mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 15:14:35 +00:00
Engine directory for ticket #1
This commit is contained in:
parent
352279af7a
commit
7dbfe6994d
3795 changed files with 1363358 additions and 0 deletions
80
Engine/source/ts/tsSortedMesh.h
Normal file
80
Engine/source/ts/tsSortedMesh.h
Normal file
|
|
@ -0,0 +1,80 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef _TSSORTEDMESH_H_
|
||||
#define _TSSORTEDMESH_H_
|
||||
|
||||
#ifndef _TSMESH_H_
|
||||
#include "ts/tsMesh.h"
|
||||
#endif
|
||||
|
||||
/// TSSortedMesh is for meshes that need sorting (obviously). Such meshes
|
||||
/// are usually partially or completely composed of translucent/parent polygons.
|
||||
class TSSortedMesh : public TSMesh
|
||||
{
|
||||
public:
|
||||
typedef TSMesh Parent;
|
||||
|
||||
/// This is a group of primitives that belong "together" in the rendering sequence.
|
||||
/// For example, if a player model had a helmet with a translucent visor, the visor
|
||||
/// would be a Cluster.
|
||||
struct Cluster
|
||||
{
|
||||
S32 startPrimitive;
|
||||
S32 endPrimitive;
|
||||
Point3F normal;
|
||||
F32 k;
|
||||
S32 frontCluster; ///< go to this cluster if in front of plane, if frontCluster<0, no cluster
|
||||
S32 backCluster; ///< go to this cluster if in back of plane, if backCluster<0, no cluster
|
||||
///< if frontCluster==backCluster, no plane to test against...
|
||||
};
|
||||
|
||||
Vector<Cluster> clusters; ///< All of the clusters of primitives to be drawn
|
||||
Vector<S32> startCluster; ///< indexed by frame number
|
||||
Vector<S32> firstVerts; ///< indexed by frame number
|
||||
Vector<S32> numVerts; ///< indexed by frame number
|
||||
Vector<S32> firstTVerts; ///< indexed by frame number or matFrame number, depending on which one animates (never both)
|
||||
|
||||
/// sometimes, we want to write the depth value to the frame buffer even when object is translucent
|
||||
bool alwaysWriteDepth;
|
||||
|
||||
// render methods..
|
||||
void render(S32 frame, S32 matFrame, TSMaterialList *);
|
||||
|
||||
bool buildPolyList( S32 frame, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials );
|
||||
bool castRay( S32 frame, const Point3F &start, const Point3F &end, RayInfo *rayInfo, TSMaterialList *materials );
|
||||
bool buildConvexHull(); ///< does nothing, skins don't use this
|
||||
///
|
||||
/// @returns false ALWAYS
|
||||
S32 getNumPolys();
|
||||
|
||||
void assemble(bool skip);
|
||||
void disassemble();
|
||||
|
||||
TSSortedMesh() {
|
||||
meshType = SortedMeshType;
|
||||
}
|
||||
};
|
||||
|
||||
#endif // _TS_SORTED_MESH
|
||||
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue