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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 _SCENETRAVERSALSTATE_H_
- #define _SCENETRAVERSALSTATE_H_
- #ifndef _TVECTOR_H_
- #include "core/util/tVector.h"
- #endif
- #ifndef _MBOX_H_
- #include "math/mBox.h"
- #endif
- #ifndef _MPLANESET_H_
- #include "math/mPlaneSet.h"
- #endif
- class SceneCullingState;
- class SceneCullingVolume;
- class SceneZoneSpace;
- /// Temporary state for zone traversals. Keeps track of the zones
- /// that were visited in the current traversal chain as well as of
- /// the total area that so far has been visited in the traversal.
- class SceneTraversalState
- {
- protected:
- /// Scene culling state.
- SceneCullingState* mCullingState;
- /// Stack of zones visited in current traversal chain.
- Vector< U32 > mZoneStack;
- /// Stack of culling volumes. Topmost is current volume.
- Vector< SceneCullingVolume > mCullingVolumeStack;
-
- /// Area of scene visited in traversal.
- Box3F mTraversedArea;
- public:
- /// Construct an empty scene traversal state.
- /// @param cullingState Scene culling state.
- SceneTraversalState( SceneCullingState* cullingState );
- /// Return the scene culling state for this traversal.
- SceneCullingState* getCullingState() const { return mCullingState; }
- /// Get the scene area that has been visited so far in the traversal.
- const Box3F& getTraversedArea() const { return mTraversedArea; }
- /// Add an area to what has been visited so far in the traversal.
- void addToTraversedArea( const Box3F& area ) { mTraversedArea.intersect( area ); }
- /// @name Zone Stack
- /// @{
- /// Return the number of zones that are currently on the traversal stack.
- U32 getTraversalDepth() const { return mZoneStack.size(); }
- /// Push a zone onto the traversal stack.
- void pushZone( U32 zoneId ) { mZoneStack.push_back( zoneId ); }
- /// Pop the topmost zone from the traversal stack.
- void popZone() { mZoneStack.pop_back(); }
- /// Return true if the given zone has already been visited in the
- /// current traversal chain, i.e. if it is currently on the traversal
- /// stack.
- bool haveVisitedZone( U32 zoneId ) const { return mZoneStack.contains( zoneId ); }
- /// Return the zone ID of the topmost zone on the traversal stack.
- U32 getZoneIdFromStack( U32 depth = 0 ) { return mZoneStack[ mZoneStack.size() - 1 - depth ]; }
- /// Return the zone space that owns the topmost zone on the traversal stack.
- SceneZoneSpace* getZoneFromStack( U32 depth = 0 );
- /// @}
- /// @name Culling Volume Stack
- /// @{
- /// Push a culling volume onto the stack so that it becomes the current culling
- /// volume.
- void pushCullingVolume( const SceneCullingVolume& volume );
- /// Pop the current culling volume from the stack.
- void popCullingVolume();
- ///
- const SceneCullingVolume& getCurrentCullingVolume() const { return mCullingVolumeStack.last(); }
- /// @}
- };
- #endif // !_SCENETRAVERSALSTATE_H_
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