Torque3D/Engine/source/T3D/tsStatic.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "platform/platform.h"
#include "T3D/tsStatic.h"
#include "core/resourceManager.h"
#include "core/stream/bitStream.h"
#include "scene/sceneRenderState.h"
#include "scene/sceneManager.h"
#include "scene/sceneObjectLightingPlugin.h"
#include "lighting/lightManager.h"
#include "math/mathIO.h"
#include "ts/tsShapeInstance.h"
#include "ts/tsMaterialList.h"
#include "console/consoleTypes.h"
#include "T3D/shapeBase.h"
#include "sim/netConnection.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxTransformSaver.h"
#include "ts/tsRenderState.h"
#include "collision/boxConvex.h"
#include "T3D/physics/physicsPlugin.h"
#include "T3D/physics/physicsBody.h"
#include "T3D/physics/physicsCollision.h"
#include "materials/materialDefinition.h"
#include "materials/materialManager.h"
#include "materials/matInstance.h"
#include "materials/materialFeatureData.h"
#include "materials/materialFeatureTypes.h"
#include "console/engineAPI.h"
#include "T3D/accumulationVolume.h"
#include "math/mTransform.h"
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#include "gui/editor/inspector/group.h"
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#include "console/typeValidators.h"
using namespace Torque;
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extern bool gEditingMission;
#ifdef TORQUE_AFX_ENABLED
#include "afx/ce/afxZodiacMgr.h"
#endif
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IMPLEMENT_CO_NETOBJECT_V1(TSStatic);
ConsoleDocClass(TSStatic,
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"@brief A static object derived from a 3D model file and placed within the game world.\n\n"
"TSStatic is the most basic 3D shape in Torque. Unlike StaticShape it doesn't make use of "
"a datablock. It derrives directly from SceneObject. This makes TSStatic extremely light "
"weight, which is why the Tools use this class when you want to drop in a DTS or DAE object.\n\n"
"While a TSStatic doesn't provide any motion -- it stays were you initally put it -- it does allow for "
"a single ambient animation sequence to play when the object is first added to the scene.\n\n"
"@tsexample\n"
"new TSStatic(Team1Base) {\n"
" shapeName = \"art/shapes/desertStructures/station01.dts\";\n"
" playAmbient = \"1\";\n"
" receiveSunLight = \"1\";\n"
" receiveLMLighting = \"1\";\n"
" useCustomAmbientLighting = \"0\";\n"
" customAmbientLighting = \"0 0 0 1\";\n"
" collisionType = \"Visible Mesh\";\n"
" decalType = \"Collision Mesh\";\n"
" allowPlayerStep = \"1\";\n"
" renderNormals = \"0\";\n"
" forceDetail = \"-1\";\n"
" position = \"315.18 -180.418 244.313\";\n"
" rotation = \"0 0 1 195.952\";\n"
" scale = \"1 1 1\";\n"
" isRenderEnabled = \"true\";\n"
" canSaveDynamicFields = \"1\";\n"
"};\n"
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"@endtsexample\n"
"@ingroup gameObjects\n"
);
bool TSStatic::smUseStaticObjectFade = false;
F32 TSStatic::smStaticObjectFadeStart = 50;
F32 TSStatic::smStaticObjectFadeEnd = 75;
F32 TSStatic::smStaticObjectUnfadeableSize = 75;
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TSStatic::TSStatic()
:
cubeDescId(0),
reflectorDesc(NULL)
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{
mNetFlags.set(Ghostable | ScopeAlways);
mTypeMask |= StaticObjectType | StaticShapeObjectType;
mShapeInstance = NULL;
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mPlayAmbient = true;
mAmbientThread = NULL;
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mAllowPlayerStep = false;
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mConvexList = new Convex;
mRenderNormalScalar = 0;
mForceDetail = -1;
mMeshCulling = false;
mUseOriginSort = false;
mUseAlphaFade = false;
mAlphaFadeStart = 100.0f;
mAlphaFadeEnd = 150.0f;
mInvertAlphaFade = false;
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mAlphaFade = 1.0f;
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mPhysicsRep = NULL;
mCollisionLOD = 0;
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mCollisionType = CollisionMesh;
mDecalType = CollisionMesh;
mIgnoreZodiacs = false;
mHasGradients = false;
mInvertGradientRange = false;
mGradientRangeUser.set(0.0f, 180.0f);
#ifdef TORQUE_AFX_ENABLED
afxZodiacData::convertGradientRangeFromDegrees(mGradientRange, mGradientRangeUser);
#endif
mAnimOffset = 0.0f;
mAnimSpeed = 1.0f;
mShapeAsset.registerRefreshNotify(this);
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}
TSStatic::~TSStatic()
{
delete mConvexList;
mConvexList = NULL;
mShapeAsset.unregisterRefreshNotify();
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}
ImplementEnumType(TSMeshType,
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"Type of mesh data available in a shape.\n"
"@ingroup gameObjects")
{
TSStatic::None, "None", "No mesh data."
},
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{ TSStatic::Bounds, "Bounds", "Bounding box of the shape." },
{ TSStatic::CollisionMesh, "Collision Mesh", "Specifically desingated \"collision\" meshes." },
{ TSStatic::VisibleMesh, "Visible Mesh", "Rendered mesh polygons." },
EndImplementEnumType;
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FRangeValidator percentValidator(0.0f, 1.0f);
F32 AnimSpeedMax = 4.0f;
FRangeValidator speedValidator(0.0f, AnimSpeedMax);
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void TSStatic::initPersistFields()
{
docsURL;
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
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addGroup("Shape");
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INITPERSISTFIELD_SHAPEASSET_REFACTOR(Shape, TSStatic, "Model to use for this TSStatic");
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Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
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endGroup("Shape");
addGroup("Materials");
addProtectedField("skin", TypeRealString, Offset(mAppliedSkinName, TSStatic), &_setFieldSkin, &_getFieldSkin,
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"@brief The skin applied to the shape.\n\n"
"'Skinning' the shape effectively renames the material targets, allowing "
"different materials to be used on different instances of the same model.\n\n"
"Any material targets that start with the old skin name have that part "
"of the name replaced with the new skin name. The initial old skin name is "
"\"base\". For example, if a new skin of \"blue\" was applied to a model "
"that had material targets <i>base_body</i> and <i>face</i>, the new targets "
"would be <i>blue_body</i> and <i>face</i>. Note that <i>face</i> was not "
"renamed since it did not start with the old skin name of \"base\".\n\n"
"To support models that do not use the default \"base\" naming convention, "
"you can also specify the part of the name to replace in the skin field "
"itself. For example, if a model had a material target called <i>shapemat</i>, "
"we could apply a new skin \"shape=blue\", and the material target would be "
"renamed to <i>bluemat</i> (note \"shape\" has been replaced with \"blue\").\n\n"
"Multiple skin updates can also be applied at the same time by separating "
"them with a semicolon. For example: \"base=blue;face=happy_face\".\n\n"
"Material targets are only renamed if an existing Material maps to that "
"name, or if there is a diffuse texture in the model folder with the same "
"name as the new target.\n\n");
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
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endGroup("Materials");
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addGroup("Animation");
addField("playAmbient", TypeBool, Offset(mPlayAmbient, TSStatic),
"Enables automatic playing of the animation sequence named \"ambient\" (if it exists) when the TSStatic is loaded.");
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addFieldV("AnimOffset", TypeRangedF32, Offset(mAnimOffset, TSStatic), &percentValidator,
"Percent Animation Offset.");
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addFieldV("AnimSpeed", TypeRangedF32, Offset(mAnimSpeed, TSStatic), &speedValidator,
"Percent Animation Speed.");
endGroup("Animation");
addGroup("Rendering");
addField("meshCulling", TypeBool, Offset(mMeshCulling, TSStatic),
"Enables detailed culling of meshes within the TSStatic. Should only be used "
"with large complex shapes like buildings which contain many submeshes.");
addField("originSort", TypeBool, Offset(mUseOriginSort, TSStatic),
"Enables translucent sorting of the TSStatic by its origin instead of the bounds.");
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endGroup("Rendering");
addGroup("Reflection");
addField("cubeReflectorDesc", TypeRealString, Offset(cubeDescName, TSStatic),
"References a ReflectorDesc datablock that defines performance and quality properties for dynamic reflections.\n");
endGroup("Reflection");
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addGroup("Collision");
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addField("collisionLOD", TypeS16, Offset(mCollisionLOD, TSStatic),
"The level of detail to use for 'Visible Mesh' collision queries.");
addField("collisionType", TypeTSMeshType, Offset(mCollisionType, TSStatic),
"The type of mesh data to use for collision queries.");
addField("decalType", TypeTSMeshType, Offset(mDecalType, TSStatic),
"The type of mesh data used to clip decal polygons against.");
addField("allowPlayerStep", TypeBool, Offset(mAllowPlayerStep, TSStatic),
"@brief Allow a Player to walk up sloping polygons in the TSStatic (based on the collisionType).\n\n"
"When set to false, the slightest bump will stop the player from walking on top of the object.\n");
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endGroup("Collision");
addGroup("AlphaFade");
addField("alphaFadeEnable", TypeBool, Offset(mUseAlphaFade, TSStatic), "Turn on/off Alpha Fade");
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addFieldV("alphaFadeStart", TypeRangedF32, Offset(mAlphaFadeStart, TSStatic), &CommonValidators::PositiveFloat, "Distance of start Alpha Fade");
addFieldV("alphaFadeEnd", TypeRangedF32, Offset(mAlphaFadeEnd, TSStatic), &CommonValidators::PositiveFloat, "Distance of end Alpha Fade");
addField("alphaFadeInverse", TypeBool, Offset(mInvertAlphaFade, TSStatic), "Invert Alpha Fade's Start & End Distance");
endGroup("AlphaFade");
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addGroup("Debug");
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addFieldV("renderNormals", TypeRangedF32, Offset(mRenderNormalScalar, TSStatic), &CommonValidators::PositiveFloat,
"Debug rendering mode shows the normals for each point in the TSStatic's mesh.");
addFieldV("forceDetail", TypeRangedS32, Offset(mForceDetail, TSStatic), &CommonValidators::S32Range,
"Forces rendering to a particular detail level.");
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endGroup("Debug");
addGroup("AFX");
addField("ignoreZodiacs", TypeBool, Offset(mIgnoreZodiacs, TSStatic));
addField("useGradientRange", TypeBool, Offset(mHasGradients, TSStatic));
addField("gradientRange", TypePoint2F, Offset(mGradientRangeUser, TSStatic));
addField("invertGradientRange", TypeBool, Offset(mInvertGradientRange, TSStatic));
endGroup("AFX");
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Parent::initPersistFields();
}
void TSStatic::consoleInit()
{
Parent::consoleInit();
// Vars for debug rendering while the RoadEditor is open, only used if smEditorOpen is true.
Con::addVariable("$pref::useStaticObjectFade", TypeBool, &TSStatic::smUseStaticObjectFade, "Indicates if all statics should utilize the distance-based object fadeout logic.\n");
Con::addVariable("$pref::staticObjectFadeStart", TypeF32, &TSStatic::smStaticObjectFadeStart, "Distance at which static object fading begins if $pref::useStaticObjectFade is on.\n");
Con::addVariable("$pref::staticObjectFadeEnd", TypeF32, &TSStatic::smStaticObjectFadeEnd, "Distance at which static object fading should have fully faded if $pref::useStaticObjectFade is on.\n");
Con::addVariable("$pref::staticObjectUnfadeableSize", TypeF32, &TSStatic::smStaticObjectUnfadeableSize, "Size of object where if the bounds is at or bigger than this, it will be ignored in the $pref::useStaticObjectFade logic. Useful for very large, distance-important objects.\n");
}
bool TSStatic::_setFieldSkin(void* object, const char* index, const char* data)
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{
TSStatic* ts = static_cast<TSStatic*>(object);
if (ts)
ts->setSkinName(data);
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return false;
}
const char* TSStatic::_getFieldSkin(void* object, const char* data)
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{
TSStatic* ts = static_cast<TSStatic*>(object);
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return ts ? ts->mSkinNameHandle.getString() : "";
}
void TSStatic::inspectPostApply()
{
// Apply any transformations set in the editor
Parent::inspectPostApply();
if (isServerObject())
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{
setMaskBits(-1);
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prepCollision();
}
_updateShouldTick();
}
bool TSStatic::onAdd()
{
PROFILE_SCOPE(TSStatic_onAdd);
if (isServerObject())
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{
// Handle the old "usePolysoup" field
SimFieldDictionary* fieldDict = getFieldDictionary();
if (fieldDict)
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{
StringTableEntry slotName = StringTable->insert("usePolysoup");
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SimFieldDictionary::Entry* entry = fieldDict->findDynamicField(slotName);
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if (entry)
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{
// Was "usePolysoup" set?
bool usePolysoup = dAtob(entry->value);
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// "usePolysoup" maps to the new VisibleMesh type
if (usePolysoup)
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mCollisionType = VisibleMesh;
// Remove the field in favor on the new "collisionType" field
fieldDict->setFieldValue(slotName, "");
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}
}
}
if (!Parent::onAdd())
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return false;
// Setup the shape.
if (!_createShape())
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{
Con::errorf("TSStatic::onAdd() - Shape creation failed!");
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return false;
}
setRenderTransform(mObjToWorld);
// Register for the resource change signal.
//ResourceManager::get().getChangedSignal().notify(this, &TSStatic::_onResourceChanged);
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addToScene();
if (isClientObject())
{
mCubeReflector.unregisterReflector();
if (reflectorDesc)
mCubeReflector.registerReflector(this, reflectorDesc);
}
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_updateShouldTick();
// Accumulation and environment mapping
if (isClientObject() && mShapeInstance)
{
AccumulationVolume::addObject(this);
}
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return true;
}
bool TSStatic::_createShape()
{
// Cleanup before we create.
mCollisionDetails.clear();
mDecalDetails.clear();
mDecalDetailsPtr = 0;
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mLOSDetails.clear();
SAFE_DELETE(mPhysicsRep);
SAFE_DELETE(mShapeInstance);
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mAmbientThread = NULL;
//mShape = NULL;
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if (getShape())
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{
if (isClientObject() &&
!getShape()->preloadMaterialList(getShapeFile()) &&
NetConnection::filesWereDownloaded())
return false;
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mObjBox = getShape()->mBounds;
resetWorldBox();
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- Fixes the display of the preview in the MaterialAsset fields - Hides the special-case direct filepath field for ShapeAsset persist fields macro - Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily - Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true - Adds isValid utility function to AssetPtr - Added new field flag that makes the field not write out to file - Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors - Fixed group filtering check of guiInspector to ignore case - Removed unneeded isFile checks for common datablock script files in Prototyping module script - Removed test datablocks from Prototyping module - Removed unnecessary container control from AssetBrowser - Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window - Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly - Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer - Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree - Added ability to explode prefab to RMB menu on scene tree - Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree - Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with - Added sanity check to datablock editor creation - Fixed preview display of material in Decal Editor - Made compositeTextureEditor use the cached preview of images - Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor - Fixes MaterialEditor to properly save the group collapse state when editing - Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable - Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show - Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0 - Removed unneeded top tabbook and tab page for main editor panel - Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset - Resized Object Builder window to not cut off elements and have enough width to show more data - Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field - Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info - Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not -
2025-08-26 04:35:28 +00:00
mShapeInstance = new TSShapeInstance(getShape(), true);
mShapeInstance->resetMaterialList();
mShapeInstance->cloneMaterialList();
2012-09-19 15:15:01 +00:00
if (isGhost())
{
// Reapply the current skin
mAppliedSkinName = "";
reSkin();
updateMaterials();
}
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prepCollision();
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// Find the "ambient" animation if it exists
S32 ambientSeq = getShape()->findSequence("ambient");
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if (ambientSeq > -1 && !mAmbientThread)
mAmbientThread = mShapeInstance->addThread();
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if ( mAmbientThread )
mShapeInstance->setSequence(mAmbientThread, ambientSeq, mAnimOffset);
// Resolve CubeReflectorDesc.
if (cubeDescName.isNotEmpty())
{
Sim::findObject(cubeDescName, reflectorDesc);
}
else if (cubeDescId > 0)
{
Sim::findObject(cubeDescId, reflectorDesc);
}
}
else
{
Con::errorf("TSStatic::_createShape() - Shape Asset %s had no valid shape!", mShapeAsset.getAssetId());
return false;
}
2012-09-19 15:15:01 +00:00
//Set up the material slot vars for easy manipulation
/*S32 materialCount = mShape->materialList->getMaterialNameList().size(); //mMeshAsset->getMaterialCount();
//Temporarily disabled until fixup of materialName->assetId lookup logic is sorted for easy persistance
if (isServerObject())
{
char matFieldName[128];
for (U32 i = 0; i < materialCount; i++)
{
StringTableEntry materialname = StringTable->insert(mShape->materialList->getMaterialName(i).c_str());
dSprintf(matFieldName, 128, "MaterialSlot%d", i);
StringTableEntry matFld = StringTable->insert(matFieldName);
setDataField(matFld, NULL, materialname);
}
}*/
2012-09-19 15:15:01 +00:00
return true;
}
void TSStatic::onDynamicModified(const char* slotName, const char* newValue)
{
if (FindMatch::isMatch("materialslot*", slotName, false))
{
if (!getShape())
return;
S32 slot = -1;
String outStr(String::GetTrailingNumber(slotName, slot));
if (slot == -1)
return;
//Safe to assume the inbound value for the material will be a MaterialAsset, so lets do a lookup on the name
MaterialAsset* matAsset = AssetDatabase.acquireAsset<MaterialAsset>(newValue);
if (!matAsset)
return;
bool found = false;
for (U32 i = 0; i < mChangingMaterials.size(); i++)
{
if (mChangingMaterials[i].slot == slot)
{
mChangingMaterials[i].matAsset = matAsset;
mChangingMaterials[i].assetId = newValue;
found = true;
}
}
if (!found)
{
matMap newMatMap;
newMatMap.slot = slot;
newMatMap.matAsset = matAsset;
newMatMap.assetId = newValue;
mChangingMaterials.push_back(newMatMap);
}
setMaskBits(MaterialMask);
}
Parent::onDynamicModified(slotName, newValue);
}
2012-09-19 15:15:01 +00:00
void TSStatic::prepCollision()
{
// Let the client know that the collision was updated
setMaskBits(UpdateCollisionMask);
2012-09-19 15:15:01 +00:00
// Allow the ShapeInstance to prep its collision if it hasn't already
if (mShapeInstance)
2012-09-19 15:15:01 +00:00
mShapeInstance->prepCollision();
// Cleanup any old collision data
mCollisionDetails.clear();
mDecalDetails.clear();
mDecalDetailsPtr = 0;
2012-09-19 15:15:01 +00:00
mLOSDetails.clear();
mConvexList->nukeList();
if (mCollisionType == CollisionMesh || mCollisionType == VisibleMesh)
{
getShape()->findColDetails(mCollisionType == VisibleMesh, &mCollisionDetails, &mLOSDetails, mCollisionLOD);
if (mDecalType == mCollisionType)
{
mDecalDetailsPtr = &mCollisionDetails;
}
else if (mDecalType == CollisionMesh || mDecalType == VisibleMesh)
{
getShape()->findColDetails(mDecalType == VisibleMesh, &mDecalDetails, 0, mCollisionLOD);
mDecalDetailsPtr = &mDecalDetails;
}
}
else if (mDecalType == CollisionMesh || mDecalType == VisibleMesh)
{
getShape()->findColDetails(mDecalType == VisibleMesh, &mDecalDetails, 0, mCollisionLOD);
mDecalDetailsPtr = &mDecalDetails;
}
2012-09-19 15:15:01 +00:00
_updatePhysics();
}
void TSStatic::_updatePhysics()
{
SAFE_DELETE(mPhysicsRep);
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if (!PHYSICSMGR || mCollisionType == None)
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return;
PhysicsCollision* colShape = NULL;
if (mCollisionType == Bounds)
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{
MatrixF offset(true);
offset.setPosition(getShape()->center);
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colShape = PHYSICSMGR->createCollision();
colShape->addBox(getObjBox().getExtents() * 0.5f * mObjScale, offset);
2012-09-19 15:15:01 +00:00
}
else
colShape = getShape()->buildColShape(mCollisionType == VisibleMesh, getScale());
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if (colShape)
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{
PhysicsWorld* world = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
2012-09-19 15:15:01 +00:00
mPhysicsRep = PHYSICSMGR->createBody();
mPhysicsRep->init(colShape, 0, 0, this, world);
mPhysicsRep->setTransform(getTransform());
2012-09-19 15:15:01 +00:00
}
}
void TSStatic::onRemove()
{
SAFE_DELETE(mPhysicsRep);
2012-09-19 15:15:01 +00:00
// Accumulation
if (isClientObject() && mShapeInstance)
{
if (mShapeInstance->hasAccumulation())
AccumulationVolume::removeObject(this);
}
2012-09-19 15:15:01 +00:00
mConvexList->nukeList();
removeFromScene();
// Remove the resource change signal.
//ResourceManager::get().getChangedSignal().remove(this, &TSStatic::_onResourceChanged);
2012-09-19 15:15:01 +00:00
delete mShapeInstance;
mShapeInstance = NULL;
mAmbientThread = NULL;
if (isClientObject())
mCubeReflector.unregisterReflector();
2012-09-19 15:15:01 +00:00
Parent::onRemove();
}
void TSStatic::onShapeChanged()
{
_createShape();
_updateShouldTick();
}
void TSStatic::setSkinName(const char* name)
2012-09-19 15:15:01 +00:00
{
if (!isGhost())
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{
if (name[0] != '\0')
2012-09-19 15:15:01 +00:00
{
// Use tags for better network performance
// Should be a tag, but we'll convert to one if it isn't.
if (name[0] == StringTagPrefixByte)
mSkinNameHandle = NetStringHandle(U32(dAtoi(name + 1)));
2012-09-19 15:15:01 +00:00
else
mSkinNameHandle = NetStringHandle(name);
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}
else
mSkinNameHandle = NetStringHandle();
setMaskBits(SkinMask);
2012-09-19 15:15:01 +00:00
}
}
void TSStatic::reSkin()
{
if (isGhost() && mShapeInstance)
2012-09-19 15:15:01 +00:00
{
if (mSkinNameHandle.isValidString())
2012-09-19 15:15:01 +00:00
{
mShapeInstance->resetMaterialList();
Vector<String> skins;
String(mSkinNameHandle.getString()).split(";", skins);
for (S32 i = 0; i < skins.size(); i++)
2012-09-19 15:15:01 +00:00
{
String oldSkin(mAppliedSkinName.c_str());
String newSkin(skins[i]);
// Check if the skin handle contains an explicit "old" base string. This
// allows all models to support skinning, even if they don't follow the
// "base_xxx" material naming convention.
S32 split = newSkin.find('='); // "old=new" format skin?
if (split != String::NPos)
{
oldSkin = newSkin.substr(0, split);
newSkin = newSkin.erase(0, split + 1);
}
else
{
oldSkin = "";
}
mShapeInstance->reSkin(newSkin, oldSkin);
mAppliedSkinName = newSkin;
2012-09-19 15:15:01 +00:00
}
}
else
{
mShapeInstance->reSkin("", mAppliedSkinName);
mAppliedSkinName = "";
2012-09-19 15:15:01 +00:00
}
}
}
void TSStatic::processTick(const Move* move)
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{
if ( isServerObject() && mPlayAmbient && mAmbientThread )
{
mShapeInstance->setTimeScale(mAmbientThread, mAnimSpeed);
mShapeInstance->advanceTime( TickSec, mAmbientThread );
}
if (isMounted())
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{
MatrixF mat(true);
mMount.object->getMountTransform(mMount.node, mMount.xfm, &mat);
setTransform(mat);
2014-06-17 01:11:15 +00:00
}
2012-09-19 15:15:01 +00:00
}
void TSStatic::interpolateTick(F32 delta)
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{
}
void TSStatic::advanceTime(F32 dt)
2012-09-19 15:15:01 +00:00
{
if ( mPlayAmbient && mAmbientThread )
{
mShapeInstance->setTimeScale(mAmbientThread, mAnimSpeed);
mShapeInstance->advanceTime( dt, mAmbientThread );
}
2014-06-17 01:11:15 +00:00
if (isMounted())
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{
MatrixF mat(true);
mMount.object->getRenderMountTransform(dt, mMount.node, mMount.xfm, &mat);
setRenderTransform(mat);
2014-06-17 01:11:15 +00:00
}
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}
void TSStatic::_updateShouldTick()
{
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bool shouldTick = (mPlayAmbient && mAmbientThread) || isMounted();
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if (isTicking() != shouldTick)
setProcessTick(shouldTick);
2012-09-19 15:15:01 +00:00
}
void TSStatic::prepRenderImage(SceneRenderState* state)
2012-09-19 15:15:01 +00:00
{
- Fixes the display of the preview in the MaterialAsset fields - Hides the special-case direct filepath field for ShapeAsset persist fields macro - Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily - Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true - Adds isValid utility function to AssetPtr - Added new field flag that makes the field not write out to file - Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors - Fixed group filtering check of guiInspector to ignore case - Removed unneeded isFile checks for common datablock script files in Prototyping module script - Removed test datablocks from Prototyping module - Removed unnecessary container control from AssetBrowser - Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window - Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly - Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer - Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree - Added ability to explode prefab to RMB menu on scene tree - Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree - Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with - Added sanity check to datablock editor creation - Fixed preview display of material in Decal Editor - Made compositeTextureEditor use the cached preview of images - Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor - Fixes MaterialEditor to properly save the group collapse state when editing - Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable - Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show - Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0 - Removed unneeded top tabbook and tab page for main editor panel - Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset - Resized Object Builder window to not cut off elements and have enough width to show more data - Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field - Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info - Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not -
2025-08-26 04:35:28 +00:00
if (!mShapeAsset.isValid() || !mShapeInstance)
2012-09-19 15:15:01 +00:00
return;
Point3F cameraOffset;
getRenderTransform().getColumn(3, &cameraOffset);
2012-09-19 15:15:01 +00:00
cameraOffset -= state->getDiffuseCameraPosition();
F32 dist = cameraOffset.len();
if (dist < 0.01f)
dist = 0.01f;
2014-11-20 13:00:26 +00:00
if (mUseAlphaFade)
{
2014-11-20 13:00:26 +00:00
mAlphaFade = 1.0f;
if ((mAlphaFadeStart < mAlphaFadeEnd) && mAlphaFadeStart > 0.1f)
{
2014-11-20 13:00:26 +00:00
if (mInvertAlphaFade)
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{
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if (dist <= mAlphaFadeStart)
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{
return;
2014-11-06 15:44:55 +00:00
}
2014-11-20 13:00:26 +00:00
if (dist < mAlphaFadeEnd)
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{
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mAlphaFade = ((dist - mAlphaFadeStart) / (mAlphaFadeEnd - mAlphaFadeStart));
2014-11-06 15:44:55 +00:00
}
}
else
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{
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if (dist >= mAlphaFadeEnd)
2014-11-06 15:44:55 +00:00
{
return;
2014-11-06 15:44:55 +00:00
}
2014-11-20 13:00:26 +00:00
if (dist > mAlphaFadeStart)
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{
2014-11-20 13:00:26 +00:00
mAlphaFade -= ((dist - mAlphaFadeStart) / (mAlphaFadeEnd - mAlphaFadeStart));
2014-11-06 15:44:55 +00:00
}
}
}
}
else if (smUseStaticObjectFade)
{
F32 boundsLen = getWorldSphere().radius;
if (boundsLen < smStaticObjectUnfadeableSize)
{
F32 distAdjust = (boundsLen) / (smStaticObjectUnfadeableSize);
distAdjust = 1 - distAdjust;
dist *= distAdjust;
mAlphaFade = 1.0f;
if ((smStaticObjectFadeStart < smStaticObjectFadeEnd) && smStaticObjectFadeStart > 0.1f)
{
if (dist >= smStaticObjectFadeEnd)
{
return;
}
if (dist > smStaticObjectFadeStart)
{
mAlphaFade -= ((dist - smStaticObjectFadeStart) / (smStaticObjectFadeEnd - smStaticObjectFadeStart));
}
}
}
}
F32 invScale = (1.0f / getMax(getMax(mObjScale.x, mObjScale.y), mObjScale.z));
2012-09-19 15:15:01 +00:00
// If we're currently rendering our own reflection we
// don't want to render ourselves into it.
if (mCubeReflector.isRendering())
return;
if (mForceDetail == -1)
mShapeInstance->setDetailFromDistance(state, dist * invScale);
2012-09-19 15:15:01 +00:00
else
mShapeInstance->setCurrentDetail(mForceDetail);
2012-09-19 15:15:01 +00:00
if (mShapeInstance->getCurrentDetail() < 0)
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return;
GFXTransformSaver saver;
2012-09-19 15:15:01 +00:00
// Set up our TS render state.
TSRenderState rdata;
rdata.setSceneState(state);
rdata.setFadeOverride(1.0f);
rdata.setOriginSort(mUseOriginSort);
if (mCubeReflector.isEnabled())
rdata.setCubemap(mCubeReflector.getCubemap());
2012-09-19 15:15:01 +00:00
// Acculumation
rdata.setAccuTex(mAccuTex);
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// If we have submesh culling enabled then prepare
// the object space frustum to pass to the shape.
Frustum culler;
if (mMeshCulling)
2012-09-19 15:15:01 +00:00
{
culler = state->getCullingFrustum();
MatrixF xfm(true);
xfm.scale(Point3F::One / getScale());
xfm.mul(getRenderWorldTransform());
xfm.mul(culler.getTransform());
culler.setTransform(xfm);
rdata.setCuller(&culler);
2012-09-19 15:15:01 +00:00
}
// We might have some forward lit materials
// so pass down a query to gather lights.
LightQuery query;
query.init(getWorldSphere());
rdata.setLightQuery(&query);
2012-09-19 15:15:01 +00:00
MatrixF mat = getRenderTransform();
mat.scale(mObjScale);
GFX->setWorldMatrix(mat);
if (state->isDiffusePass() && mCubeReflector.isEnabled() && mCubeReflector.getOcclusionQuery())
{
RenderPassManager* pass = state->getRenderPass();
OccluderRenderInst* ri = pass->allocInst<OccluderRenderInst>();
ri->type = RenderPassManager::RIT_Occluder;
ri->query = mCubeReflector.getOcclusionQuery();
mObjToWorld.mulP(mObjBox.getCenter(), &ri->position);
ri->scale.set(mObjBox.getExtents());
ri->orientation = pass->allocUniqueXform(mObjToWorld);
ri->isSphere = false;
state->getRenderPass()->addInst(ri);
}
2012-09-19 15:15:01 +00:00
if (mShapeInstance)
{
mShapeInstance->animate();
if (mUseAlphaFade || smUseStaticObjectFade)
{
2014-11-20 13:00:26 +00:00
mShapeInstance->setAlphaAlways(mAlphaFade);
S32 s = mShapeInstance->mMeshObjects.size();
for (S32 x = 0; x < s; x++)
{
2014-11-20 13:00:26 +00:00
mShapeInstance->mMeshObjects[x].visible = mAlphaFade;
}
}
}
mShapeInstance->render(rdata);
#ifdef TORQUE_AFX_ENABLED
if (!mIgnoreZodiacs && mDecalDetailsPtr != 0)
afxZodiacMgr::renderPolysoupZodiacs(state, this);
#endif
if (mRenderNormalScalar > 0)
2012-09-19 15:15:01 +00:00
{
ObjectRenderInst* ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind(this, &TSStatic::_renderNormals);
2012-09-19 15:15:01 +00:00
ri->type = RenderPassManager::RIT_Editor;
state->getRenderPass()->addInst(ri);
2012-09-19 15:15:01 +00:00
}
}
void TSStatic::_renderNormals(ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat)
2012-09-19 15:15:01 +00:00
{
PROFILE_SCOPE(TSStatic_RenderNormals);
2012-09-19 15:15:01 +00:00
GFXTransformSaver saver;
MatrixF mat = getRenderTransform();
mat.scale(mObjScale);
GFX->multWorld(mat);
2012-09-19 15:15:01 +00:00
S32 dl = mShapeInstance->getCurrentDetail();
mShapeInstance->renderDebugNormals(mRenderNormalScalar, dl);
2012-09-19 15:15:01 +00:00
}
void TSStatic::onScaleChanged()
{
Parent::onScaleChanged();
if (mPhysicsRep)
2012-09-19 15:15:01 +00:00
{
// If the editor is enabled delay the scale operation
// by a few milliseconds so that we're not rebuilding
// during an active scale drag operation.
if (gEditingMission)
mPhysicsRep->queueCallback(500, Delegate<void()>(this, &TSStatic::_updatePhysics));
2012-09-19 15:15:01 +00:00
else
_updatePhysics();
}
2014-06-17 01:11:15 +00:00
setMaskBits(ScaleMask);
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}
void TSStatic::setTransform(const MatrixF& mat)
2012-09-19 15:15:01 +00:00
{
Parent::setTransform(mat);
if (!isMounted())
setMaskBits(TransformMask);
2012-09-19 15:15:01 +00:00
if (mPhysicsRep)
mPhysicsRep->setTransform(mat);
2012-09-19 15:15:01 +00:00
// Accumulation
if (isClientObject() && mShapeInstance)
{
if (mShapeInstance->hasAccumulation())
AccumulationVolume::updateObject(this);
}
2012-09-19 15:15:01 +00:00
// Since this is a static it's render transform changes 1
// to 1 with it's collision transform... no interpolation.
setRenderTransform(mat);
}
U32 TSStatic::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
2012-09-19 15:15:01 +00:00
{
U32 retMask = Parent::packUpdate(con, mask, stream);
if (stream->writeFlag(mask & TransformMask))
mathWrite(*stream, getTransform());
2014-06-17 01:11:15 +00:00
if (stream->writeFlag(mask & ScaleMask))
2014-06-17 01:11:15 +00:00
{
// Only write one bit if the scale is one.
if (stream->writeFlag(mObjScale != Point3F::One))
mathWrite(*stream, mObjScale);
2014-06-17 01:11:15 +00:00
}
2012-09-19 15:15:01 +00:00
if (stream->writeFlag(mask & UpdateCollisionMask))
{
if (stream->writeFlag(mCollisionLOD>0))
stream->writeInt(mCollisionLOD,12);
stream->writeInt(mCollisionType,4);
}
if (stream->writeFlag(mask & SkinMask))
con->packNetStringHandleU(stream, mSkinNameHandle);
2012-09-19 15:15:01 +00:00
2016-06-20 18:14:19 +00:00
if (stream->writeFlag(mask & AdvancedStaticOptionsMask))
2014-06-17 01:11:15 +00:00
{
PACK_ASSET_REFACTOR(con, Shape);
stream->writeInt(mDecalType,4);
2012-09-19 15:15:01 +00:00
2016-06-20 18:14:19 +00:00
stream->writeFlag(mAllowPlayerStep);
stream->writeFlag(mMeshCulling);
stream->writeFlag(mUseOriginSort);
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2016-06-20 18:14:19 +00:00
stream->write(mRenderNormalScalar);
2012-09-19 15:15:01 +00:00
2016-06-20 18:14:19 +00:00
stream->write(mForceDetail);
2012-09-19 15:15:01 +00:00
if (stream->writeFlag(mPlayAmbient && hasAnim()))
{
if (stream->writeFlag(mAnimOffset != 0.0f))
stream->writeFloat(mAnimOffset, 7);
if (stream->writeFlag(mAnimSpeed != 1.0f))
stream->writeSignedFloat(mAnimSpeed / AnimSpeedMax, 7);
}
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}
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if (stream->writeFlag(mUseAlphaFade))
{
stream->write(mAlphaFadeStart);
stream->write(mAlphaFadeEnd);
stream->write(mInvertAlphaFade);
}
stream->writeFlag(mIgnoreZodiacs);
if (stream->writeFlag(mHasGradients))
{
stream->writeFlag(mInvertGradientRange);
stream->write(mGradientRange.x);
stream->write(mGradientRange.y);
}
if (mLightPlugin)
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retMask |= mLightPlugin->packUpdate(this, AdvancedStaticOptionsMask, con, mask, stream);
if (stream->writeFlag(reflectorDesc != NULL))
{
stream->writeRangedU32(reflectorDesc->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast);
}
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stream->write(mOverrideColor);
if (stream->writeFlag(mask & MaterialMask))
{
if (stream->writeFlag(mChangingMaterials.size() > 0))
{
stream->writeInt(mChangingMaterials.size(), 16);
for (U32 i = 0; i < mChangingMaterials.size(); i++)
{
stream->writeInt(mChangingMaterials[i].slot, 16);
NetStringHandle matNameStr = mChangingMaterials[i].assetId.c_str();
con->packNetStringHandleU(stream, matNameStr);
}
}
}
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return retMask;
}
void TSStatic::unpackUpdate(NetConnection* con, BitStream* stream)
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{
Parent::unpackUpdate(con, stream);
if (stream->readFlag()) // TransformMask
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{
MatrixF mat;
mathRead(*stream, &mat);
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setTransform(mat);
setRenderTransform(mat);
}
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if (stream->readFlag()) // ScaleMask
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{
if (stream->readFlag())
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{
VectorF scale;
mathRead(*stream, &scale);
setScale(scale);
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}
else
setScale(Point3F::One);
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}
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if (stream->readFlag()) // UpdateCollisionMask
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{
U32 collisionType = CollisionMesh;
if (stream->readFlag())
mCollisionLOD = stream->readInt(12);
collisionType = stream->readInt(4);
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// Handle it if we have changed CollisionType's
if ((MeshType)collisionType != mCollisionType)
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{
mCollisionType = (MeshType)collisionType;
if (isProperlyAdded() && mShapeInstance)
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prepCollision();
}
}
if (stream->readFlag()) // SkinMask
{
NetStringHandle skinDesiredNameHandle = con->unpackNetStringHandleU(stream);;
if (mSkinNameHandle != skinDesiredNameHandle)
{
mSkinNameHandle = skinDesiredNameHandle;
reSkin();
}
}
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if (stream->readFlag()) // AdvancedStaticOptionsMask
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{
UNPACK_ASSET_REFACTOR(con, Shape);
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mDecalType = (MeshType)stream->readInt(4);
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mAllowPlayerStep = stream->readFlag();
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mMeshCulling = stream->readFlag();
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mUseOriginSort = stream->readFlag();
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stream->read(&mRenderNormalScalar);
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stream->read(&mForceDetail);
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mPlayAmbient = stream->readFlag();
if (mPlayAmbient)
{
if (stream->readFlag())
mAnimOffset = stream->readFloat(7);
if (stream->readFlag())
mAnimSpeed = stream->readSignedFloat(7) * AnimSpeedMax;
}
Adjusted callback handling of asset inspector fields when invoking AB to select asset for more consistent behavior and better handling of updating the objects and inspector Added logic to forcefully acquire newly imported asset definition to better try and ensure it's loaded immediately after import Added logic to asset importer so if a file is not found for an importing material asset, if populate maps is on, then it will try and find a matching image asset in the destination module Added logic to tsStatic to better handle fields being updated via the editor, forcing updates and refreshes of the shape and materialSlots Fixed handling of guiBitmapButtonCtrl so it will update the bitmap used when edited via the Gui Editor Updated image ref to the hudFill image asset for the console GUI Cleaned up names for the default camera model/material Defaulted import config to utilize the Prune action instead of rename for more predictable default behavior Added icons next to AB's preview slider bar for additional visual feedback of slider intent Added missing checkbox to asset import window and cleaned up scaling behavior Fixed handling of drag-n-drop behavior in GUI editor so it doesn't block further interaction Added logic for drag-n-drop of image assets to GUI Editor so it will create a GuiBitmapCtrl with the image Added handling for drag-n-drop import of folders of assets to AB/Asset Import Added missing asset import config option to indicate if config supported import of sound assets Added logic when opening asset import config editor, where if there is a default import config set in the settings, it will open that one by default Hid the collision section of the import config editor, as those options are currently unutilized Improved behavior for Create New Folder window in the AB, now always pushing to the front, and also selecting the text by default, so the user can just start typing the new name Also added return and escape key accelerators to Create New Folder window for better UX Fixed display of editor windows, adding a distinct blue color to highlighted windows' title bar and fixing display of minimize/maximize/window/close buttons Moved GUIEditor's onControlDropped function to the AB script to match placement of sibling world editor function Fixed issue with material editor where the ORM Config map slot was getting the normal map instead of the correct ORM map
2021-11-26 22:40:15 +00:00
//update our shape, figuring that it likely changed
_createShape();
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}
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mUseAlphaFade = stream->readFlag();
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if (mUseAlphaFade)
{
stream->read(&mAlphaFadeStart);
stream->read(&mAlphaFadeEnd);
stream->read(&mInvertAlphaFade);
}
mIgnoreZodiacs = stream->readFlag();
mHasGradients = stream->readFlag();
if (mHasGradients)
{
mInvertGradientRange = stream->readFlag();
stream->read(&mGradientRange.x);
stream->read(&mGradientRange.y);
}
if (mLightPlugin)
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{
mLightPlugin->unpackUpdate(this, con, stream);
}
if (stream->readFlag())
{
cubeDescId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
}
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stream->read(&mOverrideColor);
if (stream->readFlag())
{
mChangingMaterials.clear();
if (stream->readFlag())
{
U32 materialCount = stream->readInt(16);
for (U32 i = 0; i < materialCount; i++)
{
matMap newMatMap;
newMatMap.slot = stream->readInt(16);
newMatMap.assetId = String(con->unpackNetStringHandleU(stream).getString());
//do the lookup, now
newMatMap.matAsset = AssetDatabase.acquireAsset<MaterialAsset>(newMatMap.assetId);
mChangingMaterials.push_back(newMatMap);
}
}
updateMaterials();
}
if (isProperlyAdded())
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_updateShouldTick();
set_special_typing();
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}
//----------------------------------------------------------------------------
bool TSStatic::castRay(const Point3F& start, const Point3F& end, RayInfo* info)
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{
if (mCollisionType == None)
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return false;
if (!mShapeInstance)
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return false;
if (mCollisionType == Bounds)
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{
F32 fst;
if (!mObjBox.collideLine(start, end, &fst, &info->normal))
return false;
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info->t = fst;
info->object = this;
info->point.interpolate(start, end, fst);
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info->material = NULL;
return true;
}
else
{
RayInfo shortest = *info;
RayInfo localInfo;
shortest.t = 1e8f;
localInfo.generateTexCoord = info->generateTexCoord;
for (U32 i = 0; i < mLOSDetails.size(); i++)
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{
mShapeInstance->animate(mLOSDetails[i]);
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if (mShapeInstance->castRayOpcode(mLOSDetails[i], start, end, &localInfo))
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{
localInfo.object = this;
if (localInfo.t < shortest.t)
shortest = localInfo;
}
}
if (shortest.object == this)
{
// Copy out the shortest time...
*info = shortest;
return true;
}
}
return false;
}
bool TSStatic::castRayRendered(const Point3F& start, const Point3F& end, RayInfo* info)
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{
if (!mShapeInstance)
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return false;
// Cast the ray against the currently visible detail
RayInfo localInfo;
if (info && info->generateTexCoord)
localInfo.generateTexCoord = true;
bool res = mShapeInstance->castRayOpcode(mShapeInstance->getCurrentDetail(), start, end, &localInfo);
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if (res)
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{
*info = localInfo;
info->object = this;
return true;
}
return false;
}
bool TSStatic::buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF&)
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{
if (!mShapeInstance)
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return false;
// This is safe to set even if we're not outputing
polyList->setTransform(&mObjToWorld, mObjScale);
polyList->setObject(this);
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if (context == PLC_Export)
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{
// Use highest detail level
S32 dl = 0;
// Try to call on the client so we can export materials
if (isServerObject() && getClientObject())
dynamic_cast<TSStatic*>(getClientObject())->mShapeInstance->buildPolyList(polyList, dl);
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else
mShapeInstance->buildPolyList(polyList, dl);
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}
else if (context == PLC_Selection)
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{
// Use the last rendered detail level
S32 dl = mShapeInstance->getCurrentDetail();
mShapeInstance->buildPolyListOpcode(dl, polyList, box);
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}
else
{
// Figure out the mesh type we're looking for.
MeshType meshType = (context == PLC_Decal) ? mDecalType : mCollisionType;
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if (meshType == None)
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return false;
else if (meshType == Bounds)
polyList->addBox(mObjBox);
else if (meshType == VisibleMesh)
mShapeInstance->buildPolyListOpcode(0, polyList, box);
else if (context == PLC_Decal && mDecalDetailsPtr != 0)
{
for (U32 i = 0; i < mDecalDetailsPtr->size(); i++)
mShapeInstance->buildPolyListOpcode((*mDecalDetailsPtr)[i], polyList, box);
}
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else
{
// Everything else is done from the collision meshes
// which may be built from either the visual mesh or
// special collision geometry.
for (U32 i = 0; i < mCollisionDetails.size(); i++)
mShapeInstance->buildPolyListOpcode(mCollisionDetails[i], polyList, box);
2012-09-19 15:15:01 +00:00
}
}
return true;
}
bool TSStatic::buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F& box, const SphereF&)
{
if (!mShapeInstance)
return false;
if (mCollisionType == Bounds)
{
ColladaUtils::ExportData::colMesh* colMesh;
exportData->colMeshes.increment();
colMesh = &exportData->colMeshes.last();
colMesh->mesh.setTransform(&mObjToWorld, mObjScale);
colMesh->mesh.setObject(this);
colMesh->mesh.addBox(mObjBox);
colMesh->colMeshName = String::ToString("ColBox%d-1", exportData->colMeshes.size());
}
else if (mCollisionType == VisibleMesh)
{
ColladaUtils::ExportData::colMesh* colMesh;
exportData->colMeshes.increment();
colMesh = &exportData->colMeshes.last();
colMesh->mesh.setTransform(&mObjToWorld, mObjScale);
colMesh->mesh.setObject(this);
mShapeInstance->buildPolyList(&colMesh->mesh, 0);
colMesh->colMeshName = String::ToString("ColMesh%d-1", exportData->colMeshes.size());
}
else if (mCollisionType == CollisionMesh)
{
// Everything else is done from the collision meshes
// which may be built from either the visual mesh or
// special collision geometry.
for (U32 i = 0; i < mCollisionDetails.size(); i++)
{
ColladaUtils::ExportData::colMesh* colMesh;
exportData->colMeshes.increment();
colMesh = &exportData->colMeshes.last();
colMesh->mesh.setTransform(&mObjToWorld, mObjScale);
colMesh->mesh.setObject(this);
mShapeInstance->buildPolyListOpcode(mCollisionDetails[i], &colMesh->mesh, box);
colMesh->colMeshName = String::ToString("ColMesh%d-1", exportData->colMeshes.size());
}
}
//Next, process the LOD levels and materials.
- Fixes the display of the preview in the MaterialAsset fields - Hides the special-case direct filepath field for ShapeAsset persist fields macro - Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily - Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true - Adds isValid utility function to AssetPtr - Added new field flag that makes the field not write out to file - Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors - Fixed group filtering check of guiInspector to ignore case - Removed unneeded isFile checks for common datablock script files in Prototyping module script - Removed test datablocks from Prototyping module - Removed unnecessary container control from AssetBrowser - Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window - Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly - Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer - Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree - Added ability to explode prefab to RMB menu on scene tree - Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree - Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with - Added sanity check to datablock editor creation - Fixed preview display of material in Decal Editor - Made compositeTextureEditor use the cached preview of images - Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor - Fixes MaterialEditor to properly save the group collapse state when editing - Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable - Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show - Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0 - Removed unneeded top tabbook and tab page for main editor panel - Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset - Resized Object Builder window to not cut off elements and have enough width to show more data - Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field - Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info - Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not -
2025-08-26 04:35:28 +00:00
if (isServerObject())
{
exportData->meshData.increment();
//Prep a meshData for this shape in particular
ColladaUtils::ExportData::meshLODData* meshData = &exportData->meshData.last();
//Fill out the info we'll need later to actually append our mesh data for the detail levels during the processing phase
- Fixes the display of the preview in the MaterialAsset fields - Hides the special-case direct filepath field for ShapeAsset persist fields macro - Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily - Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true - Adds isValid utility function to AssetPtr - Added new field flag that makes the field not write out to file - Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors - Fixed group filtering check of guiInspector to ignore case - Removed unneeded isFile checks for common datablock script files in Prototyping module script - Removed test datablocks from Prototyping module - Removed unnecessary container control from AssetBrowser - Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window - Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly - Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer - Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree - Added ability to explode prefab to RMB menu on scene tree - Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree - Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with - Added sanity check to datablock editor creation - Fixed preview display of material in Decal Editor - Made compositeTextureEditor use the cached preview of images - Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor - Fixes MaterialEditor to properly save the group collapse state when editing - Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable - Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show - Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0 - Removed unneeded top tabbook and tab page for main editor panel - Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset - Resized Object Builder window to not cut off elements and have enough width to show more data - Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field - Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info - Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not -
2025-08-26 04:35:28 +00:00
meshData->shapeInst = mShapeInstance;
meshData->originatingObject = this;
meshData->meshTransform = mObjToWorld;
meshData->scale = mObjScale;
//Iterate over all our detail levels
- Fixes the display of the preview in the MaterialAsset fields - Hides the special-case direct filepath field for ShapeAsset persist fields macro - Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily - Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true - Adds isValid utility function to AssetPtr - Added new field flag that makes the field not write out to file - Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors - Fixed group filtering check of guiInspector to ignore case - Removed unneeded isFile checks for common datablock script files in Prototyping module script - Removed test datablocks from Prototyping module - Removed unnecessary container control from AssetBrowser - Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window - Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly - Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer - Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree - Added ability to explode prefab to RMB menu on scene tree - Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree - Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with - Added sanity check to datablock editor creation - Fixed preview display of material in Decal Editor - Made compositeTextureEditor use the cached preview of images - Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor - Fixes MaterialEditor to properly save the group collapse state when editing - Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable - Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show - Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0 - Removed unneeded top tabbook and tab page for main editor panel - Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset - Resized Object Builder window to not cut off elements and have enough width to show more data - Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field - Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info - Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not -
2025-08-26 04:35:28 +00:00
for (U32 i = 0; i < mShapeInstance->getNumDetails(); i++)
{
- Fixes the display of the preview in the MaterialAsset fields - Hides the special-case direct filepath field for ShapeAsset persist fields macro - Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily - Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true - Adds isValid utility function to AssetPtr - Added new field flag that makes the field not write out to file - Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors - Fixed group filtering check of guiInspector to ignore case - Removed unneeded isFile checks for common datablock script files in Prototyping module script - Removed test datablocks from Prototyping module - Removed unnecessary container control from AssetBrowser - Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window - Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly - Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer - Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree - Added ability to explode prefab to RMB menu on scene tree - Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree - Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with - Added sanity check to datablock editor creation - Fixed preview display of material in Decal Editor - Made compositeTextureEditor use the cached preview of images - Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor - Fixes MaterialEditor to properly save the group collapse state when editing - Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable - Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show - Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0 - Removed unneeded top tabbook and tab page for main editor panel - Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset - Resized Object Builder window to not cut off elements and have enough width to show more data - Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field - Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info - Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not -
2025-08-26 04:35:28 +00:00
TSShape::Detail detail = mShapeInstance->getShape()->details[i];
- Fixes the display of the preview in the MaterialAsset fields - Hides the special-case direct filepath field for ShapeAsset persist fields macro - Shifts the handling of TSStatics so the shape instance will load materials on the server as well as the client. This opens gameplay options as well as allowing rebaking of meshes functionality more easily - Expands AssetBase's isValidAsset utility function to actually check validity instead of just returning true - Adds isValid utility function to AssetPtr - Added new field flag that makes the field not write out to file - Removed legacy iconBitmap field from GuiIconButtonCtrl because it was causing errors - Fixed group filtering check of guiInspector to ignore case - Removed unneeded isFile checks for common datablock script files in Prototyping module script - Removed test datablocks from Prototyping module - Removed unnecessary container control from AssetBrowser - Adjusted preview regen logic of AssetBrowser so it doesn't trip if you're simply resizing the window - Fixed issue where row-vs-column layout logic for AssetBrowser when resizing window was fiddly - Added handling for when Dragging and Dropping datablock from AssetBrowser to spawn, it'll prompt if it spawns the actual object, or a spawnsphere that spawns said object. In the event of an PlayerData will also prompt if it should spawn an AIPlayer - Added ability to take a TSStatic that uses a baked down mesh and are able to restore it to the cache prefab, or trigger and in-place rebake to refresh it if something has changed in the original contents via RMB menu on the scene tree - Added ability to explode prefab to RMB menu on scene tree - Added ability to convert selection to prefab or bake to mesh in RMB menu on scene tree - Tweaked sizing of the DatablockEditorCreatePrompt window to not have cut off elements and easier to see/work with - Added sanity check to datablock editor creation - Fixed preview display of material in Decal Editor - Made compositeTextureEditor use the cached preview of images - Fixed sizing/spacing of gui selection dropdown as well as resolution dropdown of GuiEditor - Fixes MaterialEditor to properly save the group collapse state when editing - Adds ability to in-flow edit and create datablocks in the NavMesh Editor for the testing panel, and makes the datablock dropdown searchable - Fixed issue where opening the ShapeEditor via the edit button on a ShapeAsset field would cause the action buttons on the top bar to not show - Fixed error in shape editor where when exiting it was erroneously checking for a clear value of -1 rather than 0 - Removed unneeded top tabbook and tab page for main editor panel - Fixed issue where reset button of TerrainBrush Softness Curve editor didn't actually reset - Resized Object Builder window to not cut off elements and have enough width to show more data - Added a TypeCommand field type to Object Builder and changed spawnscript field of SpawnSphere to use it rather than a simple text edit field - Allow SpawnSphere in ObjectBuilder to be passed in spawn class and spawn datablock default info - Injects button to controllable objects when Inspecting them to make it easy to toggle if you're in control of it or not -
2025-08-26 04:35:28 +00:00
String detailName = String::ToLower(mShapeInstance->getShape()->getName(detail.nameIndex));
//Skip it if it's a collision or line of sight element
if (detailName.startsWith("col") || detailName.startsWith("los"))
continue;
meshData->meshDetailLevels.increment();
ColladaUtils::ExportData::detailLevel* curDetail = &meshData->meshDetailLevels.last();
//Make sure we denote the size this detail level has
curDetail->size = getNextPow2(detail.size);
}
}
return true;
}
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void TSStatic::buildConvex(const Box3F& box, Convex* convex)
{
if (mCollisionType == None)
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return;
if (mShapeInstance == NULL)
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return;
// These should really come out of a pool
mConvexList->collectGarbage();
if (mCollisionType == Bounds)
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{
// Just return a box convex for the entire shape...
Convex* cc = 0;
CollisionWorkingList& wl = convex->getWorkingList();
for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext)
{
if (itr->mConvex->getType() == BoxConvexType &&
itr->mConvex->getObject() == this)
2012-09-19 15:15:01 +00:00
{
cc = itr->mConvex;
break;
}
}
if (cc)
return;
// Create a new convex.
BoxConvex* cp = new BoxConvex;
mConvexList->registerObject(cp);
convex->addToWorkingList(cp);
cp->init(this);
mObjBox.getCenter(&cp->mCenter);
cp->mSize.x = mObjBox.len_x() / 2.0f;
cp->mSize.y = mObjBox.len_y() / 2.0f;
cp->mSize.z = mObjBox.len_z() / 2.0f;
}
else // CollisionMesh || VisibleMesh
{
TSStaticPolysoupConvex::smCurObject = this;
for (U32 i = 0; i < mCollisionDetails.size(); i++)
mShapeInstance->buildConvexOpcode(mObjToWorld, mObjScale, mCollisionDetails[i], box, convex, mConvexList);
2012-09-19 15:15:01 +00:00
TSStaticPolysoupConvex::smCurObject = NULL;
}
}
SceneObject* TSStaticPolysoupConvex::smCurObject = NULL;
TSStaticPolysoupConvex::TSStaticPolysoupConvex()
: box(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f),
normal(0.0f, 0.0f, 0.0f, 0.0f),
idx(0),
mesh(NULL)
2012-09-19 15:15:01 +00:00
{
mType = TSPolysoupConvexType;
for (U32 i = 0; i < 4; ++i)
2012-09-19 15:15:01 +00:00
{
verts[i].set(0.0f, 0.0f, 0.0f);
2012-09-19 15:15:01 +00:00
}
}
Point3F TSStaticPolysoupConvex::support(const VectorF& vec) const
{
F32 bestDot = mDot(verts[0], vec);
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const Point3F* bestP = &verts[0];
for (S32 i = 1; i < 4; i++)
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{
2015-03-04 00:55:30 +00:00
F32 newD = mDot(verts[i], vec);
if (newD > bestDot)
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{
bestDot = newD;
2015-03-04 00:55:30 +00:00
bestP = &verts[i];
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}
}
return *bestP;
}
Box3F TSStaticPolysoupConvex::getBoundingBox() const
{
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Box3F wbox = box;
wbox.minExtents.convolve(mObject->getScale());
wbox.maxExtents.convolve(mObject->getScale());
2012-09-19 15:15:01 +00:00
mObject->getTransform().mul(wbox);
return wbox;
}
Box3F TSStaticPolysoupConvex::getBoundingBox(const MatrixF& mat, const Point3F& scale) const
{
AssertISV(false, "TSStaticPolysoupConvex::getBoundingBox(m,p) - Not implemented. -- XEA");
2015-03-04 00:55:30 +00:00
return box;
2012-09-19 15:15:01 +00:00
}
void TSStaticPolysoupConvex::getPolyList(AbstractPolyList* list)
2012-09-19 15:15:01 +00:00
{
// Transform the list into object space and set the pointer to the object
MatrixF i(mObject->getTransform());
Point3F iS(mObject->getScale());
2012-09-19 15:15:01 +00:00
list->setTransform(&i, iS);
list->setObject(mObject);
// Add only the original collision triangle
S32 base = list->addPoint(verts[0]);
list->addPoint(verts[2]);
list->addPoint(verts[1]);
2012-09-19 15:15:01 +00:00
2015-03-04 00:55:30 +00:00
list->begin(0, (U32)idx ^ (uintptr_t)mesh);
2012-09-19 15:15:01 +00:00
list->vertex(base + 2);
list->vertex(base + 1);
list->vertex(base + 0);
list->plane(base + 0, base + 1, base + 2);
list->end();
}
void TSStaticPolysoupConvex::getFeatures(const MatrixF& mat, const VectorF& n, ConvexFeature* cf)
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{
cf->material = 0;
2020-05-11 19:33:59 +00:00
cf->mObject = mObject;
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// For a tetrahedron this is pretty easy... first
// convert everything into world space.
Point3F tverts[4];
2015-03-04 00:55:30 +00:00
mat.mulP(verts[0], &tverts[0]);
mat.mulP(verts[1], &tverts[1]);
mat.mulP(verts[2], &tverts[2]);
mat.mulP(verts[3], &tverts[3]);
2012-09-19 15:15:01 +00:00
// points...
S32 firstVert = cf->mVertexList.size();
cf->mVertexList.increment(); cf->mVertexList.last() = tverts[0];
cf->mVertexList.increment(); cf->mVertexList.last() = tverts[1];
cf->mVertexList.increment(); cf->mVertexList.last() = tverts[2];
cf->mVertexList.increment(); cf->mVertexList.last() = tverts[3];
// edges...
cf->mEdgeList.increment();
cf->mEdgeList.last().vertex[0] = firstVert + 0;
cf->mEdgeList.last().vertex[1] = firstVert + 1;
2012-09-19 15:15:01 +00:00
cf->mEdgeList.increment();
cf->mEdgeList.last().vertex[0] = firstVert + 1;
cf->mEdgeList.last().vertex[1] = firstVert + 2;
2012-09-19 15:15:01 +00:00
cf->mEdgeList.increment();
cf->mEdgeList.last().vertex[0] = firstVert + 2;
cf->mEdgeList.last().vertex[1] = firstVert + 0;
2012-09-19 15:15:01 +00:00
cf->mEdgeList.increment();
cf->mEdgeList.last().vertex[0] = firstVert + 3;
cf->mEdgeList.last().vertex[1] = firstVert + 0;
2012-09-19 15:15:01 +00:00
cf->mEdgeList.increment();
cf->mEdgeList.last().vertex[0] = firstVert + 3;
cf->mEdgeList.last().vertex[1] = firstVert + 1;
2012-09-19 15:15:01 +00:00
cf->mEdgeList.increment();
cf->mEdgeList.last().vertex[0] = firstVert + 3;
cf->mEdgeList.last().vertex[1] = firstVert + 2;
2012-09-19 15:15:01 +00:00
// triangles...
cf->mFaceList.increment();
cf->mFaceList.last().normal = PlaneF(tverts[2], tverts[1], tverts[0]);
cf->mFaceList.last().vertex[0] = firstVert + 2;
cf->mFaceList.last().vertex[1] = firstVert + 1;
cf->mFaceList.last().vertex[2] = firstVert + 0;
2012-09-19 15:15:01 +00:00
cf->mFaceList.increment();
cf->mFaceList.last().normal = PlaneF(tverts[1], tverts[0], tverts[3]);
cf->mFaceList.last().vertex[0] = firstVert + 1;
cf->mFaceList.last().vertex[1] = firstVert + 0;
cf->mFaceList.last().vertex[2] = firstVert + 3;
2012-09-19 15:15:01 +00:00
cf->mFaceList.increment();
cf->mFaceList.last().normal = PlaneF(tverts[2], tverts[1], tverts[3]);
cf->mFaceList.last().vertex[0] = firstVert + 2;
cf->mFaceList.last().vertex[1] = firstVert + 1;
cf->mFaceList.last().vertex[2] = firstVert + 3;
2012-09-19 15:15:01 +00:00
cf->mFaceList.increment();
cf->mFaceList.last().normal = PlaneF(tverts[0], tverts[2], tverts[3]);
cf->mFaceList.last().vertex[0] = firstVert + 0;
cf->mFaceList.last().vertex[1] = firstVert + 2;
cf->mFaceList.last().vertex[2] = firstVert + 3;
2012-09-19 15:15:01 +00:00
// All done!
}
void TSStatic::onMount(SceneObject* obj, S32 node)
2014-06-17 01:11:15 +00:00
{
Parent::onMount(obj, node);
_updateShouldTick();
}
void TSStatic::onUnmount(SceneObject* obj, S32 node)
2014-06-17 01:11:15 +00:00
{
Parent::onUnmount(obj, node);
setMaskBits(TransformMask);
2014-06-17 01:11:15 +00:00
_updateShouldTick();
}
U32 TSStatic::getNumDetails()
{
if (isServerObject() && getClientObject())
{
TSStatic* clientShape = dynamic_cast<TSStatic*>(getClientObject());
return clientShape->mShapeInstance->getNumDetails();
}
return 0;
};
void TSStatic::updateMaterials()
{
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if (mChangingMaterials.empty() || !mShapeInstance)
return;
TSMaterialList* pMatList = mShapeInstance->getMaterialList();
String path;
if (mShapeAsset->isAssetValid())
path = mShapeAsset->getShapeFile();
else
path = mShapeFile;
pMatList->setTextureLookupPath(path);
bool found = false;
const Vector<String>& materialNames = pMatList->getMaterialNameList();
for (S32 i = 0; i < materialNames.size(); i++)
{
if (found)
break;
for (U32 m = 0; m < mChangingMaterials.size(); m++)
{
if (mChangingMaterials[m].slot == i)
{
//Fetch the actual material asset
pMatList->renameMaterial(i, mChangingMaterials[m].matAsset->getMaterialDefinitionName());
found = true;
break;
}
}
}
// Initialize the material instances
mShapeInstance->initMaterialList();
}
void TSStatic::getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList)
{
U32 assetStatus = ShapeAsset::getAssetErrCode(mShapeAsset);
if (assetStatus == AssetBase::Ok)
{
usedAssetsList->push_back_unique(mShapeAsset->getAssetId());
}
}
2012-09-19 15:15:01 +00:00
//------------------------------------------------------------------------
2013-04-05 16:39:26 +00:00
//These functions are duplicated in tsStatic and shapeBase.
2012-09-19 15:15:01 +00:00
//They each function a little differently; but achieve the same purpose of gathering
//target names/counts without polluting simObject.
2022-06-13 17:38:08 +00:00
#ifdef TORQUE_TOOLS
void TSStatic::onInspect(GuiInspector* inspector)
{
//if (mShapeAsset == nullptr)
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
return;
2023-04-27 21:10:04 +00:00
/*
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
//Put the GameObject group before everything that'd be gameobject-effecting, for orginazational purposes
GuiInspectorGroup* materialGroup = inspector->findExistentGroup(StringTable->insert("Materials"));
if (!materialGroup)
return;
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
GuiControl* stack = dynamic_cast<GuiControl*>(materialGroup->findObjectByInternalName(StringTable->insert("Stack")));
//Do this on both the server and client
TSMaterialList* matList = mShapeInstance->getMaterialList();
Vector<String> matListNames = matList->getMaterialNameList();
S32 materialCount = matListNames.size();
if (isServerObject())
{
//next, get a listing of our materials in the shape, and build our field list for them
char matFieldName[128];
for (U32 i = 0; i < materialCount; i++)
{
StringTableEntry materialname = StringTable->insert(mShapeInstance->getMaterialList()->getMaterialName(i).c_str());
Add getScriptPath console function to GUIAsset Shifted tracking of importing asset status to an enum for more robust handling Added logic to properly init freshly created shapeConstructors with the newly imported shapeAsset Fixed handling of assets that have been marked to be skipped, but needed to fill in the parent's dependencies(UseForDependencies enum value) Cleaned up redundant recursive logic for importing assets Disable Create Game Objects button in inspector Fixed material assignment for convex proxies Updated asset icons for AB with WIP images to be more clear Fixed issue where type-generic icons in the creator items in the AB weren't showing correctly. Force AB to show creator entries in list mode for efficiency and avoid icon scaling issues Moved creator functions for AB to separate file for convenience Filled out GUIControls in the AB's creator mode, and context world editor and GUI creator entries based on active editor Added drag-n-drop handling for guiControls via AB creator in guiEditor mode Added more types' profiles in the AB gui profiles to give more unique border colors for better visual clarity of asset type Added editor setting to indicate if the editor should load into the last edited level, or the editor default scene Fixed setting of highlight material overlay in shapeEditor Added global keybind for GUIEditor so space also toggles assetbrowser Fixed up binding/finding of shapeConstructor by assetId, which also fixed displaying of shape's material listing
2021-09-10 07:13:56 +00:00
AssetPtr<MaterialAsset> matAsset;
if(MaterialAsset::getAssetByMaterialName(materialname, &matAsset) == MaterialAsset::Ok)
{
Add getScriptPath console function to GUIAsset Shifted tracking of importing asset status to an enum for more robust handling Added logic to properly init freshly created shapeConstructors with the newly imported shapeAsset Fixed handling of assets that have been marked to be skipped, but needed to fill in the parent's dependencies(UseForDependencies enum value) Cleaned up redundant recursive logic for importing assets Disable Create Game Objects button in inspector Fixed material assignment for convex proxies Updated asset icons for AB with WIP images to be more clear Fixed issue where type-generic icons in the creator items in the AB weren't showing correctly. Force AB to show creator entries in list mode for efficiency and avoid icon scaling issues Moved creator functions for AB to separate file for convenience Filled out GUIControls in the AB's creator mode, and context world editor and GUI creator entries based on active editor Added drag-n-drop handling for guiControls via AB creator in guiEditor mode Added more types' profiles in the AB gui profiles to give more unique border colors for better visual clarity of asset type Added editor setting to indicate if the editor should load into the last edited level, or the editor default scene Fixed setting of highlight material overlay in shapeEditor Added global keybind for GUIEditor so space also toggles assetbrowser Fixed up binding/finding of shapeConstructor by assetId, which also fixed displaying of shape's material listing
2021-09-10 07:13:56 +00:00
dSprintf(matFieldName, 128, "MaterialSlot%d", i);
Add getScriptPath console function to GUIAsset Shifted tracking of importing asset status to an enum for more robust handling Added logic to properly init freshly created shapeConstructors with the newly imported shapeAsset Fixed handling of assets that have been marked to be skipped, but needed to fill in the parent's dependencies(UseForDependencies enum value) Cleaned up redundant recursive logic for importing assets Disable Create Game Objects button in inspector Fixed material assignment for convex proxies Updated asset icons for AB with WIP images to be more clear Fixed issue where type-generic icons in the creator items in the AB weren't showing correctly. Force AB to show creator entries in list mode for efficiency and avoid icon scaling issues Moved creator functions for AB to separate file for convenience Filled out GUIControls in the AB's creator mode, and context world editor and GUI creator entries based on active editor Added drag-n-drop handling for guiControls via AB creator in guiEditor mode Added more types' profiles in the AB gui profiles to give more unique border colors for better visual clarity of asset type Added editor setting to indicate if the editor should load into the last edited level, or the editor default scene Fixed setting of highlight material overlay in shapeEditor Added global keybind for GUIEditor so space also toggles assetbrowser Fixed up binding/finding of shapeConstructor by assetId, which also fixed displaying of shape's material listing
2021-09-10 07:13:56 +00:00
GuiInspectorField* fieldGui = materialGroup->constructField(TypeMaterialAssetPtr);
fieldGui->init(inspector, materialGroup);
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
Add getScriptPath console function to GUIAsset Shifted tracking of importing asset status to an enum for more robust handling Added logic to properly init freshly created shapeConstructors with the newly imported shapeAsset Fixed handling of assets that have been marked to be skipped, but needed to fill in the parent's dependencies(UseForDependencies enum value) Cleaned up redundant recursive logic for importing assets Disable Create Game Objects button in inspector Fixed material assignment for convex proxies Updated asset icons for AB with WIP images to be more clear Fixed issue where type-generic icons in the creator items in the AB weren't showing correctly. Force AB to show creator entries in list mode for efficiency and avoid icon scaling issues Moved creator functions for AB to separate file for convenience Filled out GUIControls in the AB's creator mode, and context world editor and GUI creator entries based on active editor Added drag-n-drop handling for guiControls via AB creator in guiEditor mode Added more types' profiles in the AB gui profiles to give more unique border colors for better visual clarity of asset type Added editor setting to indicate if the editor should load into the last edited level, or the editor default scene Fixed setting of highlight material overlay in shapeEditor Added global keybind for GUIEditor so space also toggles assetbrowser Fixed up binding/finding of shapeConstructor by assetId, which also fixed displaying of shape's material listing
2021-09-10 07:13:56 +00:00
fieldGui->setSpecialEditField(true);
fieldGui->setTargetObject(this);
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
Add getScriptPath console function to GUIAsset Shifted tracking of importing asset status to an enum for more robust handling Added logic to properly init freshly created shapeConstructors with the newly imported shapeAsset Fixed handling of assets that have been marked to be skipped, but needed to fill in the parent's dependencies(UseForDependencies enum value) Cleaned up redundant recursive logic for importing assets Disable Create Game Objects button in inspector Fixed material assignment for convex proxies Updated asset icons for AB with WIP images to be more clear Fixed issue where type-generic icons in the creator items in the AB weren't showing correctly. Force AB to show creator entries in list mode for efficiency and avoid icon scaling issues Moved creator functions for AB to separate file for convenience Filled out GUIControls in the AB's creator mode, and context world editor and GUI creator entries based on active editor Added drag-n-drop handling for guiControls via AB creator in guiEditor mode Added more types' profiles in the AB gui profiles to give more unique border colors for better visual clarity of asset type Added editor setting to indicate if the editor should load into the last edited level, or the editor default scene Fixed setting of highlight material overlay in shapeEditor Added global keybind for GUIEditor so space also toggles assetbrowser Fixed up binding/finding of shapeConstructor by assetId, which also fixed displaying of shape's material listing
2021-09-10 07:13:56 +00:00
StringTableEntry fldnm = StringTable->insert(matFieldName);
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
Add getScriptPath console function to GUIAsset Shifted tracking of importing asset status to an enum for more robust handling Added logic to properly init freshly created shapeConstructors with the newly imported shapeAsset Fixed handling of assets that have been marked to be skipped, but needed to fill in the parent's dependencies(UseForDependencies enum value) Cleaned up redundant recursive logic for importing assets Disable Create Game Objects button in inspector Fixed material assignment for convex proxies Updated asset icons for AB with WIP images to be more clear Fixed issue where type-generic icons in the creator items in the AB weren't showing correctly. Force AB to show creator entries in list mode for efficiency and avoid icon scaling issues Moved creator functions for AB to separate file for convenience Filled out GUIControls in the AB's creator mode, and context world editor and GUI creator entries based on active editor Added drag-n-drop handling for guiControls via AB creator in guiEditor mode Added more types' profiles in the AB gui profiles to give more unique border colors for better visual clarity of asset type Added editor setting to indicate if the editor should load into the last edited level, or the editor default scene Fixed setting of highlight material overlay in shapeEditor Added global keybind for GUIEditor so space also toggles assetbrowser Fixed up binding/finding of shapeConstructor by assetId, which also fixed displaying of shape's material listing
2021-09-10 07:13:56 +00:00
fieldGui->setSpecialEditVariableName(fldnm);
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
Add getScriptPath console function to GUIAsset Shifted tracking of importing asset status to an enum for more robust handling Added logic to properly init freshly created shapeConstructors with the newly imported shapeAsset Fixed handling of assets that have been marked to be skipped, but needed to fill in the parent's dependencies(UseForDependencies enum value) Cleaned up redundant recursive logic for importing assets Disable Create Game Objects button in inspector Fixed material assignment for convex proxies Updated asset icons for AB with WIP images to be more clear Fixed issue where type-generic icons in the creator items in the AB weren't showing correctly. Force AB to show creator entries in list mode for efficiency and avoid icon scaling issues Moved creator functions for AB to separate file for convenience Filled out GUIControls in the AB's creator mode, and context world editor and GUI creator entries based on active editor Added drag-n-drop handling for guiControls via AB creator in guiEditor mode Added more types' profiles in the AB gui profiles to give more unique border colors for better visual clarity of asset type Added editor setting to indicate if the editor should load into the last edited level, or the editor default scene Fixed setting of highlight material overlay in shapeEditor Added global keybind for GUIEditor so space also toggles assetbrowser Fixed up binding/finding of shapeConstructor by assetId, which also fixed displaying of shape's material listing
2021-09-10 07:13:56 +00:00
fieldGui->setInspectorField(NULL, fldnm);
fieldGui->setDocs("");
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
Add getScriptPath console function to GUIAsset Shifted tracking of importing asset status to an enum for more robust handling Added logic to properly init freshly created shapeConstructors with the newly imported shapeAsset Fixed handling of assets that have been marked to be skipped, but needed to fill in the parent's dependencies(UseForDependencies enum value) Cleaned up redundant recursive logic for importing assets Disable Create Game Objects button in inspector Fixed material assignment for convex proxies Updated asset icons for AB with WIP images to be more clear Fixed issue where type-generic icons in the creator items in the AB weren't showing correctly. Force AB to show creator entries in list mode for efficiency and avoid icon scaling issues Moved creator functions for AB to separate file for convenience Filled out GUIControls in the AB's creator mode, and context world editor and GUI creator entries based on active editor Added drag-n-drop handling for guiControls via AB creator in guiEditor mode Added more types' profiles in the AB gui profiles to give more unique border colors for better visual clarity of asset type Added editor setting to indicate if the editor should load into the last edited level, or the editor default scene Fixed setting of highlight material overlay in shapeEditor Added global keybind for GUIEditor so space also toggles assetbrowser Fixed up binding/finding of shapeConstructor by assetId, which also fixed displaying of shape's material listing
2021-09-10 07:13:56 +00:00
if (fieldGui->registerObject())
{
StringTableEntry fieldValue = matAsset->getAssetId();
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
GuiInspectorTypeMaterialAssetPtr* matFieldPtr = dynamic_cast<GuiInspectorTypeMaterialAssetPtr*>(fieldGui);
matFieldPtr->setPreviewImage(fieldValue);
Add getScriptPath console function to GUIAsset Shifted tracking of importing asset status to an enum for more robust handling Added logic to properly init freshly created shapeConstructors with the newly imported shapeAsset Fixed handling of assets that have been marked to be skipped, but needed to fill in the parent's dependencies(UseForDependencies enum value) Cleaned up redundant recursive logic for importing assets Disable Create Game Objects button in inspector Fixed material assignment for convex proxies Updated asset icons for AB with WIP images to be more clear Fixed issue where type-generic icons in the creator items in the AB weren't showing correctly. Force AB to show creator entries in list mode for efficiency and avoid icon scaling issues Moved creator functions for AB to separate file for convenience Filled out GUIControls in the AB's creator mode, and context world editor and GUI creator entries based on active editor Added drag-n-drop handling for guiControls via AB creator in guiEditor mode Added more types' profiles in the AB gui profiles to give more unique border colors for better visual clarity of asset type Added editor setting to indicate if the editor should load into the last edited level, or the editor default scene Fixed setting of highlight material overlay in shapeEditor Added global keybind for GUIEditor so space also toggles assetbrowser Fixed up binding/finding of shapeConstructor by assetId, which also fixed displaying of shape's material listing
2021-09-10 07:13:56 +00:00
//Check if we'd already actually changed it, and display the modified value
for (U32 c = 0; c < mChangingMaterials.size(); c++)
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
{
Add getScriptPath console function to GUIAsset Shifted tracking of importing asset status to an enum for more robust handling Added logic to properly init freshly created shapeConstructors with the newly imported shapeAsset Fixed handling of assets that have been marked to be skipped, but needed to fill in the parent's dependencies(UseForDependencies enum value) Cleaned up redundant recursive logic for importing assets Disable Create Game Objects button in inspector Fixed material assignment for convex proxies Updated asset icons for AB with WIP images to be more clear Fixed issue where type-generic icons in the creator items in the AB weren't showing correctly. Force AB to show creator entries in list mode for efficiency and avoid icon scaling issues Moved creator functions for AB to separate file for convenience Filled out GUIControls in the AB's creator mode, and context world editor and GUI creator entries based on active editor Added drag-n-drop handling for guiControls via AB creator in guiEditor mode Added more types' profiles in the AB gui profiles to give more unique border colors for better visual clarity of asset type Added editor setting to indicate if the editor should load into the last edited level, or the editor default scene Fixed setting of highlight material overlay in shapeEditor Added global keybind for GUIEditor so space also toggles assetbrowser Fixed up binding/finding of shapeConstructor by assetId, which also fixed displaying of shape's material listing
2021-09-10 07:13:56 +00:00
if (mChangingMaterials[c].slot == i)
{
fieldValue = StringTable->insert(mChangingMaterials[i].assetId.c_str());
break;
}
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
2020-02-04 07:47:28 +00:00
}
Add getScriptPath console function to GUIAsset Shifted tracking of importing asset status to an enum for more robust handling Added logic to properly init freshly created shapeConstructors with the newly imported shapeAsset Fixed handling of assets that have been marked to be skipped, but needed to fill in the parent's dependencies(UseForDependencies enum value) Cleaned up redundant recursive logic for importing assets Disable Create Game Objects button in inspector Fixed material assignment for convex proxies Updated asset icons for AB with WIP images to be more clear Fixed issue where type-generic icons in the creator items in the AB weren't showing correctly. Force AB to show creator entries in list mode for efficiency and avoid icon scaling issues Moved creator functions for AB to separate file for convenience Filled out GUIControls in the AB's creator mode, and context world editor and GUI creator entries based on active editor Added drag-n-drop handling for guiControls via AB creator in guiEditor mode Added more types' profiles in the AB gui profiles to give more unique border colors for better visual clarity of asset type Added editor setting to indicate if the editor should load into the last edited level, or the editor default scene Fixed setting of highlight material overlay in shapeEditor Added global keybind for GUIEditor so space also toggles assetbrowser Fixed up binding/finding of shapeConstructor by assetId, which also fixed displaying of shape's material listing
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fieldGui->setValue(fieldValue);
stack->addObject(fieldGui);
}
else
{
SAFE_DELETE(fieldGui);
}
}
}
Updated path handling for loose asset files for CPP, Image, Level, Material, PostFX, Shape, Terrain, TerrainMat and StateMachine assets to be more predictable in when and how they expando the loose file path into a full, useable path Fixed loose file bindings for all associated slots in level asset, such as postFX file, decals, etc Expanded TSStatic onInspect testcase to parse materialSlots and hook-in a specialized material field for editing/quick reference from the inspector Adjusted expand behavior of guiTree to be more reliable Added internal name 'stack' to inspectorGroup's stack child objects for easier access to add programatic fields Removed redundant PreMult translucency type code Added setting of feature so probes work when in forward/basic lit mode Corrected indexing error in SQLiteObject class so it properly parses with the updated console API Tweaked the FOV setting logic in GameConnection::onControlObjectChange to not be spammy Fixed var when trying to bind the camera to the client Added project setting field to dictate the default render mode between Forward or Deferred Integrated MotionBlur PostFX into updated PostFX Editor paradigm and exposed the samples uniform as an editable field Integrated DOF PostFX into updated PostFX Editor paradigm Updated setting group name for vignette postFX Shifted shaderCache to be in data/cache along with other cached files Added helper function to replace strings in a file Fixed ExampleCppObject asset to have correct loose file references Adjusted editor default level logic so it can be modifed and then stored, as well as reset back to the original default Fixed verve reference to root scene group Adjusted location of a nonmodal gui profile so it loads at the correct time Reorganized AssetBrowser loading and refresh logic so it doesn't stack multiple refresh requests back-to-back causing lag Updated the search behavior to search not just the current address, but all child folders as well, making it far more useful Initial work into zip and folder drag-and-drop asset importing support Removed the import config setting for 'always display material maps' as it is redundant with the new importer context menu actions Updated example asset type file Ensured all asset types have proper handling for move, rename and delete actions Fixed double-click behavior on folders in the AB Fixed CPP asset preview Added better logic to discern if a top-level folder belongs to a module or not in the AB directory browser Added ability to convert a non-module top-level folder in the AB into a module Added initial hooks for being able to generate a new Editor Tool, similar to how the AB can generate modules Renamed CPP asset template files to have the .template so they aren't accidentally picked up by cmake Fixed convex editor's material handling to work with AB and reference back properly Updated AB images for folder up/down navigation buttons, and the breadcrumb divider arrow Made PostFX Editor properly allow for input pass-through so you can still edit the level with it open Added some additional common text gui profiles Disabled calls to old editor settings logic in various editors to remove spam Added callOnModules call so tools can initialize properly when the world editor is opened Fixed logic test for visualizers Added ability for cmake to scan tools directory for any tools that add source files
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}
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*/
}
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#endif
DefineEngineMethod(TSStatic, getTargetName, const char*, (S32 index), (0),
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"Get the name of the indexed shape material.\n"
"@param index index of the material to get (valid range is 0 - getTargetCount()-1).\n"
"@return the name of the indexed material.\n"
"@see getTargetCount()\n")
{
TSStatic* obj = dynamic_cast<TSStatic*> (object);
if (obj)
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{
// Try to use the client object (so we get the reskinned targets in the Material Editor)
if ((TSStatic*)obj->getClientObject())
obj = (TSStatic*)obj->getClientObject();
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return obj->getShapeInstance()->getTargetName(index);
}
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return "";
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}
DefineEngineMethod(TSStatic, getTargetCount, S32, (), ,
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"Get the number of materials in the shape.\n"
"@return the number of materials in the shape.\n"
"@see getTargetName()\n")
{
TSStatic* obj = dynamic_cast<TSStatic*> (object);
if (obj)
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{
// Try to use the client object (so we get the reskinned targets in the Material Editor)
if ((TSStatic*)obj->getClientObject())
obj = (TSStatic*)obj->getClientObject();
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return obj->getShapeInstance()->getTargetCount();
}
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return -1;
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}
// This method is able to change materials per map to with others. The material that is being replaced is being mapped to
// unmapped_mat as a part of this transition
DefineEngineMethod(TSStatic, changeMaterial, void, (const char* mapTo, Material* oldMat, Material* newMat), ("", nullAsType<Material*>(), nullAsType<Material*>()),
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"@brief Change one of the materials on the shape.\n\n"
"This method changes materials per mapTo with others. The material that "
"is being replaced is mapped to unmapped_mat as a part of this transition.\n"
"@note Warning, right now this only sort of works. It doesn't do a live "
"update like it should.\n"
"@param mapTo the name of the material target to remap (from getTargetName)\n"
"@param oldMat the old Material that was mapped \n"
"@param newMat the new Material to map\n\n"
"@tsexample\n"
"// remap the first material in the shape\n"
"%mapTo = %obj.getTargetName( 0 );\n"
"%obj.changeMaterial( %mapTo, 0, MyMaterial );\n"
"@endtsexample\n")
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{
// if no valid new material, theres no reason for doing this
if (!newMat)
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{
Con::errorf("TSShape::changeMaterial failed: New material does not exist!");
return;
}
TSMaterialList* shapeMaterialList = object->getShape()->materialList;
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// Check the mapTo name exists for this shape
S32 matIndex = shapeMaterialList->getMaterialNameList().find_next(String(mapTo));
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if (matIndex < 0)
{
Con::errorf("TSShape::changeMaterial failed: Invalid mapTo name '%s'", mapTo);
return;
}
// Lets remap the old material off, so as to let room for our current material room to claim its spot
if (oldMat)
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oldMat->mMapTo = String("unmapped_mat");
newMat->mMapTo = mapTo;
// Map the material by name in the matmgr
MATMGR->mapMaterial(mapTo, newMat->getName());
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// Replace instances with the new material being traded in. Lets make sure that we only
// target the specific targets per inst, this is actually doing more than we thought
delete shapeMaterialList->mMatInstList[matIndex];
shapeMaterialList->mMatInstList[matIndex] = newMat->createMatInstance();
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// Finish up preparing the material instances for rendering
const GFXVertexFormat* flags = getGFXVertexFormat<GFXVertexPNTTB>();
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FeatureSet features = MATMGR->getDefaultFeatures();
shapeMaterialList->getMaterialInst(matIndex)->init(features, flags);
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}
DefineEngineMethod(TSStatic, getModelFile, const char*, (), ,
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"@brief Get the model filename used by this shape.\n\n"
"@return the shape filename\n\n"
"@tsexample\n"
"// Acquire the model filename used on this shape.\n"
"%modelFilename = %obj.getModelFile();\n"
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"@endtsexample\n"
)
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{
return object->getShapeFile();
}
void TSStatic::set_special_typing()
{
if (mCollisionType == VisibleMesh || mCollisionType == CollisionMesh)
mTypeMask |= InteriorLikeObjectType;
else
mTypeMask &= ~InteriorLikeObjectType;
}
void TSStatic::onStaticModified(const char* slotName, const char* newValue)
{
#ifdef TORQUE_AFX_ENABLED
if (slotName == afxZodiacData::GradientRangeSlot)
{
afxZodiacData::convertGradientRangeFromDegrees(mGradientRange, mGradientRangeUser);
return;
}
#endif
set_special_typing();
}
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void TSStatic::setSelectionFlags(U8 flags)
{
Parent::setSelectionFlags(flags);
if (!mShapeInstance || !isClientObject())
return;
if (!mShapeInstance->ownMaterialList())
return;
TSMaterialList* pMatList = mShapeInstance->getMaterialList();
for (S32 j = 0; j < pMatList->size(); j++)
{
BaseMatInstance* bmi = pMatList->getMaterialInst(j);
bmi->setSelectionHighlighting(needsSelectionHighlighting());
}
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}
bool TSStatic::hasNode(const char* nodeName)
{
S32 nodeIDx = getShape()->findNode(nodeName);
return nodeIDx >= 0;
}
void TSStatic::getNodeTransform(const char *nodeName, const MatrixF &xfm, MatrixF *outMat)
{
S32 nodeIDx = getShape()->findNode(nodeName);
MatrixF nodeTransform(xfm);
const Point3F& scale = getScale();
if (nodeIDx != -1)
{
nodeTransform = mShapeInstance->mNodeTransforms[nodeIDx];
nodeTransform.mul(xfm);
}
// The position of the mount point needs to be scaled.
Point3F position = nodeTransform.getPosition();
position.convolve(scale);
nodeTransform.setPosition(position);
// Also we would like the object to be scaled to the model.
outMat->mul(mObjToWorld, nodeTransform);
return;
}
DefineEngineMethod(TSStatic, hasNode, bool, (const char* nodeName), ,
"@brief Get if this model has this node name.\n\n")
{
return object->hasNode(nodeName);
}
DefineEngineMethod(TSStatic, getNodeTransform, TransformF, (const char *nodeName), ,
"@brief Get the world transform of the specified node name.\n\n"
"@param node name query\n"
"@return the mount transform\n\n")
{
MatrixF xf(true);
object->getNodeTransform(nodeName, MatrixF::Identity, &xf);
return xf;
}
DefineEngineMethod(TSStatic, setSkinName, void, (const char* name), ,
"@brief Apply a new skin to this shape.\n\n"
"'Skinning' the shape effectively renames the material targets, allowing "
"different materials to be used on different instances of the same model.\n\n"
"@param name name of the skin to apply\n\n"
"@see skin\n"
"@see getSkinName()\n")
{
object->setSkinName(name);
}