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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
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/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#ifndef plSceneNode_inc
#define plSceneNode_inc
#include "pnKeyedObject/hsKeyedObject.h"
#include "hsTemplates.h"
class plSceneObject;
class plDrawable;
class plPhysical;
class plAudible;
class plLightInfo;
class plPipeline;
class plNodeRefMsg;
class plDispatchBase;
class plSpaceTree;
class plDrawSpanPair;
class plDrawVisList;
class plOccluder;
class plPageTreeMgr;
class plDrawableCriteria;
class plVolumeIsect;
class plVisMgr;
class plSceneNode : public hsKeyedObject
{
public:
enum {
kMaxSceneDepth = 4
};
protected:
hsBool fFilterGenerics; // Export only
Int16 fDepth;
hsTArray<plSceneObject*> fSceneObjects;
hsTArray<plDrawable*> fDrawPool;
hsTArray<plPhysical*> fSimulationPool;
hsTArray<plAudible*> fAudioPool;
hsTArray<plOccluder*> fOccluders;
hsTArray<plLightInfo*> fLightPool;
hsTArray<hsKeyedObject*> fGenericPool;
plSpaceTree* fSpaceTree;
void IDirtySpaceTree();
plSpaceTree* ITrashSpaceTree();
plSpaceTree* IBuildSpaceTree();
void IRemoveDrawable(plDrawable* d);
void IRemoveAudible(plAudible* a);
void IRemovePhysical(plPhysical* p);
void IRemoveObject(plSceneObject* o);
void IRemoveLight(plLightInfo* l);
void IRemoveOccluder(plOccluder* o);
void IRemoveGeneric(hsKeyedObject* k);
void ISetObject(plSceneObject* o);
void ISetPhysical(plPhysical* p);
void ISetAudible(plAudible* a);
void ISetDrawable(plDrawable* d);
void ISetLight(plLightInfo* l);
void ISetOccluder(plOccluder* o);
void ISetGeneric(hsKeyedObject* k);
hsBool IOnRemove(plNodeRefMsg* refMsg);
hsBool IOnAdd(plNodeRefMsg* refMsg);
// Export only: Clean up empty drawables
void ICleanUp( void );
public:
plSceneNode();
virtual ~plSceneNode();
CLASSNAME_REGISTER( plSceneNode );
GETINTERFACE_ANY( plSceneNode, hsKeyedObject );
virtual void Read(hsStream* s, hsResMgr* mgr);
virtual void Write(hsStream* s, hsResMgr* mgr);
virtual void Harvest(plVolumeIsect* isect, hsTArray<plDrawVisList>& levList);
virtual void CollectForRender(plPipeline* pipe, hsTArray<plDrawVisList>& levList, plVisMgr* visMgr);
virtual void SubmitOccluders(plPageTreeMgr* pageMgr) const;
virtual hsBool MsgReceive(plMessage* msg);
Int16 GetDepth() { return fDepth; }
Int16 IncDepth() { return ++fDepth; }
Int16 DecDepth() { return --fDepth; }
void Init( void );
plSpaceTree* GetSpaceTree();
// Export only: Query for a given drawable
virtual plDrawable *GetMatchingDrawable( const plDrawableCriteria& crit );
// Export only: Optimize all my stinkin' drawables
virtual void OptimizeDrawables( void );
void SetFilterGenericsOnly(hsBool b) { fFilterGenerics = b; }
const hsTArray<plDrawable*>& GetDrawPool() const { return fDrawPool; }
};
#endif // plSceneNode_inc