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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 _FORESTDATAFILE_H_
- #define _FORESTDATAFILE_H_
- #ifndef _FORESTITEM_H_
- #include "forest/forestItem.h"
- #endif
- #ifndef _TDICTIONARY_H_
- #include "core/util/tDictionary.h"
- #endif
- class ForestCell;
- class Forest;
- class Frustum;
- /// This is the data file for Forests.
- class ForestData
- {
- protected:
- enum { FILE_VERSION = 1 };
- /// Set the bucket dimensions to 2km x 2km.
- static const U32 BUCKET_DIM = 2000;
- /// Set to true if the file is dirty and
- /// needs to be saved before being destroyed.
- bool mIsDirty;
- ///
- typedef HashTable<Point2I,ForestCell*> BucketTable;
- /// The top level cell buckets which allows us
- /// to have virtually unbounded range.
- BucketTable mBuckets;
- /// The next free item id.
- static U32 smNextItemId;
- /// Converts a ForestItem's Point3F 'KeyPosition' to a Point2I
- /// key we index into BucketTable with.
- static Point2I _getBucketKey( const Point3F &pos );
- /// Finds the bucket with the given Point2I key or returns NULL.
- ForestCell* _findBucket( const Point2I &key ) const;
- /// Finds the best top level bucket for the ForestItem 'key' position
- /// or returns NULL.
- ForestCell* _findBucket( const Point3F &pos ) const;
- /// Find the best top level bucket for the given position
- /// or returns a new one.
- ForestCell* _findOrCreateBucket( const Point3F &pos );
- void _onItemReload();
-
- public:
- ForestData();
- virtual ~ForestData();
- bool isDirty() const { return mIsDirty; }
- /// Deletes all the data and resets the
- /// file to an empty state.
- void clear();
- /// Helper for debugging cell generation.
- void regenCells();
- ///
- bool read( Stream &stream );
- ///
- bool write( const char *path );
- const ForestItem& addItem( ForestItemData *data,
- const Point3F &position,
- F32 rotation,
- F32 scale );
- const ForestItem& addItem( ForestItemKey key,
- ForestItemData *data,
- const MatrixF &xfm,
- F32 scale );
- const ForestItem& updateItem( ForestItemKey key,
- const Point3F &keyPosition,
- ForestItemData *newData,
- const MatrixF &newXfm,
- F32 newscale );
-
- const ForestItem& updateItem( ForestItem &item );
- bool removeItem( ForestItemKey key, const Point3F &keyPosition );
- /// Performs a search using the position to limit tested cells.
- const ForestItem& findItem( ForestItemKey key, const Point3F &keyPosition ) const;
- /// Does an exhaustive search thru all cells looking for
- /// the item. This method is slow and should be avoided.
- const ForestItem& findItem( ForestItemKey key ) const;
- /// Fills a vector with a copy of all the items in the data set.
- ///
- /// @param outItems The output vector of items.
- /// @return The count of items found.
- ///
- U32 getItems( Vector<ForestItem> *outItems ) const;
- /// Fills a vector with a copy of all items in the Frustum.
- /// Note that this IS expensive and this is not how Forest internally
- /// collects items for rendering. This is here for ForestSelectionTool.
- ///
- /// @param The Frustum to cull with.
- /// @param outItems The output vector of items.
- /// @return The count of items found.
- ///
- U32 getItems( const Frustum &culler, Vector<ForestItem> *outItems ) const;
- /// Returns a copy of all the items that intersect the box. If
- /// the output vector is NULL then it will early out on the first
- /// found item returning 1.
- ///
- /// @param box The search box.
- /// @param outItems The output vector of items or NULL.
- /// @return The count of items found.
- ///
- U32 getItems( const Box3F &box, Vector<ForestItem> *outItems ) const;
- /// Returns a copy of all the items that intersect the sphere. If
- /// the output vector is NULL then it will early out on the first
- /// found item returning 1.
- ///
- /// @param point The center of the search sphere.
- /// @param radius The radius of the search sphere.
- /// @param outItems The output vector of items or NULL.
- /// @return The count of items found.
- ///
- U32 getItems( const Point3F &point, F32 radius, Vector<ForestItem> *outItems ) const;
- /// Returns a copy of all the items that intersect the 2D circle ignoring
- /// the z component. If the output vector is NULL then it will early out
- /// on the first found item returning 1.
- ///
- /// @param point The center point of the search circle.
- /// @param radius The radius of the search circle.
- /// @param outItems The output vector of items or NULL.
- /// @return The count of items found.
- ///
- U32 getItems( const Point2F &point, F32 radius, Vector<ForestItem> *outItems ) const;
- /// Returns a copy of all the items that share the input item datablock.
- ///
- /// @param data The datablock to search for.
- /// @param outItems The output vector of items.
- /// @return The count of items found.
- ///
- U32 getItems( const ForestItemData *data, Vector<ForestItem> *outItems ) const;
- /// Returns all the top level cells which intersect the frustum.
- void getCells( const Frustum &frustum, Vector<ForestCell*> *outCells ) const;
- /// Returns all top level cells.
- void getCells( Vector<ForestCell*> *outCells ) const;
-
- /// Gathers all the datablocks used and returns the count.
- U32 getDatablocks( Vector<ForestItemData*> *outVector ) const;
- ///
- bool castRay( const Point3F &start, const Point3F &end, RayInfo *outInfo, bool rendered ) const;
- ///
- void clearPhysicsRep( Forest *forest );
- void buildPhysicsRep( Forest *forest );
- };
- inline Point2I ForestData::_getBucketKey( const Point3F &pos )
- {
- return Point2I ( (S32)mFloor(pos.x / BUCKET_DIM) * BUCKET_DIM,
- (S32)mFloor(pos.y / BUCKET_DIM) * BUCKET_DIM );
- }
- inline ForestCell* ForestData::_findBucket( const Point3F &pos ) const
- {
- return _findBucket( _getBucketKey( pos ) );
- }
- #endif // _FORESTDATAFILE_H_
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