Torque3D/Engine/source/T3D/tsStatic.h

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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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#ifndef _TSSTATIC_H_
#define _TSSTATIC_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _CONVEX_H_
#include "collision/convex.h"
#endif
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _NETSTRINGTABLE_H_
#include "sim/netStringTable.h"
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#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _REFLECTOR_H_
#include "scene/reflector.h"
#endif
#ifndef _COLLADA_UTILS_H_
#include "ts/collada/colladaUtils.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
#ifndef SHAPEASSET_H
#include "T3D/assets/ShapeAsset.h"
#endif
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class TSShapeInstance;
class TSThread;
class TSStatic;
class PhysicsBody;
struct ObjectRenderInst;
class TSStaticPolysoupConvex : public Convex
{
typedef Convex Parent;
friend class TSMesh;
public:
TSStaticPolysoupConvex();
~TSStaticPolysoupConvex() {};
public:
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Box3F box;
Point3F verts[4];
PlaneF normal;
S32 idx;
TSMesh* mesh;
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static SceneObject* smCurObject;
public:
// Returns the bounding box in world coordinates
Box3F getBoundingBox() const;
Box3F getBoundingBox(const MatrixF& mat, const Point3F& scale) const;
void getFeatures(const MatrixF& mat, const VectorF& n, ConvexFeature* cf);
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// This returns a list of convex faces to collide against
void getPolyList(AbstractPolyList* list);
// This returns the furthest point from the input vector
Point3F support(const VectorF& v) const;
};
/// A simple mesh shape with optional ambient animation.
class TSStatic : public SceneObject
{
typedef SceneObject Parent;
static U32 smUniqueIdentifier;
enum MaskBits
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{
TransformMask = Parent::NextFreeMask << 0,
AdvancedStaticOptionsMask = Parent::NextFreeMask << 1,
UpdateCollisionMask = Parent::NextFreeMask << 2,
SkinMask = Parent::NextFreeMask << 3,
MaterialMask = Parent::NextFreeMask << 4,
NextFreeMask = Parent::NextFreeMask << 5
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};
public:
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void setAlphaFade(bool enable, F32 start, F32 end, bool inverse)
{
mUseAlphaFade = enable;
mAlphaFadeStart = start;
mAlphaFadeEnd = end;
mInvertAlphaFade = inverse;
}
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/// The different types of mesh data types
enum MeshType
{
None = 0, ///< No mesh
Bounds = 1, ///< Bounding box of the shape
CollisionMesh = 2, ///< Specifically designated collision meshes
VisibleMesh = 3 ///< Rendered mesh polygons
};
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protected:
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bool mUseAlphaFade;
F32 mAlphaFadeStart;
F32 mAlphaFadeEnd;
F32 mAlphaFade;
bool mInvertAlphaFade;
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struct matMap
{
MaterialAsset* matAsset;
String assetId;
U32 slot;
};
Vector<matMap> mChangingMaterials;
Vector<matMap> mMaterials;
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bool onAdd();
void onRemove();
// Collision
void prepCollision();
bool castRay(const Point3F& start, const Point3F& end, RayInfo* info);
bool castRayRendered(const Point3F& start, const Point3F& end, RayInfo* info);
bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere);
bool buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F& box, const SphereF&);
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void buildConvex(const Box3F& box, Convex* convex);
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bool _createShape();
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void _updatePhysics();
void _renderNormals(ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat);
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void _onResourceChanged(const Torque::Path& path);
void onShapeChanged();
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// ProcessObject
virtual void processTick(const Move* move);
virtual void interpolateTick(F32 delta);
virtual void advanceTime(F32 dt);
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virtual void onDynamicModified(const char* slotName, const char* newValue);
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/// Start or stop processing ticks depending on our state.
void _updateShouldTick();
String cubeDescName;
U32 cubeDescId;
ReflectorDesc* reflectorDesc;
CubeReflector mCubeReflector;
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protected:
Convex* mConvexList;
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DECLARE_SHAPEASSET(TSStatic, Shape, onShapeChanged);
DECLARE_ASSET_NET_SETGET(TSStatic, Shape, AdvancedStaticOptionsMask);
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U32 mShapeHash;
Vector<S32> mCollisionDetails;
Vector<S32> mLOSDetails;
TSShapeInstance* mShapeInstance;
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NetStringHandle mSkinNameHandle;
String mAppliedSkinName;
bool mPlayAmbient;
TSThread* mAmbientThread;
F32 mAnimOffset;
F32 mAnimSpeed;
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/// The type of mesh data to return for collision queries.
MeshType mCollisionType;
/// The type of mesh data to return for decal polylist queries.
MeshType mDecalType;
bool mAllowPlayerStep;
/// If true each submesh within the TSShape is culled
/// against the object space frustum.
bool mMeshCulling;
/// If true the shape is sorted by the origin of the
/// model instead of the nearest point of the bounds.
bool mUseOriginSort;
PhysicsBody* mPhysicsRep;
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LinearColorF mOverrideColor;
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// Debug stuff
F32 mRenderNormalScalar;
S32 mForceDetail;
public:
TSStatic();
~TSStatic();
DECLARE_CONOBJECT(TSStatic);
DECLARE_CATEGORY("Object \t Simple");
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static void initPersistFields();
/// returns the shape asset used for this object
StringTableEntry getTypeHint() const override { return (getShapeAsset()) ? getShapeAsset()->getAssetName(): StringTable->EmptyString(); }
static void consoleInit();
static bool _setFieldSkin(void* object, const char* index, const char* data);
static const char* _getFieldSkin(void* object, const char* data);
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// Skinning
void setSkinName(const char* name);
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void reSkin();
// NetObject
U32 packUpdate(NetConnection* conn, U32 mask, BitStream* stream);
void unpackUpdate(NetConnection* conn, BitStream* stream);
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// SceneObject
void setTransform(const MatrixF& mat);
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void onScaleChanged();
void prepRenderImage(SceneRenderState* state);
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void inspectPostApply();
virtual void onMount(SceneObject* obj, S32 node);
virtual void onUnmount(SceneObject* obj, S32 node);
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/// The type of mesh data use for collision queries.
MeshType getCollisionType() const { return mCollisionType; }
bool allowPlayerStep() const { return mAllowPlayerStep; }
TSShapeInstance* getShapeInstance() const { return mShapeInstance; }
U32 getNumDetails();
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const Vector<S32>& getCollisionDetails() const { return mCollisionDetails; }
const Vector<S32>& getLOSDetails() const { return mLOSDetails; }
bool hasAnim() { return mAmbientThread != NULL; }
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#ifdef TORQUE_TOOLS
virtual void onInspect(GuiInspector*);
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#endif
void updateMaterials();
bool isAnimated() { return mPlayAmbient; }
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bool hasNode(const char* nodeName);
void getNodeTransform(const char *nodeName, const MatrixF &xfm, MatrixF *outMat);
virtual void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList);
private:
virtual void onStaticModified(const char* slotName, const char* newValue = NULL);
protected:
Vector<S32> mDecalDetails;
Vector<S32>* mDecalDetailsPtr;
///Indicates if all statics should utilize the distance-based object fadeout logic
static bool smUseStaticObjectFade;
///Distance at which static object fading begins if smUseStaticObjectFade is on
static F32 smStaticObjectFadeStart;
///Distance at which static object fading should have fully faded if smUseStaticObjectFade is on
static F32 smStaticObjectFadeEnd;
///Size of object where if the bounds is at or bigger than this, it will be ignored in the smUseStaticObjectFade logic. Useful for very large, distance-important objects
static F32 smStaticObjectUnfadeableSize;
public:
bool mIgnoreZodiacs;
bool mHasGradients;
bool mInvertGradientRange;
Point2F mGradientRangeUser;
Point2F mGradientRange;
private:
void set_special_typing();
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virtual void setSelectionFlags(U8 flags);
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};
typedef TSStatic::MeshType TSMeshType;
DefineEnumType(TSMeshType);
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#endif // _H_TSSTATIC