Zone.cpp 4.0 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "Context.h"
  25. #include "XMLElement.h"
  26. #include "Zone.h"
  27. static const float DEFAULT_FOGSTART = 250.0f;
  28. static const float DEFAULT_FOGEND = 1000.0f;
  29. static const Color DEFAULT_FOG_COLOR(0.0f, 0.0f, 0.0f);
  30. static const Color DEFAULT_AMBIENT_COLOR(0.1f, 0.1f, 0.1f);
  31. OBJECTTYPESTATIC(Zone);
  32. Zone::Zone(Context* context) :
  33. Drawable(context),
  34. ambientColor_(DEFAULT_AMBIENT_COLOR),
  35. fogColor_(DEFAULT_FOG_COLOR),
  36. fogStart_(DEFAULT_FOGSTART),
  37. fogEnd_(DEFAULT_FOGEND),
  38. priority_(0)
  39. {
  40. drawableFlags_ = DRAWABLE_ZONE;
  41. }
  42. Zone::~Zone()
  43. {
  44. }
  45. void Zone::RegisterObject(Context* context)
  46. {
  47. context->RegisterFactory<Zone>();
  48. ATTRIBUTE(Zone, VAR_VECTOR3, "Bounding Box Min", boundingBox_.min_, Vector3::ZERO, AM_DEFAULT);
  49. ATTRIBUTE(Zone, VAR_VECTOR3, "Bounding Box Max", boundingBox_.max_, Vector3::ZERO, AM_DEFAULT);
  50. ATTRIBUTE(Zone, VAR_COLOR, "Ambient Color", ambientColor_, DEFAULT_AMBIENT_COLOR, AM_DEFAULT);
  51. ATTRIBUTE(Zone, VAR_COLOR, "Fog Color", fogColor_, DEFAULT_FOG_COLOR, AM_DEFAULT);
  52. ATTRIBUTE(Zone, VAR_FLOAT, "Fog Start", fogStart_, DEFAULT_FOGSTART, AM_DEFAULT);
  53. ATTRIBUTE(Zone, VAR_FLOAT, "Fog End", fogEnd_, DEFAULT_FOGEND, AM_DEFAULT);
  54. ATTRIBUTE(Zone, VAR_BOOL, "Is Visible", visible_, true, AM_DEFAULT);
  55. ATTRIBUTE(Zone, VAR_INT, "Priority", priority_, 0, AM_DEFAULT);
  56. ATTRIBUTE(Zone, VAR_INT, "View Mask", viewMask_, DEFAULT_VIEWMASK, AM_DEFAULT);
  57. ATTRIBUTE(Zone, VAR_INT, "Light Mask", lightMask_, DEFAULT_LIGHTMASK, AM_DEFAULT);
  58. }
  59. void Zone::OnSetAttribute(const AttributeInfo& attr, const Variant& src)
  60. {
  61. Serializable::OnSetAttribute(attr, src);
  62. // If bounding box changes, dirty the drawable as applicable
  63. switch (attr.offset_)
  64. {
  65. case offsetof(Zone, boundingBox_.min_):
  66. case offsetof(Zone, boundingBox_.max_):
  67. OnMarkedDirty(node_);
  68. break;
  69. }
  70. }
  71. void Zone::SetBoundingBox(const BoundingBox& box)
  72. {
  73. boundingBox_ = box;
  74. OnMarkedDirty(node_);
  75. }
  76. void Zone::SetAmbientColor(const Color& color)
  77. {
  78. ambientColor_ = Color(color, 1.0f);
  79. }
  80. void Zone::SetFogColor(const Color& color)
  81. {
  82. fogColor_ = Color(color, 1.0f);
  83. }
  84. void Zone::SetFogStart(float start)
  85. {
  86. if (start < 0.0f)
  87. start = 0.0f;
  88. fogStart_ = start;
  89. }
  90. void Zone::SetFogEnd(float end)
  91. {
  92. if (end < 0.0f)
  93. end = 0.0f;
  94. fogEnd_ = end;
  95. }
  96. void Zone::SetPriority(int priority)
  97. {
  98. priority_ = priority;
  99. }
  100. bool Zone::IsInside(const Vector3& point)
  101. {
  102. // Use an oriented bounding box test
  103. Matrix3x4 inverse(GetWorldTransform().Inverse());
  104. Vector3 localPoint(inverse * point);
  105. return boundingBox_.IsInside(localPoint) != OUTSIDE;
  106. }
  107. void Zone::OnWorldBoundingBoxUpdate()
  108. {
  109. worldBoundingBox_ = boundingBox_.Transformed(GetWorldTransform());
  110. }