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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.
- //-----------------------------------------------------------------------------
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
- // Copyright (C) 2015 Faust Logic, Inc.
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- #ifndef _SCENECONTAINER_H_
- #define _SCENECONTAINER_H_
- #ifndef _MBOX_H_
- #include "math/mBox.h"
- #endif
- #ifndef _MSPHERE_H_
- #include "math/mSphere.h"
- #endif
- #ifndef _TVECTOR_H_
- #include "core/util/tVector.h"
- #endif
- #ifndef _MPOLYHEDRON_H_
- #include "math/mPolyhedron.h"
- #endif
- #ifndef _SIMOBJECT_H_
- #include "console/simObject.h"
- #endif
- /// @file
- /// SceneObject database.
- class SceneObject;
- class AbstractPolyList;
- class OptimizedPolyList;
- class Frustum;
- class Point3F;
- struct RayInfo;
- template< typename T >
- class SceneObjectRefBase
- {
- public:
- /// Object that is referenced in the link.
- SceneObject* object;
- /// Next link in chain of container.
- T* nextInBin;
- /// Previous link in chain of container.
- T* prevInBin;
- /// Next link in chain that is associated with #object.
- T* nextInObj;
- };
- /// Reference to a scene object.
- class SceneObjectRef : public SceneObjectRefBase< SceneObjectRef > {};
- /// A contextual hint passed to the polylist methods which
- /// allows it to return the appropriate geometry.
- enum PolyListContext
- {
- /// A hint that the polyist is intended
- /// for collision testing.
- PLC_Collision,
-
- /// A hint that the polyist is for decal
- /// geometry generation.
- PLC_Decal,
- /// A hint that the polyist is used for
- /// selection from an editor or other tool.
- PLC_Selection,
- /// A hint that the polylist is used for
- /// building a representation of the environment
- /// used for navigation.
- PLC_Navigation,
- /// A hint that the polyist will be used
- /// to export geometry and would like to have
- /// texture coords and materials.
- PLC_Export
- };
- /// For simple queries. Simply creates a vector of the objects
- class SimpleQueryList
- {
- public:
- Vector< SceneObject* > mList;
- SimpleQueryList()
- {
- VECTOR_SET_ASSOCIATION( mList );
- }
- void insertObject( SceneObject* obj ) { mList.push_back(obj); }
- static void insertionCallback( SceneObject* obj, void* key )
- {
- SimpleQueryList* pList = reinterpret_cast< SimpleQueryList* >( key );
- pList->insertObject( obj );
- }
- };
- //----------------------------------------------------------------------------
- /// Database for SceneObjects.
- ///
- /// ScenceContainer implements a grid-based spatial subdivision for the contents of a scene.
- class SceneContainer
- {
- enum CastRayType
- {
- CollisionGeometry,
- RenderedGeometry,
- };
- public:
- struct Link
- {
- Link* mNext;
- Link* mPrev;
- Link();
- void unlink();
- void linkAfter(Link* ptr);
- };
- struct CallbackInfo
- {
- PolyListContext context;
- AbstractPolyList* polyList;
- Box3F boundingBox;
- SphereF boundingSphere;
- void *key;
- };
- private:
- Link mStart;
- Link mEnd;
- /// Container queries based on #mCurrSeqKey are are not re-entrant;
- /// this is used to detect when it happens.
- bool mSearchInProgress;
- /// Current sequence key.
- U32 mCurrSeqKey;
- SceneObjectRef* mFreeRefPool;
- Vector< SceneObjectRef* > mRefPoolBlocks;
- SceneObjectRef* mBinArray;
- SceneObjectRef mOverflowBin;
- /// A vector that contains just the water and physical zone
- /// object types which is used to optimize searches.
- Vector< SceneObject* > mWaterAndZones;
- /// Vector that contains just the terrain objects in the container.
- Vector< SceneObject* > mTerrains;
- static const U32 csmNumBins;
- static const F32 csmBinSize;
- static const F32 csmTotalBinSize;
- static const U32 csmRefPoolBlockSize;
- public:
- SceneContainer();
- ~SceneContainer();
- /// Return a vector containing all the water and physical zone objects in this container.
- const Vector< SceneObject* >& getWaterAndPhysicalZones() const { return mWaterAndZones; }
- /// Return a vector containing all terrain objects in this container.
- const Vector< SceneObject* >& getTerrains() const { return mTerrains; }
- /// @name Basic database operations
- /// @{
- ///
- typedef void ( *FindCallback )( SceneObject* object, void* key );
- /// Find all objects of the given type(s) and invoke the given callback for each
- /// of them.
- /// @param mask Object type mask (@see SimObjectTypes).
- /// @param callback Pointer to function to invoke for each object.
- /// @param key User data to pass to the "key" argument of @a callback.
- void findObjects( U32 mask, FindCallback callback, void* key = NULL );
- void findObjects( const Box3F& box, U32 mask, FindCallback, void *key = NULL );
- void findObjects( const Frustum& frustum, U32 mask, FindCallback, void *key = NULL );
- void polyhedronFindObjects( const Polyhedron& polyhedron, U32 mask, FindCallback, void *key = NULL );
- /// Find all objects of the given type(s) and add them to the given vector.
- /// @param mask Object type mask (@see SimObjectTypes).
- /// @param outFound Vector to add found objects to.
- void findObjectList( U32 mask, Vector< SceneObject* >* outFound );
- ///
- void findObjectList( const Box3F& box, U32 mask, Vector< SceneObject* >* outFound );
- ///
- void findObjectList( const Frustum& frustum, U32 mask, Vector< SceneObject* >* outFound );
- /// @}
- /// @name Line intersection
- /// @{
- typedef bool ( *CastRayCallback )( RayInfo* ri );
- /// Test against collision geometry -- fast.
- bool castRay( const Point3F &start, const Point3F &end, U32 mask, RayInfo* info, CastRayCallback callback = NULL );
- /// Test against rendered geometry -- slow.
- bool castRayRendered( const Point3F &start, const Point3F &end, U32 mask, RayInfo* info, CastRayCallback callback = NULL );
- bool collideBox(const Point3F &start, const Point3F &end, U32 mask, RayInfo* info);
- /// @}
- /// @name Poly list
- /// @{
- ///
- bool buildPolyList( PolyListContext context,
- const Box3F &box,
- U32 typeMask,
- AbstractPolyList *polylist );
- /// @}
- /// Add an object to the database.
- /// @param object A SceneObject.
- bool addObject( SceneObject* object );
- /// Remove an object from the database.
- /// @param object A SceneObject.
- bool removeObject( SceneObject* object );
- void addRefPoolBlock();
- SceneObjectRef* allocateObjectRef();
- void freeObjectRef(SceneObjectRef*);
- void insertIntoBins( SceneObject* object );
- void removeFromBins( SceneObject* object );
- /// Make sure that we're not just sticking the object right back
- /// where it came from. The overloaded insertInto is so we don't calculate
- /// the ranges twice.
- void checkBins( SceneObject* object );
- void insertIntoBins(SceneObject*, U32, U32, U32, U32);
- void initRadiusSearch(const Point3F& searchPoint,
- const F32 searchRadius,
- const U32 searchMask);
- void initTypeSearch(const U32 searchMask);
- SceneObject* containerSearchNextObject();
- U32 containerSearchNext();
- F32 containerSearchCurrDist();
- F32 containerSearchCurrRadiusDist();
- private:
- Vector<SimObjectPtr<SceneObject>*> mSearchList;///< Object searches to support console querying of the database. ONLY WORKS ON SERVER
- S32 mCurrSearchPos;
- Point3F mSearchReferencePoint;
- void cleanupSearchVectors();
- /// Base cast ray code
- bool _castRay( U32 type, const Point3F &start, const Point3F &end, U32 mask, RayInfo* info, CastRayCallback callback );
- void _findSpecialObjects( const Vector< SceneObject* >& vector, U32 mask, FindCallback, void *key = NULL );
- void _findSpecialObjects( const Vector< SceneObject* >& vector, const Box3F &box, U32 mask, FindCallback callback, void *key = NULL );
- static void getBinRange( const F32 min, const F32 max, U32& minBin, U32& maxBin );
- public:
- Vector<SimObjectPtr<SceneObject>*>& getRadiusSearchList() { return mSearchList; }
- };
- //-----------------------------------------------------------------------------
- extern SceneContainer gServerContainer;
- extern SceneContainer gClientContainer;
- //-----------------------------------------------------------------------------
- inline void SceneContainer::freeObjectRef(SceneObjectRef* trash)
- {
- trash->object = NULL;
- trash->nextInBin = NULL;
- trash->prevInBin = NULL;
- trash->nextInObj = mFreeRefPool;
- mFreeRefPool = trash;
- }
- //-----------------------------------------------------------------------------
- inline SceneObjectRef* SceneContainer::allocateObjectRef()
- {
- if( mFreeRefPool == NULL )
- addRefPoolBlock();
- AssertFatal( mFreeRefPool!=NULL, "Error, should always have a free reference here!" );
- SceneObjectRef* ret = mFreeRefPool;
- mFreeRefPool = mFreeRefPool->nextInObj;
- ret->nextInObj = NULL;
- return ret;
- }
- #endif // !_SCENECONTAINER_H_
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