Torque3D Documentation / _generateds / decalSphere.cpp

decalSphere.cpp

Engine/source/T3D/decal/decalSphere.cpp

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Detailed Description

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  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
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell 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
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#include "platform/platform.h"
 25#include "T3D/decal/decalSphere.h"
 26
 27#include "scene/zones/sceneZoneSpaceManager.h"
 28#include "T3D/decal/decalInstance.h"
 29
 30
 31F32 DecalSphere::smDistanceTolerance = 30.0f;
 32F32 DecalSphere::smRadiusTolerance = 40.0f;
 33
 34
 35//-----------------------------------------------------------------------------
 36
 37bool DecalSphere::tryAddItem( DecalInstance* inst )
 38{
 39   // If we are further away from the center than our tolerance
 40   // allows, don't use this sphere.
 41   //
 42   // Note that we take the distance from the nearest point on the
 43   // bounding sphere rather than the distance to the center of the
 44   // decal.  This takes decal sizes into account and generally works
 45   // better.
 46
 47   const F32 distCenterToCenter = ( mWorldSphere.center - inst->mPosition ).len();
 48   const F32 distBoundsToCenter = distCenterToCenter - inst->mSize / 2.f;
 49
 50   if( distBoundsToCenter > smDistanceTolerance )
 51      return false;
 52
 53   // Also, if adding the current decal to the sphere would make
 54   // it larger than our radius tolerance, don't use it.
 55
 56   const F32 newRadius = distCenterToCenter + inst->mSize / 2.f + 0.5f;
 57   if( newRadius > mWorldSphere.radius && newRadius > smRadiusTolerance )
 58      return false;
 59
 60   // Otherwise, go with this sphere and add the item to it.
 61
 62   mItems.push_back( inst );
 63
 64   // Update the sphere bounds, if necessary.
 65
 66   if( newRadius > mWorldSphere.radius )
 67      updateWorldSphere();
 68
 69   return true;
 70}
 71
 72//-----------------------------------------------------------------------------
 73
 74void DecalSphere::updateWorldSphere()
 75{
 76   AssertFatal( mItems.size() >= 1, "DecalSphere::updateWorldSphere - Sphere is empty!" );
 77
 78   Box3F aabb( mItems[ 0 ]->getWorldBox() );
 79
 80   const U32 numItems = mItems.size();
 81   for( U32 i = 1; i < numItems; ++ i )
 82      aabb.intersect( mItems[ i ]->getWorldBox() );
 83
 84   mWorldSphere = aabb.getBoundingSphere();
 85      
 86   // Clear the zoning data so that it gets recomputed.
 87   mZones.clear();
 88}
 89
 90//-----------------------------------------------------------------------------
 91
 92void DecalSphere::updateZoning( SceneZoneSpaceManager* zoneManager )
 93{
 94   mZones.clear();
 95
 96   // If there's only a single zone in the world, it must be the
 97   // outdoor zone, so there's no point maintaining zoning information
 98   // on all the decalspheres.
 99
100   if( zoneManager->getNumZones() == 1 )
101      return;
102
103   // Otherwise query the scene graph for all zones that intersect with the
104   // AABB around our world sphere.
105
106   Box3F aabb( mWorldSphere.radius );
107   aabb.setCenter( mWorldSphere.center );
108
109   zoneManager->findZones( aabb, mZones );
110}
111