Point3F > mPortalPolygonWS;
- /// The plane defined by the portal's rectangle.
- PlaneF mPortalPlane;
- /// Update derived data, if necessary.
- void _update();
- /// Update the world space portal geometry.
- void _updateGeometry();
- /// Detect whether this is an exterior, interior, or invalid portal.
- void _updateConnectivity();
- /// @}
- /// Compute a clipped culling volume from the portal geometry and current
- /// traversal state. If successful, store the resulting culling volume in
- /// @a outVolume and return true.
- bool _generateCullingVolume( SceneTraversalState* state, SceneCullingVolume& outVolume ) const;
- // SceneSpace.
- virtual void _renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat );
- virtual ColorI _getDefaultEditorSolidColor() const { return ColorI( 0, 255, 0, 45 ); }
- virtual ColorI _getDefaultEditorWireframeColor() const
- {
- switch( mClassification )
- {
- case ExteriorPortal: return ColorI( 0, 128, 128, 255 ); break;
- case InteriorPortal: return ColorI( 128, 128, 0, 255 );
- default: return ColorI( 255, 255, 255, 255 ); break;
- }
- }
- // SceneObject.
- virtual void onSceneRemove();
- // SceneZoneSpace.
- virtual void _traverseConnectedZoneSpaces( SceneTraversalState* state );
- virtual void _disconnectAllZoneSpaces();
- public:
- Portal();
- /// Return what kind of portal this is (interior or exterior).
- Classification getClassification() const { return mClassification; }
- /// Return the plane that is defined by the portal's rectangle.
- const PlaneF& getPortalPlane() const { return mPortalPlane; }
- /// Return the side that the given point is in relative to the portal plane.
- Side getSideRelativeToPortalPlane( const Point3F& point ) const;
- /// Test whether the given side of the portal is open for traversal.
- bool isSidePassable( Side side ) const { return mPassableSides[ side ]; }
- /// Set whether the given portal side is passable.
- void setSidePassable( Side side, bool value );
- /// Return true if the portal leads to the outdoor zone.
- bool isExteriorPortal() const { return ( getClassification() == ExteriorPortal ); }
- /// Return true if the portal connects interior zones only.
- bool isInteriorPortal() const { return ( getClassification() == InteriorPortal ); }
- /// For exterior portals, get the side on which the interior zones of the portal lie.
- Side getInteriorSideOfExteriorPortal() const
- {
- AssertFatal( isExteriorPortal(), "Portal::getInteriorSideOfExteriorPortal - Not an exterior portal!" );
- return mInteriorSide;
- }
- // SimObject.
- DECLARE_CONOBJECT( Portal );
-
- static void initPersistFields();
- static void consoleInit();
- virtual bool writeField( StringTableEntry fieldName, const char* value );
- virtual String describeSelf() const;
- // NetObject.
- virtual U32 packUpdate( NetConnection* conn, U32 mask, BitStream* stream );
- virtual void unpackUpdate( NetConnection* conn, BitStream* stream );
- // SceneObject.
- virtual void setTransform( const MatrixF &mat );
- // SceneZoneSpace.
- virtual void traverseZones( SceneTraversalState* state, U32 startZoneId );
- virtual void connectZoneSpace( SceneZoneSpace* zoneSpace );
- virtual void disconnectZoneSpace( SceneZoneSpace* zoneSpace );
- private:
- static bool _setFrontSidePassable( void* object, const char* index, const char* data );
- static bool _setBackSidePassable( void* object, const char* index, const char* data );
- };
- #endif // _PORTAL_H_
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