portal.h

Engine/source/T3D/portal.h

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Classes:

class

A transitioning zone that connects other zones.

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#ifndef _PORTAL_H_
 25#define _PORTAL_H_
 26
 27#ifndef _ZONE_H_
 28#include "T3D/zone.h"
 29#endif
 30
 31#ifndef _TVECTOR_H_
 32#include "core/util/tVector.h"
 33#endif
 34
 35
 36class SceneCullingState;
 37class SceneCullingVolume;
 38
 39
 40/// A transitioning zone that connects other zones.
 41///
 42/// Basically a portal is two things:
 43///
 44/// 1) A zone that overlaps multiple other zones and thus connects them.
 45/// 2) A polygon standing upright in the middle of the portal zone's world box.
 46///
 47/// When traversing from zone to zone, portals serve as both zones in their own
 48/// right (i.e. objects may be located in a portal zone) as well as a peek hole
 49/// that determines what area of a target zone is visible through a portal.
 50///
 51/// Torque's portals are special in that they are two-way by default.  This greatly
 52/// simplifies zone setups but it also complicates handling in the engine somewhat.
 53/// Also, these portals here are nothing but peek holes--they do not define transform
 54/// portals that could be looking at a different location in space altogether.
 55///
 56/// Portals can be marked explicitly as being one-sided by flagging either of the portal's
 57/// sides as impassable.  This flagging can also be used dynamically to, for example, block
 58/// a portal while a door is still down and then unblock the portal when the door is
 59/// opened.
 60///
 61/// Portals are classified as either interior or exterior portals.  An exterior portal is
 62/// a portal that has only non-SceneRootZone zones on side of the portal plane and only the
 63/// SceneRootZone on the other side of it.  An interior portal is a portal that has only
 64/// non-SceneRootZone zones on both sides of the portal plane.  A mixture of the two is not
 65/// allowed – when adding SceneRootZone to a portal, it must exist alone on its portal
 66/// side.
 67class Portal : public Zone
 68{
 69   public:
 70
 71      typedef Zone Parent;
 72
 73      /// Identifies the subspaces defined by the portal plane.
 74      enum Side
 75      {
 76         FrontSide,           ///< Subspace on front side of portal plane.
 77         BackSide             ///< Subspace on back side of portal plane.
 78      };
 79
 80      /// Identifies the type of portal.
 81      enum Classification
 82      {
 83         InvalidPortal,       ///< Portal does not connect anything.
 84         InteriorPortal,      ///< Portal between interior zones.
 85         ExteriorPortal       ///< Portal between interior zones on one and side and SceneRootZone on the other.
 86      };
 87
 88   protected:
 89      
 90      enum
 91      {
 92         PassableMask = Parent::NextFreeMask << 0,    ///< #mPassableSides has changed.
 93         NextFreeMask = Parent::NextFreeMask << 1,
 94      };
 95
 96      /// Flags that allow preventing traversal through specific
 97      /// sides of the portal.  By default, both sides are passable.
 98      bool mPassableSides[ 2 ];
 99
100      /// @name Derived Portal Data
101      /// @{
102
103      /// Classification of this portal as interior or exterior portal.
104      Classification mClassification;
105
106      /// For exterior portals, this is the side of the portal on which
107      /// the connected interior zones lie.
108      Side mInteriorSide;
109
110      /// Whether the portal plane and polygon need to be updated.
111      bool mIsGeometryDirty;
112
113      /// Portal polygon in world space.
114      Vector< Point3F> mPortalPolygonWS;
115
116      /// The plane defined by the portal's rectangle.
117      PlaneF mPortalPlane;
118
119      /// Update derived data, if necessary.
120      void _update();
121
122      /// Update the world space portal geometry.
123      void _updateGeometry();
124
125      /// Detect whether this is an exterior, interior, or invalid portal.
126      void _updateConnectivity();
127
128      /// @}
129
130      /// Compute a clipped culling volume from the portal geometry and current
131      /// traversal state.  If successful, store the resulting culling volume in
132      /// @a outVolume and return true.
133      bool _generateCullingVolume( SceneTraversalState* state, SceneCullingVolume& outVolume ) const;
134
135      // SceneSpace.
136      virtual void _renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat );
137      virtual ColorI _getDefaultEditorSolidColor() const { return ColorI( 0, 255, 0, 45 ); }
138      virtual ColorI _getDefaultEditorWireframeColor() const
139      {
140         switch( mClassification )
141         {
142            case ExteriorPortal: return ColorI( 0, 128, 128, 255 ); break;
143            case InteriorPortal: return ColorI( 128, 128, 0, 255 );
144            default:  return ColorI( 255, 255, 255, 255 ); break;
145         }
146      }
147
148      // SceneObject.
149      virtual void onSceneRemove();
150
151      // SceneZoneSpace.
152      virtual void _traverseConnectedZoneSpaces( SceneTraversalState* state );
153      virtual void _disconnectAllZoneSpaces();
154
155   public:
156
157      Portal();
158
159      /// Return what kind of portal this is (interior or exterior).
160      Classification getClassification() const { return mClassification; }
161
162      /// Return the plane that is defined by the portal's rectangle.
163      const PlaneF& getPortalPlane() const { return mPortalPlane; }
164
165      /// Return the side that the given point is in relative to the portal plane.
166      Side getSideRelativeToPortalPlane( const Point3F& point ) const;
167
168      /// Test whether the given side of the portal is open for traversal.
169      bool isSidePassable( Side side ) const { return mPassableSides[ side ]; }
170
171      /// Set whether the given portal side is passable.
172      void setSidePassable( Side side, bool value );
173
174      /// Return true if the portal leads to the outdoor zone.
175      bool isExteriorPortal() const { return ( getClassification() == ExteriorPortal ); }
176
177      /// Return true if the portal connects interior zones only.
178      bool isInteriorPortal() const { return ( getClassification() == InteriorPortal ); }
179
180      /// For exterior portals, get the side on which the interior zones of the portal lie.
181      Side getInteriorSideOfExteriorPortal() const
182      {
183         AssertFatal( isExteriorPortal(), "Portal::getInteriorSideOfExteriorPortal - Not an exterior portal!" );
184         return mInteriorSide;
185      }
186
187      // SimObject.
188      DECLARE_CONOBJECT( Portal );
189      
190      static void initPersistFields();
191      static void consoleInit();
192
193      virtual bool writeField( StringTableEntry fieldName, const char* value );
194      virtual String describeSelf() const;
195
196      // NetObject.
197      virtual U32 packUpdate( NetConnection* conn, U32 mask, BitStream* stream );
198      virtual void unpackUpdate( NetConnection* conn, BitStream* stream );
199
200      // SceneObject.
201      virtual void setTransform( const MatrixF &mat );
202
203      // SceneZoneSpace.
204      virtual void traverseZones( SceneTraversalState* state, U32 startZoneId );
205      virtual void connectZoneSpace( SceneZoneSpace* zoneSpace );
206      virtual void disconnectZoneSpace( SceneZoneSpace* zoneSpace );
207
208   private:
209
210      static bool _setFrontSidePassable( void* object, const char* index, const char* data );
211      static bool _setBackSidePassable( void* object, const char* index, const char* data );
212};
213
214#endif // _PORTAL_H_
215