Torque3D Documentation / _generateds / forestCellBatch.cpp

forestCellBatch.cpp

Engine/source/forest/forestCellBatch.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 "forest/forestCellBatch.h"
26
27#include "forest/forestItem.h"
28
29
30ForestCellBatch::ForestCellBatch()
31   :  mDirty( false ),
32      mBounds( Box3F::Invalid )
33{
34}
35
36ForestCellBatch::~ForestCellBatch()
37{
38}
39
40bool ForestCellBatch::add( const ForestItem &item )
41{
42   // A little hacky, but don't allow more than 65K / 6 items
43   // in a cell... this is generally the VB size limit on hardware.
44   const U32 maxItems = 10000;
45   if ( mItems.size() > maxItems )
46      return false;
47
48   // Do the pre batching tests... if it fails
49   // then we cannot batch this type!
50   if ( !_prepBatch( item ) )
51      return false;
52
53   // Add it to our list and we'll populate the VB at render time.
54   mItems.push_back( item );
55   mDirty = true;
56
57   // Expand out bounds.
58   const Box3F &box = item.getWorldBox();
59   mBounds.intersect( box );
60   return true;
61}
62
63void ForestCellBatch::render( SceneRenderState *state )
64{
65   if ( mDirty )
66   {
67      _rebuildBatch();
68      mDirty = false;
69   }
70
71   _render( state );
72}
73