mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 15:14:35 +00:00
Merge pull request #2056 from Bloodknight/afx_merge_main
Afx merge main
This commit is contained in:
commit
35d649b57e
301 changed files with 59625 additions and 1480 deletions
|
|
@ -20,6 +20,11 @@
|
|||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
||||
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
|
||||
// Copyright (C) 2015 Faust Logic, Inc.
|
||||
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
||||
|
||||
#ifndef _SCENECONTAINER_H_
|
||||
#define _SCENECONTAINER_H_
|
||||
|
||||
|
|
@ -304,6 +309,8 @@ class SceneContainer
|
|||
void _findSpecialObjects( const Vector< SceneObject* >& vector, const Box3F &box, U32 mask, FindCallback callback, void *key = NULL );
|
||||
|
||||
static void getBinRange( const F32 min, const F32 max, U32& minBin, U32& maxBin );
|
||||
public:
|
||||
Vector<SimObjectPtr<SceneObject>*>& getRadiusSearchList() { return mSearchList; }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -20,6 +20,11 @@
|
|||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
||||
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
|
||||
// Copyright (C) 2015 Faust Logic, Inc.
|
||||
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
||||
|
||||
#include "platform/platform.h"
|
||||
#include "scene/sceneObject.h"
|
||||
|
||||
|
|
@ -144,6 +149,7 @@ SceneObject::SceneObject()
|
|||
mIsScopeAlways = false;
|
||||
|
||||
mAccuTex = NULL;
|
||||
mSelectionFlags = 0;
|
||||
mPathfindingIgnore = false;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -20,6 +20,11 @@
|
|||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
||||
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
|
||||
// Copyright (C) 2015 Faust Logic, Inc.
|
||||
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
|
||||
|
||||
#ifndef _SCENEOBJECT_H_
|
||||
#define _SCENEOBJECT_H_
|
||||
|
||||
|
|
@ -778,6 +783,23 @@ class SceneObject : public NetObject, private SceneContainer::Link, public Proce
|
|||
// Note: This was placed in SceneObject to both ShapeBase and TSStatic could support it.
|
||||
public:
|
||||
GFXTextureObject* mAccuTex;
|
||||
// mSelectionFlags field keeps track of flags related to object selection.
|
||||
// PRE_SELECTED marks an object as pre-selected (object under cursor)
|
||||
// SELECTED marks an object as selected (a target)
|
||||
protected:
|
||||
U8 mSelectionFlags;
|
||||
public:
|
||||
enum {
|
||||
SELECTED = BIT(0),
|
||||
PRE_SELECTED = BIT(1),
|
||||
};
|
||||
virtual void setSelectionFlags(U8 flags) { mSelectionFlags = flags; }
|
||||
U8 getSelectionFlags() const { return mSelectionFlags; }
|
||||
bool needsSelectionHighlighting() const { return (mSelectionFlags != 0); }
|
||||
// This should only return true if the object represents an independent camera
|
||||
// as opposed to something like a Player that has a built-in camera that requires
|
||||
// special calculations to determine the view transform.
|
||||
virtual bool isCamera() const { return false; }
|
||||
};
|
||||
|
||||
#endif // _SCENEOBJECT_H_
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue