123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773 |
- //-----------------------------------------------------------------------------
- // 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/portal.h"
- #include "core/stream/bitStream.h"
- #include "console/consoleTypes.h"
- #include "console/engineAPI.h"
- #include "scene/sceneManager.h"
- #include "scene/sceneRenderState.h"
- #include "scene/zones/sceneRootZone.h"
- #include "scene/culling/sceneCullingState.h"
- #include "scene/zones/sceneTraversalState.h"
- #include "math/mPlaneSet.h"
- #include "gfx/gfxDrawUtil.h"
- #include "gfx/gfxTransformSaver.h"
- #include "scene/mixin/sceneAmbientSoundObject.impl.h"
- #include "scene/mixin/scenePolyhedralObject.impl.h"
- #include "math/mPolyhedron.impl.h"
- IMPLEMENT_CO_NETOBJECT_V1( Portal );
- ConsoleDocClass( Portal,
- "@brief An object that provides a \"window\" into a zone, allowing a viewer "
- "to see what's rendered in the zone.\n\n"
- "A portal is an object that connects zones such that the content of one zone becomes "
- "visible in the other when looking through the portal.\n\n"
- "Each portal is a full zone which is divided into two sides by the portal plane that "
- "intersects it. This intersection polygon is shown in red in the editor. Either of the "
- "sides of a portal can be connected to one or more zones.\n\n"
- "A connection from a specific portal side to a zone is made in either of two ways:\n\n"
- "<ol>\n"
- "<li>By moving a Zone object to intersect with the portal at the respective side. While usually it makes "
- "sense for this overlap to be small, the connection is established correctly as long as the center of the Zone "
- "object that should connect is on the correct side of the portal plane.</li>\n"
- "<li>By the respective side of the portal free of Zone objects that would connect to it. In this case, given "
- "that the other side is connected to one or more Zones, the portal will automatically connect itself to the "
- "outdoor \"zone\" which implicitly is present in any level.</li>\n"
- "</ol>\n\n"
- "From this, it follows that there are two types of portals:\n\n"
- "<dl>\n"
- "<dt>Exterior Portals</dt>"
- "<dd>An exterior portal is one that is connected to one or more Zone objects on one side and to the outdoor "
- "zone at the other side. This kind of portal is most useful for covering transitions from outdoor spaces to "
- "indoor spaces.</dd>"
- "<dt>Interior Portals</dt>"
- "<dd>An interior portal is one that is connected to one or more Zone objects on both sides. This kind of portal "
- "is most useful for covering transitions between indoor spaces./dd>"
- "</dl>\n\n"
- "Strictly speaking, there is a third type of portal called an \"invalid portal\". This is a portal that is not "
- "connected to a Zone object on either side in which case the portal serves no use.\n\n"
- "Portals in Torque are bidirectional meaning that they connect zones both ways and "
- "you can look through the portal's front side as well as through its back-side.\n\n"
- "Like Zones, Portals can either be box-shaped or use custom convex polyhedral shapes.\n\n"
- "Portals will usually be created in the editor but can, of course, also be created "
- "in script code as such:\n\n"
- "@tsexample\n"
- "// Example declaration of a Portal. This will create a box-shaped portal.\n"
- "new Portal( PortalToTestZone )\n"
- "{\n"
- " position = \"12.8467 -4.02246 14.8017\";\n"
- " rotation = \"0 0 -1 97.5085\";\n"
- " scale = \"1 0.25 1\";\n"
- " canSave = \"1\";\n"
- " canSaveDynamicFields = \"1\";\n"
- "};\n"
- "@endtsexample\n\n"
- "@note Keep in mind that zones and portals are more or less strictly a scene optimization mechanism meant to "
- "improve render times.\n\n"
- "@see Zone\n"
- "@ingroup enviroMisc\n"
- );
- // Notes:
- // - This class implements portal spaces as single zones. A different, interesting take
- // on this is to turn portal spaces into two zones with the portal plane acting as
- // the separator.
- // - One downside to our treatment of portals as full zones in their own right is that
- // in certain cases we end up including space in the traversal that is clearly not visible.
- // Take a situation where you are in the outside zone and you are looking straight into
- // the wall of a house. On the other side of that house is a portal leading into the house.
- // While the traversal will not step through that portal into the house since that would
- // be leading towards the camera rather than away from it, it will still add the frustum
- // to the visible space of the portal zone and thus make everything in the portal zone
- // visible. It has to do this since, while it can easily tell whether to step through the
- // portal or not, it cannot easily tell whether the whole portal zone is visible or not as
- // that depends on the occlusion situation in the outdoor zone.
- //-----------------------------------------------------------------------------
- Portal::Portal()
- : mClassification( InvalidPortal ),
- mIsGeometryDirty( true )
- {
- VECTOR_SET_ASSOCIATION( mPortalPolygonWS );
- mNetFlags.set( Ghostable | ScopeAlways );
- mTypeMask |= StaticObjectType;
- mPassableSides[ FrontSide ] = true;
- mPassableSides[ BackSide ] = true;
- mObjScale.set( 1.0f, 0.25f, 1.0f );
- // We're not closed off.
- mZoneFlags.clear( ZoneFlag_IsClosedOffSpace );
- }
- //-----------------------------------------------------------------------------
- void Portal::initPersistFields()
- {
- docsURL;
- addGroup( "Zoning" );
- addProtectedField( "frontSidePassable", TypeBool, Offset( mPassableSides[ FrontSide ], Portal ),
- &_setFrontSidePassable, &defaultProtectedGetFn,
- "Whether one can view through the front-side of the portal." );
- addProtectedField( "backSidePassable", TypeBool, Offset( mPassableSides[ BackSide ], Portal ),
- &_setBackSidePassable, &defaultProtectedGetFn,
- "Whether one can view through the back-side of the portal." );
- endGroup( "Zoning" );
- Parent::initPersistFields();
- }
- //-----------------------------------------------------------------------------
- void Portal::consoleInit()
- {
- // Disable rendering of portals by default.
- getStaticClassRep()->mIsRenderEnabled = false;
- }
- //-----------------------------------------------------------------------------
- String Portal::describeSelf() const
- {
- String str = Parent::describeSelf();
-
- switch( getClassification() )
- {
- case InvalidPortal: str += "|InvalidPortal"; break;
- case ExteriorPortal: str += "|ExteriorPortal"; break;
- case InteriorPortal: str += "|InteriorPortal"; break;
- }
- return str;
- }
- //-----------------------------------------------------------------------------
- bool Portal::writeField( StringTableEntry fieldName, const char* value )
- {
- static StringTableEntry sFrontSidePassable = StringTable->insert( "frontSidePassable" );
- static StringTableEntry sBackSidePassable = StringTable->insert( "backSidePassable" );
- // Don't write passable flags if at default.
- if( ( fieldName == sFrontSidePassable || fieldName == sBackSidePassable ) &&
- dAtob( value ) )
- return false;
- return Parent::writeField( fieldName, value );
- }
- //-----------------------------------------------------------------------------
- void Portal::onSceneRemove()
- {
- // Disconnect from root zone, if it's an exterior portal.
- if( mClassification == ExteriorPortal )
- {
- AssertFatal( getSceneManager()->getZoneManager(), "Portal::onSceneRemove - Portal classified as exterior without having a zone manager!" );
- getSceneManager()->getZoneManager()->getRootZone()->disconnectZoneSpace( this );
- }
- Parent::onSceneRemove();
- }
- //-----------------------------------------------------------------------------
- void Portal::setTransform( const MatrixF& mat )
- {
- // Portal geometry needs updating. Set this before calling
- // parent because the transform change will cause an immediate
- // update of the portal's zoning state.
- mIsGeometryDirty = true;
- Parent::setTransform( mat );
- }
- //-----------------------------------------------------------------------------
- void Portal::setSidePassable( Side side, bool value )
- {
- if( mPassableSides[ side ] == value )
- return;
- mPassableSides[ side ] = value;
- if( isServerObject() )
- setMaskBits( PassableMask );
- }
- //-----------------------------------------------------------------------------
- U32 Portal::packUpdate( NetConnection *con, U32 mask, BitStream *stream )
- {
- U32 retMask = Parent::packUpdate( con, mask, stream );
- stream->writeFlag( mPassableSides[ FrontSide ] );
- stream->writeFlag( mPassableSides[ BackSide ] );
- return retMask;
- }
- //-----------------------------------------------------------------------------
- void Portal::unpackUpdate( NetConnection *con, BitStream *stream )
- {
- Parent::unpackUpdate( con, stream );
- mPassableSides[ FrontSide ] = stream->readFlag();
- mPassableSides[ BackSide ] = stream->readFlag();
- }
- //-----------------------------------------------------------------------------
- void Portal::_renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat )
- {
- if( overrideMat )
- return;
- // Update geometry if necessary.
- if( mIsGeometryDirty )
- _updateGeometry();
- // Render portal polygon.
- GFXStateBlockDesc desc;
- desc.setBlend( true );
- desc.setZReadWrite( true, false );
- desc.setCullMode( GFXCullNone );
- PlaneF::Side viewSide = mPortalPlane.whichSide( state->getCameraPosition() );
- ColorI color;
- switch( mClassification )
- {
- case InvalidPortal: color = ColorI( 255, 255, 255, 45 ); break;
- case ExteriorPortal: color = viewSide == PlaneF::Front ? ColorI( 0, 128, 128, 45 ) : ColorI( 0, 255, 255, 45 ); break;
- case InteriorPortal: color = viewSide == PlaneF::Front ? ColorI( 128, 128, 0, 45 ) : ColorI( 255, 255, 0, 45 ); break;
- }
- GFX->getDrawUtil()->drawPolygon( desc, mPortalPolygonWS.address(), mPortalPolygonWS.size(), color );
- desc.setFillModeWireframe();
- GFX->getDrawUtil()->drawPolygon( desc, mPortalPolygonWS.address(), mPortalPolygonWS.size(), ColorI::RED );
- // Render rest.
- Parent::_renderObject( ri, state, overrideMat );
- }
- //-----------------------------------------------------------------------------
- void Portal::traverseZones( SceneTraversalState* state, U32 startZoneId )
- {
- // Check whether the portal is occluded.
- if( state->getTraversalDepth() > 0 &&
- state->getCullingState()->isOccluded( this ) )
- return;
- Parent::traverseZones( state, startZoneId );
- }
- //-----------------------------------------------------------------------------
- void Portal::_traverseConnectedZoneSpaces( SceneTraversalState* state )
- {
- PROFILE_SCOPE( Portal_traverseConnectedZoneSpaces );
- // Don't traverse out from the portal if it is invalid.
- if( mClassification == InvalidPortal )
- return;
- AssertFatal( !mIsGeometryDirty, "Portal::_traverseConnectedZoneSpaces - Geometry not up-to-date!" );
- // When starting traversal within a portal zone, we cannot really use the portal
- // plane itself to direct our visibility queries. For example, the camera might
- // actually be located in front of the portal plane and thus cannot actually look
- // through the portal, though it will still see what lies on front of where the
- // portal leads.
- //
- // So if we're the start of the traversal chain, i.e. the traversal has started
- // out in the portal zone, then just put the traversal through to SceneZoneSpace
- // so it can hand it over to all connected zone managers.
- //
- // Otherwise, just do a normal traversal by stepping through the portal.
- if( state->getTraversalDepth() == 1 )
- {
- Parent::_traverseConnectedZoneSpaces( state );
- return;
- }
-
- SceneCullingState* cullingState = state->getCullingState();
- const SceneCameraState& cameraState = cullingState->getCameraState();
- // Get the data of the zone we're coming from. Note that at this point
- // the portal zone itself is already on top of the traversal stack, so
- // we skip over the bottom-most entry.
- const U32 sourceZoneId = state->getZoneIdFromStack( 1 );
- const SceneZoneSpace* sourceZoneSpace = state->getZoneFromStack( 1 );
- // Find out which side of the portal we are on given the
- // source zone.
- const Portal::Side currentZoneSide =
- sourceZoneId == SceneZoneSpaceManager::RootZoneId
- ? ( getInteriorSideOfExteriorPortal() == FrontSide ? BackSide : FrontSide )
- : getSideRelativeToPortalPlane( sourceZoneSpace->getPosition() );
- // Don't step through portal if the side we're interested in isn't passable.
- if( !isSidePassable( currentZoneSide ) )
- return;
- // If the viewpoint isn't on the same side of the portal as the source zone,
- // then stepping through the portal would mean we are stepping back towards
- // the viewpoint which doesn't make sense; so, skip the portal.
- const Point3F& viewPos = cameraState.getViewPosition();
- const F32 viewPosDistToPortal = mFabs( getPortalPlane().distToPlane( viewPos ) );
- if( !mIsZero( viewPosDistToPortal ) && getSideRelativeToPortalPlane( viewPos ) != currentZoneSide )
- return;
- // Before we go ahead and do the real work, try to find out whether
- // the portal is at a perpendicular or near-perpendicular angle to the view
- // direction. If so, there's no point in going further since we can't really
- // see much through the portal anyway. It also prevents us from stepping
- // over front/back side ambiguities.
- Point3F viewDirection = cameraState.getViewDirection();
- const F32 dotProduct = mDot( viewDirection, getPortalPlane() );
- if( mIsZero( dotProduct ) )
- return;
- // Finally, if we have come through a portal to the current zone, check if the target
- // portal we are trying to step through now completely lies on the "backside"--i.e.
- // the side of portal on which our current zone lies--of the source portal. If so,
- // we can be sure this portal leads us in the wrong direction. This prevents the
- // outdoor zone from having just arrived through a window on one side of a house just
- // to go round the house and re-enter it from the other side.
- Portal* sourcePortal = state->getTraversalDepth() > 2 ? dynamic_cast< Portal* >( state->getZoneFromStack( 2 ) ) : NULL;
- if( sourcePortal != NULL )
- {
- const Side sourcePortalFrontSide =
- sourceZoneId == SceneZoneSpaceManager::RootZoneId
- ? sourcePortal->getInteriorSideOfExteriorPortal()
- : sourcePortal->getSideRelativeToPortalPlane( sourceZoneSpace->getPosition() );
- const PlaneF::Side sourcePortalPlaneFrontSide =
- sourcePortalFrontSide == FrontSide ? PlaneF::Front : PlaneF::Back;
- bool allPortalVerticesOnBackside = true;
- const U32 numVertices = mPortalPolygonWS.size();
- for( U32 i = 0; i < numVertices; ++ i )
- {
- // Not using getSideRelativeToPortalPlane here since we want PlaneF::On to be
- // counted as backside here.
- if( sourcePortal->mPortalPlane.whichSide( mPortalPolygonWS[ i ] ) == sourcePortalPlaneFrontSide )
- {
- allPortalVerticesOnBackside = false;
- break;
- }
- }
- if( allPortalVerticesOnBackside )
- return;
- }
- // If we come from the outdoor zone, then we don't want to step through any portal
- // where the interior zones are actually on the same side as our camera since that
- // would mean we are stepping into an interior through the backside of a portal.
- if( sourceZoneId == SceneZoneSpaceManager::RootZoneId )
- {
- const Portal::Side cameraSide = getSideRelativeToPortalPlane( viewPos );
- if( cameraSide == getInteriorSideOfExteriorPortal() )
- return;
- }
- // Clip the current culling volume against the portal's polygon. If the polygon
- // lies completely outside the volume or for some other reason there's no good resulting
- // volume, _generateCullingVolume() will return false and we terminate this portal sequence
- // here.
- //
- // However, don't attempt to clip the portal if we are standing really close to or
- // even below the near distance away from the portal plane. In that case, trying to
- // clip the portal will only result in trouble so we stick to the original culling volume
- // in that case.
- bool haveClipped = false;
- if( viewPosDistToPortal > ( cameraState.getFrustum().getNearDist() + 0.1f ) )
- {
- SceneCullingVolume volume;
- if( !_generateCullingVolume( state, volume ) )
- return;
- state->pushCullingVolume( volume );
- haveClipped = true;
- }
- // Short-circuit things if we are stepping from an interior zone outside. In this
- // case we know that the only zone we care about is the outdoor zone so head straight
- // into it.
- if( isExteriorPortal() && sourceZoneId != SceneZoneSpaceManager::RootZoneId )
- getSceneManager()->getZoneManager()->getRootZone()->traverseZones( state );
- else
- {
- // Go through the zones that the portal connects to and
- // traverse into them.
- for( ZoneSpaceRef* ref = mConnectedZoneSpaces; ref != NULL; ref = ref->mNext )
- {
- SceneZoneSpace* targetSpace = ref->mZoneSpace;
- if( targetSpace == sourceZoneSpace )
- continue; // Skip space we originated from.
- // We have handled the case of stepping into the outdoor zone above and
- // by skipping the zone we originated from, we have implicitly handled the
- // case of stepping out of the outdoor zone. Thus, we should not see the
- // outdoor zone here. Important as getPosition() is meaningless for it.
- AssertFatal( targetSpace->getZoneRangeStart() != SceneZoneSpaceManager::RootZoneId,
- "Portal::_traverseConnectedZoneSpaces - Outdoor zone must have been handled already" );
- // Skip zones that lie on the same side as the zone
- // we originated from.
- if( getSideRelativeToPortalPlane( targetSpace->getPosition() ) == currentZoneSide )
- continue;
- // Traverse into the space.
- targetSpace->traverseZones( state );
- }
- }
- // If we have pushed our own clipping volume,
- // remove that from the stack now.
- if( haveClipped )
- state->popCullingVolume();
- }
- //-----------------------------------------------------------------------------
- bool Portal::_generateCullingVolume( SceneTraversalState* state, SceneCullingVolume& outVolume ) const
- {
- PROFILE_SCOPE( Portal_generateCullingVolume );
- SceneCullingState* cullingState = state->getCullingState();
- const SceneCullingVolume& currentVolume = state->getCurrentCullingVolume();
- // Clip the portal polygon against the current culling volume.
- Point3F vertices[ 64 ];
- U32 numVertices = 0;
- numVertices = currentVolume.getPlanes().clipPolygon(
- mPortalPolygonWS.address(),
- mPortalPolygonWS.size(),
- vertices,
- sizeof( vertices ) /sizeof( vertices[ 0 ] )
- );
- AssertFatal( numVertices == 0 || numVertices >= 3,
- "Portal::_generateCullingVolume - Clipping produced degenerate polygon" );
- if( !numVertices )
- return false;
- // Create a culling volume.
- return cullingState->createCullingVolume(
- vertices, numVertices,
- SceneCullingVolume::Includer,
- outVolume
- );
- }
- //-----------------------------------------------------------------------------
- void Portal::connectZoneSpace( SceneZoneSpace* zoneSpace )
- {
- Parent::connectZoneSpace( zoneSpace );
- // Update portal state. Unfortunately, we can't do that on demand
- // easily since everything must be in place before a traversal starts.
- _update();
- }
- //-----------------------------------------------------------------------------
- void Portal::disconnectZoneSpace( SceneZoneSpace* zoneSpace )
- {
- Parent::disconnectZoneSpace( zoneSpace );
- // Update portal state.
- _update();
- }
- //-----------------------------------------------------------------------------
- void Portal::_disconnectAllZoneSpaces()
- {
- Parent::_disconnectAllZoneSpaces();
- // Update portal state.
- _update();
- }
- //-----------------------------------------------------------------------------
- void Portal::_update()
- {
- if( mIsGeometryDirty )
- _updateGeometry();
- _updateConnectivity();
- }
- //-----------------------------------------------------------------------------
- void Portal::_updateGeometry()
- {
- const F32 boxHalfWidth = getScale().x * 0.5f;
- const F32 boxHalfHeight = getScale().z * 0.5f;
- const Point3F center = getTransform().getPosition();
- const Point3F up = getTransform().getUpVector() * boxHalfHeight;
- const Point3F right = getTransform().getRightVector() * boxHalfWidth;
- // Update the portal polygon and plane.
- if( mIsBox )
- {
- // It's a box so the portal polygon is a rectangle.
- // Simply compute the corner points by stepping from the
- // center to the corners using the up and right vector.
- mPortalPolygonWS.setSize( 4 );
- mPortalPolygonWS[ 0 ] = center + right - up; // bottom right
- mPortalPolygonWS[ 1 ] = center - right - up; // bottom left
- mPortalPolygonWS[ 2 ] = center - right + up; // top left
- mPortalPolygonWS[ 3 ] = center + right + up; // top right
- // Update the plane by going through three of the points.
- mPortalPlane = PlaneF(
- mPortalPolygonWS[ 0 ],
- mPortalPolygonWS[ 1 ],
- mPortalPolygonWS[ 2 ]
- );
- }
- else
- {
- // It's not necessarily a box so we must use the general
- // routine.
- // Update the portal plane by building a plane that cuts the
- // OBB in half vertically along its Y axis.
- mPortalPlane = PlaneF(
- center + right - up,
- center - right - up,
- center - right + up
- );
- // Slice the polyhedron along the same plane in object space.
- const PlaneF slicePlane = PlaneF( Point3F::Zero, Point3F( 0.f, 1.f, 0.f ) );
- mPortalPolygonWS.setSize( mPolyhedron.getNumEdges() );
- U32 numPoints = mPolyhedron.constructIntersection( slicePlane, mPortalPolygonWS.address(), mPortalPolygonWS.size() );
- mPortalPolygonWS.setSize( numPoints );
- // Transform the polygon to world space.
- for( U32 i = 0; i < numPoints; ++ i )
- {
- mPortalPolygonWS[ i ].convolve( getScale() );
- mObjToWorld.mulP( mPortalPolygonWS[ i ] );
- }
- }
- mIsGeometryDirty = false;
- }
- //-----------------------------------------------------------------------------
- void Portal::_updateConnectivity()
- {
- SceneZoneSpaceManager* zoneManager = getSceneManager()->getZoneManager();
- if( !zoneManager )
- return;
- // Find out where our connected zones are in respect to the portal
- // plane.
- bool haveInteriorZonesOnFrontSide = false;
- bool haveInteriorZonesOnBackSide = false;
- bool isConnectedToRootZone = ( mClassification == ExteriorPortal );
- for( ZoneSpaceRef* ref = mConnectedZoneSpaces;
- ref != NULL; ref = ref->mNext )
- {
- SceneZoneSpace* zone = dynamic_cast< SceneZoneSpace* >( ref->mZoneSpace );
- if( !zone || zone->isRootZone() )
- continue;
- if( getSideRelativeToPortalPlane( zone->getPosition() ) == FrontSide )
- haveInteriorZonesOnFrontSide = true;
- else
- haveInteriorZonesOnBackSide = true;
- }
- // If we have zones connected to us on only one side, we are an exterior
- // portal. Otherwise, we're an interior portal.
- SceneRootZone* rootZone = zoneManager->getRootZone();
- if( haveInteriorZonesOnFrontSide && haveInteriorZonesOnBackSide )
- {
- mClassification = InteriorPortal;
- }
- else if( haveInteriorZonesOnFrontSide || haveInteriorZonesOnBackSide )
- {
- mClassification = ExteriorPortal;
- // Remember where our interior zones are.
- if( haveInteriorZonesOnBackSide )
- mInteriorSide = BackSide;
- else
- mInteriorSide = FrontSide;
- // If we aren't currently connected to the root zone,
- // establish the connection now.
- if( !isConnectedToRootZone )
- {
- Parent::connectZoneSpace( rootZone );
- rootZone->connectZoneSpace( this );
- }
- }
- else
- mClassification = InvalidPortal;
- // If we have been connected to the outdoor zone already but the
- // portal got classified as invalid or interior now, break the
- // connection to the outdoor zone.
- if( isConnectedToRootZone &&
- ( mClassification == InvalidPortal || mClassification == InteriorPortal ) )
- {
- Parent::disconnectZoneSpace( rootZone );
- rootZone->disconnectZoneSpace( this );
- }
- }
- //-----------------------------------------------------------------------------
- Portal::Side Portal::getSideRelativeToPortalPlane( const Point3F& point ) const
- {
- // For our purposes, we consider PlaneF::Front and PlaneF::On
- // placement as FrontSide.
- PlaneF::Side planeSide = getPortalPlane().whichSide( point );
- if( planeSide == PlaneF::Front || planeSide == PlaneF::On )
- return FrontSide;
- else
- return BackSide;
- }
- //-----------------------------------------------------------------------------
- bool Portal::_setFrontSidePassable( void* object, const char* index, const char* data )
- {
- Portal* portal = reinterpret_cast< Portal* >( object );
- portal->setSidePassable( Portal::FrontSide, EngineUnmarshallData< bool >()( data ) );
- return false;
- }
- //-----------------------------------------------------------------------------
- bool Portal::_setBackSidePassable( void* object, const char* index, const char* data )
- {
- Portal* portal = reinterpret_cast< Portal* >( object );
- portal->setSidePassable( Portal::BackSide, EngineUnmarshallData< bool >()( data ) );
- return false;
- }
- //=============================================================================
- // Console API.
- //=============================================================================
- // MARK: ---- Console API ----
- //-----------------------------------------------------------------------------
- DefineEngineMethod( Portal, isInteriorPortal, bool, (),,
- "Test whether the portal connects interior zones only.\n\n"
- "@return True if the portal is an interior portal." )
- {
- return object->isInteriorPortal();
- }
- //-----------------------------------------------------------------------------
- DefineEngineMethod( Portal, isExteriorPortal, bool, (),,
- "Test whether the portal connects interior zones to the outdoor zone.\n\n"
- "@return True if the portal is an exterior portal." )
- {
- return object->isExteriorPortal();
- }
|