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