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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
rolled in more of https://github.com/GarageGames/Torque3D/pull/2315 + set the mProbeShapeType(s) for the two derivative classes
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0f5fe527dd
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@ -77,6 +77,7 @@ ConsoleDocClass(BoxEnvironmentProbe,
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BoxEnvironmentProbe::BoxEnvironmentProbe() : ReflectionProbe()
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{
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mCaptureMask = REFLECTION_PROBE_CAPTURE_TYPEMASK;
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mProbeShapeType = ProbeRenderInst::Box;
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}
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BoxEnvironmentProbe::~BoxEnvironmentProbe()
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@ -77,6 +77,7 @@ ConsoleDocClass(SphereEnvironmentProbe,
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SphereEnvironmentProbe::SphereEnvironmentProbe() : ReflectionProbe()
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{
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mCaptureMask = REFLECTION_PROBE_CAPTURE_TYPEMASK;
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mProbeShapeType = ProbeRenderInst::Sphere;
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}
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SphereEnvironmentProbe::~SphereEnvironmentProbe()
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@ -1153,9 +1153,9 @@ void GFXDrawUtil::_drawSolidCapsule( const GFXStateBlockDesc &desc, const Point3
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for (S32 i=0; i<numPoints + 1; i++)
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{
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S32 imod = i % numPoints;
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verts[2 * i].point = Point3F( circlePoints[imod].x * radius, circlePoints[imod].y * radius, height );
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verts[2 * i].point = Point3F( circlePoints[imod].x * radius, circlePoints[imod].y * radius, height/2 );
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verts[2 * i].color = color;
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verts[2 * i + 1].point = Point3F( circlePoints[imod].x * radius, circlePoints[imod].y * radius, -height );
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verts[2 * i + 1].point = Point3F( circlePoints[imod].x * radius, circlePoints[imod].y * radius, -height/2 );
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verts[2 * i + 1].color = color;
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}
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@ -1163,7 +1163,7 @@ void GFXDrawUtil::_drawSolidCapsule( const GFXStateBlockDesc &desc, const Point3
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// Apply xfm if we were passed one.
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for ( U32 i = 0; i < totalNumPnts; i++ )
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mat.mulP( verts[i].point );
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mat.mulV( verts[i].point );
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// Apply position offset
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for ( U32 i = 0; i < totalNumPnts; i++ )
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@ -1202,43 +1202,61 @@ void GFXDrawUtil::_drawSolidCapsule( const GFXStateBlockDesc &desc, const Point3
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void GFXDrawUtil::_drawWireCapsule( const GFXStateBlockDesc &desc, const Point3F ¢er, F32 radius, F32 height, const ColorI &color, const MatrixF *xfm )
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{
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MatrixF mat;
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if ( xfm )
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if (xfm)
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mat = *xfm;
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else
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mat = MatrixF::Identity;
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mat.scale( Point3F(radius,radius,height*0.5f) );
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mat.setPosition(center);
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mDevice->pushWorldMatrix();
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mDevice->multWorld(mat);
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S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
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GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints, GFXBufferTypeVolatile);
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S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
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GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints * 2 + 2, GFXBufferTypeVolatile);
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verts.lock();
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for (S32 i=0; i< numPoints; i++)
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for (S32 i = 0; i < numPoints + 1; i++)
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{
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S32 idx = i & (~1); // just draw the even ones
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F32 z = i & 1 ? 1.0f : -1.0f;
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verts[i].point = Point3F(circlePoints[idx].x,circlePoints[idx].y, z);
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verts[i].color = color;
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S32 imod = i % numPoints;
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verts[2 * i].point = Point3F(circlePoints[imod].x * radius, circlePoints[imod].y * radius, height / 2);
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verts[2 * i].color = color;
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verts[2 * i + 1].point = Point3F(circlePoints[imod].x * radius, circlePoints[imod].y * radius, -height / 2);
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verts[2 * i + 1].color = color;
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}
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S32 totalNumPnts = numPoints * 2 + 2;
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// Apply xfm if we were passed one.
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for (U32 i = 0; i < totalNumPnts; i++)
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mat.mulV(verts[i].point);
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// Apply position offset
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for (U32 i = 0; i < totalNumPnts; i++)
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verts[i].point += center;
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verts.unlock();
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mDevice->setStateBlockByDesc( desc );
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mDevice->setStateBlockByDesc(desc);
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mDevice->setVertexBuffer( verts );
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mDevice->setVertexBuffer(verts);
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mDevice->setupGenericShaders();
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for (S32 i=0; i<numPoints; i += 2)
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mDevice->drawPrimitive(GFXLineStrip, i, 1);
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mDevice->popWorldMatrix();
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mDevice->drawPrimitive(GFXTriangleStrip, 0, 2 * numPoints);
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Point3F sphereCenter;
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sphereCenter.z = center.z + 0.5f * height;
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drawSphere( desc, radius,sphereCenter,color,true,false);
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sphereCenter.z = center.z - 0.5f * height;
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drawSphere( desc, radius,sphereCenter,color,false,true);
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MatrixF sphereMat;
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if (xfm)
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sphereMat = *xfm;
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else
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sphereMat = MatrixF::Identity;
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sphereCenter.set(0, 0, 0.5f * height);
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mat.mulV(sphereCenter);
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sphereCenter += center;
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drawSphere(desc, radius, sphereCenter, color, true, false, &sphereMat);
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sphereCenter.set(0, 0, -0.5f * height);
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mat.mulV(sphereCenter);
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sphereCenter += center;
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drawSphere(desc, radius, sphereCenter, color, false, true, &sphereMat);
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}
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void GFXDrawUtil::drawCone( const GFXStateBlockDesc &desc, const Point3F &basePnt, const Point3F &tipPnt, F32 baseRadius, const ColorI &color )
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