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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Adds handling for the proper updated exporting of mesh for convexShapes
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parent
49639a908f
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@ -697,6 +697,57 @@ bool ConvexShape::buildPolyList( PolyListContext context, AbstractPolyList *plis
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return true;
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}
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bool ConvexShape::buildExportPolyList(PolyListContext context, ColladaUtils::ExportData* exportData, const Box3F &box, const SphereF &)
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{
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if (mGeometry.points.empty())
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return false;
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//Get the collision mesh geometry
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{
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ColladaUtils::ExportData::colMesh* colMesh;
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exportData->colMeshes.increment();
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colMesh = &exportData->colMeshes.last();
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colMesh->mesh.setTransform(&mObjToWorld, mObjScale);
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colMesh->mesh.setObject(this);
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//Just get the visible
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buildPolyList(PLC_Export, &colMesh->mesh, getWorldBox(), getWorldSphere());
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colMesh->colMeshName = String::ToString("ColMesh%d-1", exportData->colMeshes.size());
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}
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//Next, process the geometry and materials.
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//Convex shapes only have the one 'level', so we'll just rely on the export post-process to back-fill
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if (isServerObject() && getClientObject())
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{
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ConvexShape* clientShape = dynamic_cast<ConvexShape*>(getClientObject());
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exportData->meshData.increment();
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//Prep a meshData for this shape in particular
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ColladaUtils::ExportData::meshLODData* meshData = &exportData->meshData.last();
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//Fill out the info we'll need later to actually append our mesh data for the detail levels during the processing phase
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meshData->shapeInst = nullptr;
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meshData->originatingObject = this;
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meshData->meshTransform = mObjToWorld;
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meshData->scale = mObjScale;
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meshData->fillWithSingleDetail = true;
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meshData->meshDetailLevels.increment();
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ColladaUtils::ExportData::detailLevel* curDetail = &meshData->meshDetailLevels.last();
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//Make sure we denote the size this detail level has
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curDetail->size = getNextPow2(getObjBox().len());
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bool t = true;
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}
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return true;
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}
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void ConvexShape::_export( OptimizedPolyList *plist, const Box3F &box, const SphereF &sphere )
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{
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BaseMatInstance *matInst = mMaterialInst;
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@ -172,6 +172,7 @@ public:
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virtual void prepRenderImage( SceneRenderState *state );
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virtual void buildConvex( const Box3F &box, Convex *convex );
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virtual bool buildPolyList( PolyListContext context, AbstractPolyList *polyList, const Box3F &box, const SphereF &sphere );
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virtual bool buildExportPolyList(PolyListContext context, ColladaUtils::ExportData* exportData, const Box3F &box, const SphereF &);
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virtual bool castRay( const Point3F &start, const Point3F &end, RayInfo *info );
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virtual bool collideBox( const Point3F &start, const Point3F &end, RayInfo *info );
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@ -26,6 +26,9 @@
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#include "ts/collada/colladaUtils.h"
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#include "materials/matInstance.h"
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//special handling for export classes
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#include "T3D/convexShape.h"
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using namespace ColladaUtils;
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#define MAX_PATH_LENGTH 256
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@ -2994,10 +2997,27 @@ void ColladaUtils::ExportData::processData()
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curDetail->mesh.setTransform(&meshData[m].meshTransform, meshData[m].scale);
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curDetail->mesh.setObject(meshData[m].originatingObject);
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if (!meshData[m].shapeInst->buildPolyList(&curDetail->mesh, detailLevelIdx))
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if (meshData[m].shapeInst != nullptr)
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{
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Con::errorf("TSStatic::buildExportPolyList - failed to build polylist for LOD %i", i);
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continue;
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if (!meshData[m].shapeInst->buildPolyList(&curDetail->mesh, detailLevelIdx))
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{
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Con::errorf("TSStatic::buildExportPolyList - failed to build polylist for LOD %i", i);
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continue;
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}
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}
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else
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{
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//special handling classes
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ConvexShape* convexShp = dynamic_cast<ConvexShape*>(meshData[m].originatingObject);
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if (convexShp != nullptr)
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{
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if (!convexShp->buildPolyList(PLC_Export, &curDetail->mesh, meshData[m].originatingObject->getWorldBox(), meshData[m].originatingObject->getWorldSphere()))
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{
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Con::errorf("TSStatic::buildExportPolyList - failed to build ConvexShape polylist for LOD %i", i);
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continue;
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}
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}
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}
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//lastly, get material
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@ -140,6 +140,8 @@ namespace ColladaUtils
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Point3F scale;
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bool fillWithSingleDetail;
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S32 hasDetailLevel(S32 size)
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{
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for (U32 i = 0; i < meshDetailLevels.size(); ++i)
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@ -152,6 +154,9 @@ namespace ColladaUtils
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return -1;
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}
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meshLODData() : shapeInst(nullptr), meshTransform(true), originatingObject(nullptr), scale(0), fillWithSingleDetail(false)
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{}
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};
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struct colMesh
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