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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_PORTAL_CONTAINER_H
#define HPL_PORTAL_CONTAINER_H
#include "common/list.h"
#include "hpl1/engine/graphics/Renderable.h"
#include "hpl1/engine/math/BoundingVolume.h"
#include "hpl1/engine/scene/RenderableContainer.h"
#include "common/stablemap.h"
#include "hpl1/std/set.h"
namespace hpl {
class iLight3D;
class cSectorVisibilityContainer;
typedef Common::List<iRenderable *> tRenderableList;
typedef Common::List<iRenderable *>::iterator tRenderableListIt;
typedef Hpl1::Std::set<iRenderable *> tRenderableSet;
typedef Hpl1::Std::set<iRenderable *>::iterator tRenderableSetIt;
typedef Hpl1::Std::set<iEntity3D *> tEntity3DSet;
typedef Hpl1::Std::set<iEntity3D *>::iterator tEntity3DSetIt;
//----------------------------------------------------
class cPortalContainer;
class cSector;
//----------------------------------------------------
typedef Common::StableMap<tString, cSector *> tSectorMap;
typedef Common::StableMap<tString, cSector *>::iterator tSectorMapIt;
//----------------------------------------------------
class cPortalContainerEntityIterator {
public:
cPortalContainerEntityIterator(cPortalContainer *apContainer,
cBoundingVolume *apBV);
bool HasNext();
iEntity3D *Next();
private:
cPortalContainer *mpContainer;
cBoundingVolume *mpBV;
tSectorMap *mpSectorMap;
tEntity3DSet *mpEntity3DSet;
tEntity3DSetIt mEntityIt;
tSectorMapIt mSectorIt;
tEntity3DSet mIteratedSet;
int mlIteratorCount;
bool mbGlobal;
};
//----------------------------------------------------
class cPortalContainerCallback : public iEntityCallback {
public:
cPortalContainerCallback(cPortalContainer *apContainer);
void OnTransformUpdate(iEntity3D *apEntity);
private:
cPortalContainer *mpContainer;
};
//----------------------------------------------------
class cPortalContainerEntityCallback : public iEntityCallback {
public:
cPortalContainerEntityCallback(cPortalContainer *apContainer);
void OnTransformUpdate(iEntity3D *apEntity);
private:
cPortalContainer *mpContainer;
};
//----------------------------------------------------
class cSector;
class cPortal;
typedef Common::StableMap<int, cPortal *> tPortalMap;
typedef Common::StableMap<int, cPortal *>::iterator tPortalMapIt;
typedef Common::List<cPortal *> tPortalList;
typedef Common::List<cPortal *>::iterator tPortalListIt;
class cPortal {
friend class cSector;
public:
cPortal(int alId, cPortalContainer *apContainer);
~cPortal();
void SetTargetSector(tString asSectorId);
cSector *GetTargetSector();
cSector *GetSector();
void AddPortalId(int alId);
void SetNormal(const cVector3f &avNormal);
void AddPoint(const cVector3f &avPoint);
void SetTransform(const cMatrixf &a_mtxTrans);
void Compile();
bool IsVisible(cFrustum *apFrustum);
tPortalList *GetPortalList();
// Debug stuffs
cBoundingVolume *GetBV() { return &mBV; }
cVector3f GetNormal() { return mvNormal; }
int GetId() { return mlId; }
cPlanef &GetPlane() { return mPlane; }
bool GetActive() { return mbActive; }
void SetActive(bool abX) { mbActive = abX; }
private:
cPortalContainer *mpContainer;
int mlId;
tString msSectorId;
tString msTargetSectorId;
cSector *mpTargetSector;
cSector *mpSector;
tIntVec mvPortalIds;
tPortalList mlstPortals;
bool mbPortalsNeedUpdate;
bool mbActive;
cVector3f mvNormal;
cPlanef mPlane;
cBoundingVolume mBV;
tVector3fList mlstPoints;
};
//----------------------------------------------------
class cSector : public iRenderContainerData {
friend class cPortalContainer;
friend class cPortalContainerEntityIterator;
public:
cSector(tString asId, cPortalContainer *apContainer);
~cSector();
bool TryToAdd(iRenderable *apObject, bool abStatic);
bool TryToAddEntity(iEntity3D *apEntity);
void AddPortal(cPortal *apPortal);
void GetVisible(cFrustum *apFrustum, cRenderList *apRenderList, cPortal *apStartPortal);
void RemoveDynamic(iRenderable *apObject);
void RemoveEntity(iEntity3D *apEntity);
cPortal *GetPortal(int alId);
void SetAmbientColor(const cColor &aAmbient) { mAmbient = aAmbient; }
const cColor &GetAmbientColor() { return mAmbient; }
// Debug stuffs
cBoundingVolume *GetBV() { return &mBV; }
tPortalList *GetPortalList() { return &mlstPortals; }
tString &GetId() { return msId; }
private:
cPortalContainer *mpContainer;
tString msId;
cBoundingVolume mBV;
int mlVisitCount;
tRenderableSet m_setStaticObjects;
tRenderableSet m_setDynamicObjects;
tEntity3DSet m_setEntities;
tPortalList mlstPortals;
cColor mAmbient;
};
//----------------------------------------------------
class cPortalContainer : public iRenderableContainer {
friend class cPortalContainerCallback;
friend class cPortalContainerEntityCallback;
friend class cPortalContainerEntityIterator;
public:
cPortalContainer();
virtual ~cPortalContainer();
bool AddEntity(iEntity3D *pEntity);
bool RemoveEntity(iEntity3D *pEntity);
bool Add(iRenderable *apRenderable, bool abStatic);
bool Remove(iRenderable *apRenderable);
void AddLightShadowCasters(iLight3D *apLight, cFrustum *apFrustum, cRenderList *apRenderList);
void AddToRenderList(iRenderable *apObject, cFrustum *apFrustum, cRenderList *apRenderList);
void GetVisible(cFrustum *apFrustum, cRenderList *apRenderList);
void Compile();
// Portal Specific Stuff
/**
* Adds a new sector to the container. All sectors must be created before anything else.
*/
void AddSector(tString asSectorId);
/**
* Adds a new renderable to a specific sector.This also recalculates the sector's bounding volume.
* Object must be (and is considered) static!
*/
bool AddToSector(iRenderable *apRenderable, tString asSector);
/*
* Adds a portal to a sector.
*/
bool AddPortal(cPortal *apPortal, tString asSector);
cSector *GetSector(tString asId);
int GetSectorVisitCount() const { return mlSectorVisitCount; }
cPortalContainerEntityIterator GetEntityIterator(cBoundingVolume *apBV);
// Visibility tools
cSectorVisibilityContainer *CreateVisibiltyFromBV(cBoundingVolume *apBV);
cSectorVisibilityContainer *CreateVisibiltyFromFrustum(cFrustum *apFrustum);
// Debug stuff
tSectorMap *GetSectorMap() { return &m_mapSectors; }
tStringList *GetVisibleSectorsList() { return &mlstVisibleSectors; }
tRenderableSet *GetGlobalDynamicObjectSet() { return &m_setGlobalDynamicObjects; }
tRenderableList *GetGlobalStaticObjectList() { return &mlstGlobalStaticObjects; }
private:
void ComputeSectorVisibilty(cSectorVisibilityContainer *apContainer);
tSectorMap m_mapSectors;
int mlSectorVisitCount;
cPortalContainerCallback *mpEntityCallback;
cPortalContainerEntityCallback *mpNormalEntityCallback;
// List with dynamic objects that are not in any sector.
tRenderableSet m_setGlobalDynamicObjects;
// List with static objects that are not in any sector.
tRenderableList mlstGlobalStaticObjects;
// Global dynamic entities
tEntity3DSet m_setGlobalEntities;
tStringList mlstVisibleSectors;
int mlEntityIterateCount;
};
} // namespace hpl
#endif // HPL_PORTAL_CONTAINER_H
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