mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +00:00
Updates to component classes -
Shift from ghosted components to entity-managed for networking Initial implementation of Systems through the Mesh Component
This commit is contained in:
parent
4341428d53
commit
8eb442490a
15 changed files with 706 additions and 312 deletions
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@ -45,52 +45,49 @@
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#include "core/strings/findMatch.h"
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#include "T3D/components/render/meshComponent_ScriptBinding.h"
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ImplementEnumType(BatchingMode,
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"Type of mesh data available in a shape.\n"
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"@ingroup gameObjects")
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{
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MeshComponent::Individual, "Individual", "This mesh is rendered indivudally, wthout batching or instancing."
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},
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{ MeshComponent::StaticBatch, "Static Batching", "Statically batches this mesh together with others to reduce drawcalls." },
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//{ MeshComponent::DynamicBatch, "Dynamic Batching", "Dynamical batches this mesh together with others to reduce drawcalls each frame." },
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// { MeshComponent::Instanced, "Instanced", "This mesh is rendered as an instance, reducing draw overhead with others that share the same mesh and material." },
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EndImplementEnumType;
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//////////////////////////////////////////////////////////////////////////
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// Constructor/Destructor
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//////////////////////////////////////////////////////////////////////////
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MeshComponent::MeshComponent() : Component()
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{
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mShapeName = StringTable->insert("");
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mShapeAsset = StringTable->insert("");
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mShapeInstance = NULL;
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mChangingMaterials.clear();
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mMaterials.clear();
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mFriendlyName = "Mesh Component";
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mComponentType = "Render";
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mDescription = getDescriptionText("Causes the object to render a non-animating 3d shape using the file provided.");
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mNetworked = true;
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mNetFlags.set(Ghostable | ScopeAlways);
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mShapeName = StringTable->EmptyString();
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mShapeAsset = StringTable->EmptyString();
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mMeshAsset = StringTable->EmptyString();
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mMeshAssetId = StringTable->EmptyString();
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mInterfaceData = new MeshRenderSystemInterface();
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mRenderMode = Individual;
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}
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MeshComponent::~MeshComponent(){}
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MeshComponent::~MeshComponent()
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{
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if (mInterfaceData)
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SAFE_DELETE(mInterfaceData);
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}
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IMPLEMENT_CO_NETOBJECT_V1(MeshComponent);
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//==========================================================================================
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void MeshComponent::boneObject::addObject(SimObject* object)
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{
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SceneObject* sc = dynamic_cast<SceneObject*>(object);
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if(sc && mOwner)
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{
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if(TSShape* shape = mOwner->getShape())
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{
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S32 nodeID = shape->findNode(mBoneName);
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//we may have a offset on the shape's center
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//so make sure we accomodate for that when setting up the mount offsets
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MatrixF mat = mOwner->getNodeTransform(nodeID);
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mOwner->getOwner()->mountObject(sc, nodeID, mat);
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}
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}
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}
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bool MeshComponent::onAdd()
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{
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if(! Parent::onAdd())
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@ -106,6 +103,12 @@ void MeshComponent::onComponentAdd()
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{
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Parent::onComponentAdd();
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if (isClientObject())
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mInterfaceData->mIsClient = true;
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// if (mInterfaceData != nullptr)
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// mInterfaceData->mIsClient = isClientObject();
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//get the default shape, if any
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updateShape();
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}
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@ -113,10 +116,6 @@ void MeshComponent::onComponentAdd()
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void MeshComponent::onRemove()
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{
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Parent::onRemove();
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mMeshAsset.clear();
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SAFE_DELETE(mShapeInstance);
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}
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void MeshComponent::onComponentRemove()
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@ -135,9 +134,14 @@ void MeshComponent::initPersistFields()
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{
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Parent::initPersistFields();
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addGroup("Rendering");
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addField("BatchingMode", TypeBatchingMode, Offset(mRenderMode, MeshComponent),
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"The mode of batching this shape should be rendered with.");
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endGroup("Rendering");
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//create a hook to our internal variables
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addGroup("Model");
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addProtectedField("MeshAsset", TypeAssetId, Offset(mShapeAsset, MeshComponent), &_setMesh, &defaultProtectedGetFn,
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addProtectedField("MeshAsset", TypeShapeAssetPtr, Offset(mShapeAsset, MeshComponent), &_setMesh, &defaultProtectedGetFn,
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"The asset Id used for the mesh.", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
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endGroup("Model");
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}
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@ -165,6 +169,9 @@ bool MeshComponent::_setShape( void *object, const char *index, const char *data
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bool MeshComponent::setMeshAsset(const char* assetName)
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{
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// Fetch the asset Id.
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if (mInterfaceData == nullptr)
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return false;
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mMeshAssetId = StringTable->insert(assetName);
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mMeshAsset = mMeshAssetId;
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@ -183,9 +190,129 @@ bool MeshComponent::setMeshAsset(const char* assetName)
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return true;
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}
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void MeshComponent::updateShape()
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{
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if (mInterfaceData == nullptr)
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return;
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//if ((mShapeName && mShapeName[0] != '\0') || (mShapeAsset && mShapeAsset[0] != '\0'))
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if ((mShapeName && mShapeName[0] != '\0') || (mMeshAssetId && mMeshAssetId[0] != '\0'))
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{
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if (mMeshAsset == NULL)
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return;
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mShape = mMeshAsset->getShape();
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if (!mMeshAsset->getShape())
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return;
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setupShape();
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//Do this on both the server and client
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S32 materialCount = mMeshAsset->getShape()->materialList->getMaterialNameList().size();
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if (isServerObject())
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{
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//we need to update the editor
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for (U32 i = 0; i < mFields.size(); i++)
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{
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//find any with the materialslot title and clear them out
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if (FindMatch::isMatch("MaterialSlot*", mFields[i].mFieldName, false))
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{
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setDataField(mFields[i].mFieldName, NULL, "");
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mFields.erase(i);
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continue;
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}
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}
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//next, get a listing of our materials in the shape, and build our field list for them
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char matFieldName[128];
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if (materialCount > 0)
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mComponentGroup = StringTable->insert("Materials");
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for (U32 i = 0; i < materialCount; i++)
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{
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String materialname = mMeshAsset->getShape()->materialList->getMaterialName(i);
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if (materialname == String("ShapeBounds"))
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continue;
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dSprintf(matFieldName, 128, "MaterialSlot%d", i);
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addComponentField(matFieldName, "A material used in the shape file", "Material", materialname, "");
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}
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if (materialCount > 0)
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mComponentGroup = "";
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}
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if (mOwner != NULL)
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{
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Point3F min, max, pos;
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pos = mOwner->getPosition();
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mOwner->getWorldToObj().mulP(pos);
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min = mMeshAsset->getShape()->bounds.minExtents;
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max = mMeshAsset->getShape()->bounds.maxExtents;
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if (mInterfaceData)
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{
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mInterfaceData->mBounds.set(min, max);
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mInterfaceData->mScale = mOwner->getScale();
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mInterfaceData->mTransform = mOwner->getRenderTransform();
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}
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mOwner->setObjectBox(Box3F(min, max));
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mOwner->resetWorldBox();
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if (mOwner->getSceneManager() != NULL)
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mOwner->getSceneManager()->notifyObjectDirty(mOwner);
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}
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if (isClientObject() && mInterfaceData)
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{
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if (mRenderMode == StaticBatch)
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{
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mInterfaceData->mStatic = true;
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OptimizedPolyList geom;
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MatrixF transform = mInterfaceData->mTransform;
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mInterfaceData->mGeometry.setTransform(&transform, mInterfaceData->mScale);
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mInterfaceData->mGeometry.setObject(mOwner);
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mInterfaceData->mShapeInstance->buildPolyList(&mInterfaceData->mGeometry, 0);
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}
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else
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{
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mInterfaceData->mStatic = false;
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}
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MeshRenderSystem::rebuildBuffers();
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}
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//finally, notify that our shape was changed
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onShapeInstanceChanged.trigger(this);
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}
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}
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void MeshComponent::setupShape()
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{
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mInterfaceData->mShapeInstance = new TSShapeInstance(mMeshAsset->getShape(), true);
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}
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void MeshComponent::_onResourceChanged( const Torque::Path &path )
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{
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if ( path != Torque::Path( mShapeName ) )
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if (mInterfaceData == nullptr)
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return;
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String filePath;
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if (mMeshAsset)
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filePath = Torque::Path(mMeshAsset->getShapeFilename());
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if (!mMeshAsset || path != Torque::Path(mMeshAsset->getShapeFilename()) )
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return;
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updateShape();
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@ -216,6 +343,8 @@ U32 MeshComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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if (stream->writeFlag(mask & ShapeMask))
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{
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stream->writeString(mShapeName);
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stream->writeInt(mRenderMode, 8);
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}
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if (stream->writeFlag( mask & MaterialMask ))
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@ -226,7 +355,7 @@ U32 MeshComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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{
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stream->writeInt(mChangingMaterials[i].slot, 16);
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NetStringHandle matNameStr = mChangingMaterials[i].matName.c_str();
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NetStringHandle matNameStr = mChangingMaterials[i].assetId.c_str();
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con->packNetStringHandleU(stream, matNameStr);
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}
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@ -243,6 +372,8 @@ void MeshComponent::unpackUpdate(NetConnection *con, BitStream *stream)
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if(stream->readFlag())
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{
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mShapeName = stream->readSTString();
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mRenderMode = (RenderMode)stream->readInt(8);
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setMeshAsset(mShapeName);
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updateShape();
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}
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@ -256,7 +387,10 @@ void MeshComponent::unpackUpdate(NetConnection *con, BitStream *stream)
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{
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matMap newMatMap;
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newMatMap.slot = stream->readInt(16);
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newMatMap.matName = String(con->unpackNetStringHandleU(stream).getString());
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newMatMap.assetId = String(con->unpackNetStringHandleU(stream).getString());
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//do the lookup, now
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newMatMap.matAsset = AssetDatabase.acquireAsset<MaterialAsset>(newMatMap.assetId);
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mChangingMaterials.push_back(newMatMap);
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}
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@ -267,7 +401,7 @@ void MeshComponent::unpackUpdate(NetConnection *con, BitStream *stream)
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void MeshComponent::prepRenderImage( SceneRenderState *state )
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{
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if (!mEnabled || !mOwner || !mShapeInstance)
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/*if (!mEnabled || !mOwner || !mShapeInstance)
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return;
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Point3F cameraOffset;
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@ -300,114 +434,41 @@ void MeshComponent::prepRenderImage( SceneRenderState *state )
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rdata.setLightQuery(&query);
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MatrixF mat = mOwner->getRenderTransform();
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Point3F renderPos = mat.getPosition();
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EulerF renderRot = mat.toEuler();
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if (mOwner->isMounted())
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{
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MatrixF wrldPos = mOwner->getWorldTransform();
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Point3F wrldPosPos = wrldPos.getPosition();
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Point3F mntPs = mat.getPosition();
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EulerF mntRt = RotationF(mat).asEulerF();
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bool tr = true;
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}
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mat.scale(objScale);
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GFX->setWorldMatrix(mat);
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mShapeInstance->render(rdata);
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}
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void MeshComponent::updateShape()
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{
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bool isServer = isServerObject();
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if ((mShapeName && mShapeName[0] != '\0') || (mShapeAsset && mShapeAsset[0] != '\0'))
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{
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if (mMeshAsset == NULL)
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return;
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mShape = mMeshAsset->getShape();
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if (!mShape)
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return;
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setupShape();
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//Do this on both the server and client
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S32 materialCount = mShape->materialList->getMaterialNameList().size();
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if(isServerObject())
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{
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//we need to update the editor
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for (U32 i = 0; i < mFields.size(); i++)
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{
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//find any with the materialslot title and clear them out
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if (FindMatch::isMatch("MaterialSlot*", mFields[i].mFieldName, false))
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{
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setDataField(mFields[i].mFieldName, NULL, "");
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mFields.erase(i);
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continue;
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}
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}
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//next, get a listing of our materials in the shape, and build our field list for them
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char matFieldName[128];
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if(materialCount > 0)
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mComponentGroup = StringTable->insert("Materials");
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for(U32 i=0; i < materialCount; i++)
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{
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String materialname = mShape->materialList->getMaterialName(i);
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if(materialname == String("ShapeBounds"))
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continue;
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dSprintf(matFieldName, 128, "MaterialSlot%d", i);
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addComponentField(matFieldName, "A material used in the shape file", "TypeAssetId", materialname, "");
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}
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if(materialCount > 0)
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mComponentGroup = "";
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}
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if(mOwner != NULL)
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{
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Point3F min, max, pos;
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pos = mOwner->getPosition();
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mOwner->getWorldToObj().mulP(pos);
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min = mShape->bounds.minExtents;
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max = mShape->bounds.maxExtents;
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mShapeBounds.set(min, max);
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mOwner->setObjectBox(Box3F(min, max));
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if( mOwner->getSceneManager() != NULL )
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mOwner->getSceneManager()->notifyObjectDirty( mOwner );
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}
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//finally, notify that our shape was changed
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onShapeInstanceChanged.trigger(this);
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}
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}
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void MeshComponent::setupShape()
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{
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mShapeInstance = new TSShapeInstance(mShape, true);
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mShapeInstance->render(rdata);*/
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}
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void MeshComponent::updateMaterials()
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{
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if (mChangingMaterials.empty() || !mShape)
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if (mChangingMaterials.empty() || !mMeshAsset->getShape())
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return;
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TSMaterialList* pMatList = mShapeInstance->getMaterialList();
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TSMaterialList* pMatList = mInterfaceData->mShapeInstance->getMaterialList();
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pMatList->setTextureLookupPath(getShapeResource().getPath().getPath());
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const Vector<String> &materialNames = pMatList->getMaterialNameList();
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for ( S32 i = 0; i < materialNames.size(); i++ )
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{
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const String &pName = materialNames[i];
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for(U32 m=0; m < mChangingMaterials.size(); m++)
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{
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if(mChangingMaterials[m].slot == i)
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{
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pMatList->renameMaterial( i, mChangingMaterials[m].matName );
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//Fetch the actual material asset
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pMatList->renameMaterial( i, mChangingMaterials[m].matAsset->getMaterialDefinitionName());
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}
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}
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@ -415,22 +476,31 @@ void MeshComponent::updateMaterials()
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}
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// Initialize the material instances
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mShapeInstance->initMaterialList();
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mInterfaceData->mShapeInstance->initMaterialList();
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}
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MatrixF MeshComponent::getNodeTransform(S32 nodeIdx)
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{
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if (mShape)
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if (mInterfaceData != nullptr && mMeshAsset->getShape())
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{
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S32 nodeCount = getShape()->nodes.size();
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if(nodeIdx >= 0 && nodeIdx < nodeCount)
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{
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//animate();
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MatrixF mountTransform = mShapeInstance->mNodeTransforms[nodeIdx];
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mountTransform.mul(mOwner->getRenderTransform());
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MatrixF nodeTransform = mInterfaceData->mShapeInstance->mNodeTransforms[nodeIdx];
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const Point3F& scale = mOwner->getScale();
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return mountTransform;
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// The position of the node needs to be scaled.
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Point3F position = nodeTransform.getPosition();
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position.convolve(scale);
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nodeTransform.setPosition(position);
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MatrixF finalTransform = MatrixF::Identity;
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finalTransform.mul(mOwner->getRenderTransform(), nodeTransform);
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return finalTransform;
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}
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}
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@ -439,7 +509,7 @@ MatrixF MeshComponent::getNodeTransform(S32 nodeIdx)
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S32 MeshComponent::getNodeByName(String nodeName)
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{
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if (mShape)
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if (mMeshAsset->getShape())
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{
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S32 nodeIdx = getShape()->findNode(nodeName);
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@ -485,12 +555,18 @@ void MeshComponent::onDynamicModified(const char* slotName, const char* newValue
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if(slot == -1)
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return;
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//Safe to assume the inbound value for the material will be a MaterialAsset, so lets do a lookup on the name
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MaterialAsset* matAsset = AssetDatabase.acquireAsset<MaterialAsset>(newValue);
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if (!matAsset)
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return;
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bool found = false;
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for(U32 i=0; i < mChangingMaterials.size(); i++)
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{
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if(mChangingMaterials[i].slot == slot)
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{
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mChangingMaterials[i].matName = String(newValue);
|
||||
mChangingMaterials[i].matAsset = matAsset;
|
||||
mChangingMaterials[i].assetId = newValue;
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
|
@ -499,7 +575,8 @@ void MeshComponent::onDynamicModified(const char* slotName, const char* newValue
|
|||
{
|
||||
matMap newMatMap;
|
||||
newMatMap.slot = slot;
|
||||
newMatMap.matName = String(newValue);
|
||||
newMatMap.matAsset = matAsset;
|
||||
newMatMap.assetId = newValue;
|
||||
|
||||
mChangingMaterials.push_back(newMatMap);
|
||||
}
|
||||
|
|
@ -510,14 +587,31 @@ void MeshComponent::onDynamicModified(const char* slotName, const char* newValue
|
|||
Parent::onDynamicModified(slotName, newValue);
|
||||
}
|
||||
|
||||
void MeshComponent::changeMaterial(U32 slot, const char* newMat)
|
||||
void MeshComponent::changeMaterial(U32 slot, MaterialAsset* newMat)
|
||||
{
|
||||
|
||||
char fieldName[512];
|
||||
|
||||
//update our respective field
|
||||
dSprintf(fieldName, 512, "materialSlot%d", slot);
|
||||
setDataField(fieldName, NULL, newMat);
|
||||
setDataField(fieldName, NULL, newMat->getAssetId());
|
||||
}
|
||||
|
||||
bool MeshComponent::setMatInstField(U32 slot, const char* field, const char* value)
|
||||
{
|
||||
TSMaterialList* pMatList = mInterfaceData->mShapeInstance->getMaterialList();
|
||||
pMatList->setTextureLookupPath(getShapeResource().getPath().getPath());
|
||||
|
||||
MaterialParameters* params = pMatList->getMaterialInst(slot)->getMaterialParameters();
|
||||
|
||||
if (pMatList->getMaterialInst(slot)->getFeatures().hasFeature(MFT_DiffuseColor))
|
||||
{
|
||||
MaterialParameterHandle* handle = pMatList->getMaterialInst(slot)->getMaterialParameterHandle("DiffuseColor");
|
||||
|
||||
params->set(handle, LinearColorF(0, 0, 0));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void MeshComponent::onInspect()
|
||||
|
|
@ -526,4 +620,13 @@ void MeshComponent::onInspect()
|
|||
|
||||
void MeshComponent::onEndInspect()
|
||||
{
|
||||
}
|
||||
|
||||
void MeshComponent::ownerTransformSet(MatrixF *mat)
|
||||
{
|
||||
if (mInterfaceData != nullptr)
|
||||
{
|
||||
MatrixF newTransform = *mat;
|
||||
mInterfaceData->mTransform = newTransform;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue