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Engine directory for ticket #1
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376
Engine/source/forest/forest.cpp
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376
Engine/source/forest/forest.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "forest/forest.h"
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#include "forest/forestCell.h"
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#include "forest/forestCollision.h"
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#include "forest/forestDataFile.h"
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#include "forest/forestWindMgr.h"
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#include "forest/forestWindAccumulator.h"
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#include "core/resourceManager.h"
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#include "core/volume.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "console/consoleInternal.h"
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#include "core/stream/bitStream.h"
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#include "math/mathIO.h"
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#include "environment/sun.h"
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#include "scene/sceneManager.h"
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#include "math/mathUtils.h"
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#include "T3D/physics/physicsBody.h"
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#include "forest/editor/forestBrushElement.h"
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/// For frame signal
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#include "gui/core/guiCanvas.h"
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extern bool gEditingMission;
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ForestCreatedSignal Forest::smCreatedSignal;
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ForestCreatedSignal Forest::smDestroyedSignal;
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bool Forest::smForceImposters = false;
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bool Forest::smDisableImposters = false;
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bool Forest::smDrawCells = false;
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bool Forest::smDrawBounds = false;
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IMPLEMENT_CO_NETOBJECT_V1(Forest);
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ConsoleDocClass( Forest,
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"@brief %Forest is a global-bounds scene object provides collision and rendering for a "
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"(.forest) data file.\n\n"
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"%Forest is designed to efficiently render a large number of static meshes: trees, rocks "
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"plants, etc. These cannot be moved at game-time or play animations but do support wind "
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"effects using vertex shader transformations guided by vertex color in the asset and "
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"user placed wind emitters ( or weapon explosions ).\n\n"
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"Script level manipulation of forest data is not possible through %Forest, it is only "
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"the rendering/collision. All editing is done through the world editor.\n\n"
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"@see TSForestItemData Defines a tree type.\n"
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"@see GuiForestEditorCtrl Used by the world editor to provide manipulation of forest data.\n"
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"@ingroup Forest"
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);
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Forest::Forest()
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: mDataFileName( NULL ),
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mReflectionLodScalar( 2.0f ),
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mConvexList( new Convex() ),
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mZoningDirty( false )
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{
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mTypeMask |= EnvironmentObjectType | StaticShapeObjectType | StaticObjectType;
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mNetFlags.set(Ghostable | ScopeAlways);
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}
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Forest::~Forest()
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{
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delete mConvexList;
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mConvexList = NULL;
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}
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void Forest::initPersistFields()
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{
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Parent::initPersistFields();
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addField( "dataFile", TypeFilename, Offset( mDataFileName, Forest ),
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"The source forest data file." );
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addGroup( "Lod" );
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addField( "lodReflectScalar", TypeF32, Offset( mReflectionLodScalar, Forest ),
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"Scalar applied to the farclip distance when Forest renders into a reflection." );
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endGroup( "Lod" );
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}
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void Forest::consoleInit()
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{
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// Some stats exposed to the console.
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Con::addVariable("$Forest::totalCells", TypeS32, &Forest::smTotalCells, "@internal" );
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Con::addVariable("$Forest::cellsRendered", TypeS32, &Forest::smCellsRendered, "@internal" );
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Con::addVariable("$Forest::cellItemsRendered", TypeS32, &Forest::smCellItemsRendered, "@internal" );
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Con::addVariable("$Forest::cellsBatched", TypeS32, &Forest::smCellsBatched, "@internal" );
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Con::addVariable("$Forest::cellItemsBatched", TypeS32, &Forest::smCellItemsBatched, "@internal" );
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Con::addVariable("$Forest::averageCellItems", TypeF32, &Forest::smAverageItemsPerCell, "@internal" );
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// Some debug flags.
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Con::addVariable("$Forest::forceImposters", TypeBool, &Forest::smForceImposters,
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"A debugging aid which will force all forest items to be rendered as imposters.\n"
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"@ingroup Forest\n" );
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Con::addVariable("$Forest::disableImposters", TypeBool, &Forest::smDisableImposters,
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"A debugging aid which will disable rendering of all imposters in the forest.\n"
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"@ingroup Forest\n" );
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Con::addVariable("$Forest::drawCells", TypeBool, &Forest::smDrawCells,
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"A debugging aid which renders the forest cell bounds.\n"
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"@ingroup Forest\n" );
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Con::addVariable("$Forest::drawBounds", TypeBool, &Forest::smDrawBounds,
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"A debugging aid which renders the forest bounds.\n"
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"@ingroup Forest\n" );
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// The canvas signal lets us know to clear the rendering stats.
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GuiCanvas::getGuiCanvasFrameSignal().notify( &Forest::_clearStats );
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}
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bool Forest::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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const char *name = getName();
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if(name && name[0] && getClassRep())
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{
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Namespace *parent = getClassRep()->getNameSpace();
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Con::linkNamespaces(parent->mName, name);
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mNameSpace = Con::lookupNamespace(name);
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}
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setGlobalBounds();
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resetWorldBox();
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// TODO: Make sure this calls the script "onAdd" which will
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// populate the object with forest entries before creation.
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addToScene();
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// If we don't have a file name and the editor is
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// enabled then create an empty forest data file.
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if ( isServerObject() && ( !mDataFileName || !mDataFileName[0] ) )
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createNewFile();
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else
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{
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// Try to load the forest file.
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mData = ResourceManager::get().load( mDataFileName );
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if ( !mData )
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{
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if ( isClientObject() )
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NetConnection::setLastError( "You are missing a file needed to play this mission: %s", mDataFileName );
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return false;
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}
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}
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updateCollision();
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smCreatedSignal.trigger( this );
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if ( isClientObject() )
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{
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mZoningDirty = true;
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SceneZoneSpaceManager::getZoningChangedSignal().notify( this, &Forest::_onZoningChanged );
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ForestWindMgr::getAdvanceSignal().notify( this, &Forest::getLocalWindTrees );
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}
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return true;
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}
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void Forest::onRemove()
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{
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Parent::onRemove();
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smDestroyedSignal.trigger( this );
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if ( mData )
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mData->clearPhysicsRep( this );
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mData = NULL;
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if ( isClientObject() )
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{
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SceneZoneSpaceManager::getZoningChangedSignal().remove( this, &Forest::_onZoningChanged );
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ForestWindMgr::getAdvanceSignal().remove( this, &Forest::getLocalWindTrees );
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}
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mConvexList->nukeList();
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removeFromScene();
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}
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U32 Forest::packUpdate( NetConnection *connection, U32 mask, BitStream *stream )
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{
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U32 retMask = Parent::packUpdate( connection, mask, stream );
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if ( stream->writeFlag( mask & MediaMask ) )
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stream->writeString( mDataFileName );
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if ( stream->writeFlag( mask & LodMask ) )
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{
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stream->write( mReflectionLodScalar );
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}
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return retMask;
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}
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void Forest::unpackUpdate(NetConnection *connection, BitStream *stream)
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{
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Parent::unpackUpdate(connection,stream);
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if ( stream->readFlag() )
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{
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mDataFileName = stream->readSTString();
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}
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if ( stream->readFlag() ) // LodMask
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{
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stream->read( &mReflectionLodScalar );
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}
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}
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void Forest::inspectPostApply()
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{
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Parent::inspectPostApply();
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// Update the client... note that this
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// doesn't cause a regen of the forest.
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setMaskBits( LodMask );
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}
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void Forest::setTransform( const MatrixF &mat )
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{
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// Note: We do not use the position of the forest at all.
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Parent::setTransform( mat );
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}
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void Forest::_onZoningChanged( SceneZoneSpaceManager *zoneManager )
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{
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if ( mData == NULL || zoneManager != getSceneManager()->getZoneManager() )
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return;
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mZoningDirty = true;
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}
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void Forest::getLocalWindTrees( const Point3F &camPos, F32 radius, Vector<TreePlacementInfo> *placementInfo )
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{
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PROFILE_SCOPE( Forest_getLocalWindTrees );
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Vector<ForestItem> items;
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items.reserve( placementInfo->capacity() );
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mData->getItems( camPos, radius, &items );
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TreePlacementInfo treeInfo;
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dMemset( &treeInfo, 0, sizeof ( TreePlacementInfo ) );
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// Reserve some space in the output.
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placementInfo->reserve( items.size() );
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// Build an info struct for each returned item.
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Vector<ForestItem>::const_iterator iter = items.begin();
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for ( ; iter != items.end(); iter++ )
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{
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// Skip over any zero wind elements here and
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// just keep them out of the final list.
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treeInfo.dataBlock = iter->getData();
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if ( treeInfo.dataBlock->mWindScale < 0.001f )
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continue;
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treeInfo.pos = iter->getPosition();
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treeInfo.scale = iter->getScale();
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treeInfo.itemKey = iter->getKey();
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placementInfo->push_back( treeInfo );
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}
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}
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void Forest::applyRadialImpulse( const Point3F &origin, F32 radius, F32 magnitude )
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{
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if ( isServerObject() )
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return;
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// Find all the trees in the radius
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// then get their accumulators and
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// push our impulse into them.
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VectorF impulse( 0, 0, 0 );
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ForestWindAccumulator *accumulator = NULL;
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Vector<TreePlacementInfo> trees;
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getLocalWindTrees( origin, radius, &trees );
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for ( U32 i = 0; i < trees.size(); i++ )
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{
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const TreePlacementInfo &treeInfo = trees[i];
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accumulator = WINDMGR->getLocalWind( treeInfo.itemKey );
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if ( !accumulator )
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continue;
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impulse = treeInfo.pos - origin;
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impulse.normalize();
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impulse *= magnitude;
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accumulator->applyImpulse( impulse );
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}
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}
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void Forest::createNewFile()
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{
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// Release the current file if we have one.
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mData = NULL;
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// We need to construct a default file name
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String missionName( Con::getVariable( "$Client::MissionFile" ) );
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missionName.replace( "tools/levels", "levels" );
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missionName = Platform::makeRelativePathName(missionName, Platform::getMainDotCsDir());
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Torque::Path basePath( missionName );
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String fileName = Torque::FS::MakeUniquePath( basePath.getPath(), basePath.getFileName(), "forest" );
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mDataFileName = StringTable->insert( fileName );
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ForestData *file = new ForestData;
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file->write( mDataFileName );
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delete file;
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mData = ResourceManager::get().load( mDataFileName );
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mZoningDirty = true;
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}
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void Forest::saveDataFile( const char *path )
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{
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if ( path )
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mDataFileName = StringTable->insert( path );
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if ( mData )
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mData->write( mDataFileName );
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}
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ConsoleMethod( Forest, saveDataFile, bool, 2, 3, "saveDataFile( [path] )" )
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{
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object->saveDataFile( argc == 3 ? argv[2] : NULL );
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return true;
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}
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ConsoleMethod(Forest, isDirty, bool, 2, 2, "()")
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{
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return object->getData() && object->getData()->isDirty();
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}
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ConsoleMethod(Forest, regenCells, void, 2, 2, "()")
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{
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object->getData()->regenCells();
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}
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ConsoleMethod(Forest, clear, void, 2, 2, "()" )
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{
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object->clear();
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}
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