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o3de/Code/Framework/AzFramework/AzFramework/Visibility/IVisibilitySystem.h
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Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
2021-07-16 15:25:48 -07:00

145 lines
6.2 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/base.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/RTTI/RTTI.h>
#include <AzCore/EBus/EBus.h>
#include <AzCore/Math/Aabb.h>
#include <AzCore/Math/Sphere.h>
#include <AzCore/Math/Frustum.h>
#include <AzCore/Name/Name.h>
#include <AzCore/Interface/Interface.h>
#include <AzCore/std/containers/vector.h>
namespace AzFramework
{
//! This is a base spatial hash node type.
//! This is so that we can potentially have different spatial hash implementations that satisfy the IVisibilitySystem interface.
struct VisibilityNode {};
//! Data for an object that is added to the visibility system
struct VisibilityEntry
{
//! Can be used for filtering and to determine the underlying type for VisibilityEntry::m_userData
enum TypeFlags
{
TYPE_None = 0,
TYPE_Entity = 1 << 0, // All entities
TYPE_RPI_Cullable = 1 << 2 // Cullable by the render system
};
AZ::Aabb m_boundingVolume = AZ::Aabb::CreateNull();
VisibilityNode* m_internalNode = nullptr;
void* m_userData = nullptr;
uint32_t m_internalNodeIndex = 0;
TypeFlags m_typeFlags = TYPE_None;
};
//! @class IVisibilityScene
//! @brief This is the interface for managing objects and visibility queries for a given scene.
class IVisibilityScene
{
public:
AZ_RTTI(IVisibilityScene, "{822BC414-3CE3-40B4-A9A2-A42EA5B9499F}");
IVisibilityScene() = default;
virtual ~IVisibilityScene() = default;
struct NodeData
{
const AZ::Aabb m_bounds;
const AZStd::vector<VisibilityEntry*>& m_entries;
};
using EnumerateCallback = AZStd::function<void(const NodeData&)>;
//! Get the unique scene name, used to look up the scene in the IVisibilitySystem. Duplicate names will assert on creation.
virtual const AZ::Name& GetName() const = 0;
//! Insert or update an entry within the visibility system.
//! This encompasses the following three scenarios:
// 1. A new entry is added to the underlying spatial hash.
// 2. A previously added entry moves to a new position within its current node in the spatial hash.
// 3. A previously added entry moves to a new node in the spatial hash.
// (causing it to be removed from its original node and added to its new node)
//! @param visibilityEntry data for the object being added/updated
virtual void InsertOrUpdateEntry(VisibilityEntry& visibilityEntry) = 0;
//! Removes an entry from the visibility system.
//! @param visibilityEntry data for the object being removed
virtual void RemoveEntry(VisibilityEntry& visibilityEntry) = 0;
//! Intersects an axis aligned bounding box against the visibility system.
//! @param aabb the axis aligned bounding box to test against
//! @param callback the callback to invoke when a node is visible
//! @return the intersection result of the aabb against the visibility system
virtual void Enumerate(const AZ::Aabb& aabb, const EnumerateCallback& callback) const = 0;
//! Intersects a sphere against the visibility system.
//! @param sphere the sphere to test against
//! @param callback the callback to invoke when a node is visible
//! @return the intersection result of the sphere against the visibility system
virtual void Enumerate(const AZ::Sphere& sphere, const EnumerateCallback& callback) const = 0;
//! Intersects a frustum against the visibility system.
//! @param frustum the frustum to test against
//! @param callback the callback to invoke when a node is visible
//! @return the intersection result of the frustum against the visibility system
virtual void Enumerate(const AZ::Frustum& frustum, const EnumerateCallback& callback) const = 0;
//! Enumerate *all* OctreeNodes that have any entries in them (without any culling).
//! @param callback the callback to invoke when a node is visible
virtual void EnumerateNoCull(const EnumerateCallback& callback) const = 0;
//! Return the number of VisibilityEntries that have been added to the system
virtual uint32_t GetEntryCount() const = 0;
};
//! @class IVisibilitySystem
//! @brief This is an AZ::Interface<> useful for extremely fast, CPU only, proximity and visibility queries.
class IVisibilitySystem
{
public:
AZ_RTTI(IVisibilitySystem, "{7C6C710F-ACDB-44CD-867D-A2C4B912ECF5}");
IVisibilitySystem() = default;
virtual ~IVisibilitySystem() = default;
//! Return the default IVisibilityScene for entities.
virtual IVisibilityScene* GetDefaultVisibilityScene() = 0;
//! Create a new IVisibilityScene that is uniquely identified by the scene name.
virtual IVisibilityScene* CreateVisibilityScene(const AZ::Name& sceneName) = 0;
//! Destroy the visibility scene.
//! This does not destroy the entities that are a part of the scene, only the visibility scene.
//! This will set the visScene to nullptr
virtual void DestroyVisibilityScene(IVisibilityScene* visScene) = 0;
//! Find the IVisibilityScene that is identified by sceneName.
virtual IVisibilityScene* FindVisibilityScene(const AZ::Name& sceneName) = 0;
//! Logs stats about the visibility system to the console.
virtual void DumpStats(const AZ::ConsoleCommandContainer& arguments) = 0;
AZ_DISABLE_COPY_MOVE(IVisibilitySystem);
};
// EBus wrapper for ScriptCanvas
class IVisibilitySystemRequests
: public AZ::EBusTraits
{
public:
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
};
using IVisibilitySystemRequestBus = AZ::EBus<IVisibilitySystem, IVisibilitySystemRequests>;
}