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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 _SCENEZONESPACE_H_
- #define _SCENEZONESPACE_H_
- #ifndef _SCENESPACE_H_
- #include "scene/sceneSpace.h"
- #endif
- #ifndef _TVECTOR_H_
- #include "core/util/tVector.h"
- #endif
- class SceneZoneSpaceManager;
- class SceneCullingState;
- /// Abstract base class for an object that manages zones in a scene.
- ///
- /// This class adds the ability to SceneSpace to define and manage zones within the object's
- /// space. Zones are used to determine visibility in a scene.
- ///
- /// Each zone space manages one or more zones in a scene. All the zones must be within the
- /// AABB of the zone space but within that AABB, the zone space is free to distribute and
- /// manage zones in arbitrary fashion.
- ///
- /// For scene traversal, zone spaces are interconnected. By default, zone spaces get a chance
- /// to connect to each other when being moved into each other's zones. An exception to this
- /// is the root zone since it is both immobile and without position and (limited) extents. If
- /// a zone space wants to connect to the root zone, it must do so manually (same goes for
- /// disconnecting).
- class SceneZoneSpace : public SceneSpace
- {
- public:
- typedef SceneSpace Parent;
- friend class SceneZoneSpaceManager;
- friend class SceneRootZone; // mZoneFlags, connectZoneSpace, disconnectZoneSpace
- enum
- {
- InvalidZoneGroup = 0
- };
- enum ZoneFlags
- {
- /// Whether this zoning space is "closed off" or not. When connections between
- /// zoning spaces are established, by default only spaces that are closed off are
- /// connected to those that are *not* and vice versa. This defines a natural progression
- /// where spaces that explicitly want to propagate traversals are connected to those
- /// that want to contain it.
- ///
- /// This flag is set by default.
- ZoneFlag_IsClosedOffSpace = BIT( 0 ),
- };
- protected:
- enum
- {
- ZoneGroupMask = Parent::NextFreeMask << 0,
- NextFreeMask = Parent::NextFreeMask << 1
- };
- /// The manager to which this zone space is registered.
- SceneZoneSpaceManager* mManager;
- /// ID of first zone defined by object.
- U32 mZoneRangeStart;
- /// Number of zones managed by #obj. IDs are consecutive
- /// starting with #mZoneRangeStart.
- U32 mNumZones;
- /// Group which the zone is assigned to. Zone spaces that would normally not connect
- /// do connect if they are assigned the same zone group. O to disable (default).
- U32 mZoneGroup;
- ///
- BitSet32 mZoneFlags;
-
- /// @name Occluders
- ///
- /// Zone spaces keep track of the occluders that get added to them so that during
- /// traversal, they can be taken on board as early as possible. This allows traversals
- /// themselves to take occlusion into account.
- ///
- /// @{
- /// Occluders in this space. Every object that is assigned to this space
- /// and has the OccluderObjectType flag set, is added to this list.
- Vector< SceneObject* > mOccluders;
- /// Add the given object to the list of occluders in this zone space.
- void _addOccluder( SceneObject* object );
- /// Remove the given object from the list of occluders in this zone space.
- void _removeOccluder( SceneObject* object );
- /// Register the occluders in this zone with the given culling state.
- void _addOccludersToCullingState( SceneCullingState* state ) const;
- /// @}
- /// @name Zone Space Connectivity
- /// @{
- //TODO: we should have both automatic and manual connections; only automatic connections
- // should get reset when a zone space moves
- /// Link to another zone space.
- struct ZoneSpaceRef
- {
- // We could be storing zone IDs here to connect individual zones rather than just
- // the managers but since no one requires this at the moment, the code doesn't do it.
- // However, it's trivial to add.
- SceneZoneSpace* mZoneSpace;
- ZoneSpaceRef* mNext;
- };
- /// List of zone spaces that this space is connected to. This is used
- /// for traversals.
- ZoneSpaceRef* mConnectedZoneSpaces;
- /// Allocator for ZoneSpaceRefs.
- static ClassChunker< ZoneSpaceRef > smZoneSpaceRefChunker;
- /// Disconnect all zone spaces currently connected to this space.
- virtual void _disconnectAllZoneSpaces();
- /// Hand the traversal over to connected zone spaces.
- virtual void _traverseConnectedZoneSpaces( SceneTraversalState* state );
- /// Return true if the given zone space, which has crossed into this space, should
- /// be automatically connected. Note that event
- virtual bool _automaticallyConnectZoneSpace( SceneZoneSpace* zoneSpace ) const;
- /// @}
- /// @name SceneManager Notifications
- ///
- /// These methods are called when SceneManager assigns or removes objects to/from our zones.
- ///
- /// @{
- /// Called by the SceneManager when an object is added to one or more zones that
- /// are managed by this object.
- virtual void _onZoneAddObject( SceneObject* object, const U32* zoneIDs, U32 numZones );
- /// Called by the SceneManager when an object that was previously added to one or more
- /// zones managed by this object is now removed.
- virtual void _onZoneRemoveObject( SceneObject* object );
- /// @}
- // SceneObject.
- virtual void onSceneRemove();
- public:
- SceneZoneSpace();
- virtual ~SceneZoneSpace();
- /// Return true if this is the outdoor zone.
- bool isRootZone() const { return ( getZoneRangeStart() == 0 ); }
- /// Gets the index of the first zone this object manages in the collection of zones or 0xFFFFFFFF if the
- /// object is not managing zones.
- U32 getZoneRangeStart() const { return mZoneRangeStart; }
- /// Return the number of zones that are managed by this object.
- U32 getZoneRange() const { return mNumZones; }
- /// Return the zone group that this zone space belongs to. 0 by default which means the
- /// zone space is not allocated to a specific zone group.
- U32 getZoneGroup() const { return mZoneGroup; }
- /// Set the zone group of this zone space. Zone spaces in the same group will connect even if
- /// not connecting by default. Set to 0 to deactivate.
- void setZoneGroup( U32 group );
- /// Dump a listing of all objects assigned to this zone space to the console as well
- /// as a list of all connected spaces.
- ///
- /// @param update Whether to update the zone contents before dumping. Since the zoning states of
- /// SceneObjects are updated lazily, the contents of a zone can be outdated.
- void dumpZoneState( bool update = true );
- /// Get the ambient light color of the given zone in this space or return false if the
- /// given zone does not have an ambient light color assigned to it.
- virtual bool getZoneAmbientLightColor( U32 zone, LinearColorF& outColor ) const { return false; }
- /// @name Containment Tests
- /// @{
- ///
- virtual bool getOverlappingZones( const Box3F& aabb, U32* zones, U32& numZones ) = 0;
- /// Find the zones in this object that @a obj is part of.
- ///
- /// @param obj Object in question.
- /// @param outZones Indices of zones containing the object. Must have at least as many entries
- /// as there as zones in this object or SceneObject::MaxObjectZones, whichever is smaller.
- /// Note that implementations should never write more than SceneObject::MaxObjectZones entries.
- /// @param outNumZones Number of elements in the returned array.
- ///
- /// @return Return true if the world box of @a obj is fully contained within the zones of this object or
- /// false if it is at least partially outside of them.
- virtual bool getOverlappingZones( SceneObject* obj, U32* outZones, U32& outNumZones );
- /// Returns the ID of the zone that are managed by this object that contains @a p.
- /// @param p Point to test.
- /// @return ID of the zone containing @a p or InvalidZoneId if none of the zones defined by this
- /// object contain the point.
- virtual U32 getPointZone( const Point3F& p ) = 0;
- /// @}
- /// @name Connectivity
- /// @{
- /// Connect this zone space to the given zone space.
- ///
- /// @param zoneSpace A zone space.
- ///
- /// @note Connectivity is reset when a zone space is moved!
- virtual void connectZoneSpace( SceneZoneSpace* zoneSpace );
- /// If the object is a zone space, then this method is called to instruct the object
- /// to remove any zone connectivity to @a zoneSpace.
- ///
- /// @param zoneSpace A zone space which had previously been passed to connectZoneSpace().
- virtual void disconnectZoneSpace( SceneZoneSpace* zoneSpace );
- /// @}
- /// @name Traversals
- /// @{
- /// Traverse into the zones of this space. Set the render states of those zones and add the frustums
- /// that lead into them.
- ///
- /// The traversal stack is expected to not be empty and the topmost entry on the stack should be the
- /// zone of another manager from which traversal is handed over to this manager.
- ///
- /// @param state Scene traversal state.
- ///
- /// @note If the zone's of a zone space are reached via different traversal paths, this method
- /// will be called multiple times on the same space.
- virtual void traverseZones( SceneTraversalState* state ) = 0;
- /// Traverse the zones in this space starting with the given zone. Where appropriate, traversal
- /// should be handed off to connected spaces.
- ///
- /// @param state State which should be updated by the traversal.
- /// @param startZoneId ID of zone in this manager in which to start traversal.
- virtual void traverseZones( SceneTraversalState* state, U32 startZoneId ) = 0;
- /// @}
- // SimObject.
- virtual bool writeField( StringTableEntry fieldName, const char* value );
- static void initPersistFields();
- // NetObject.
- virtual U32 packUpdate( NetConnection* connection, U32 mask, BitStream* stream );
- virtual void unpackUpdate( NetConnection* connection, BitStream* stream );
- private:
- static bool _setZoneGroup( void* object, const char* index, const char* data );
- };
- #endif // !_SCENEZONESPACE_H_
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