Merge branch 'Preview4_0' into alpha40_HiddenHugs

This commit is contained in:
AzaezelX 2020-03-29 17:40:22 -05:00
commit 9c71d5eace
570 changed files with 17252 additions and 8836 deletions

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@ -40,6 +40,8 @@
#include "assets/assetPtr.h"
#endif
#include "gfx/gfxStringEnumTranslate.h"
// Debug Profiling.
#include "platform/profiler.h"
@ -128,7 +130,30 @@ void ImageAsset::initPersistFields()
}
//------------------------------------------------------------------------------
//Utility function to 'fill out' bindings and resources with a matching asset if one exists
bool ImageAsset::getAssetByFilename(StringTableEntry fileName, AssetPtr<ImageAsset>* imageAsset)
{
AssetQuery query;
S32 foundAssetcount = AssetDatabase.findAssetLooseFile(&query, fileName);
if (foundAssetcount == 0)
{
//Didn't find any assets, so have us fall back to a placeholder asset
imageAsset->setAssetId(StringTable->insert("Core_Rendering:noshape"));
if (!imageAsset->isNull())
return true;
//That didn't work, so fail out
return false;
}
else
{
//acquire and bind the asset, and return it out
imageAsset->setAssetId(query.mAssetList[0]);
return true;
}
}
//------------------------------------------------------------------------------
void ImageAsset::copyTo(SimObject* object)
{
// Call to parent.
@ -180,9 +205,49 @@ void ImageAsset::setImageFileName(const char* pScriptFile)
mImageFileName = StringTable->insert(pScriptFile);
}
GFXTexHandle ImageAsset::getImage(GFXTextureProfile requestedProfile)
{
/*if (mResourceMap.contains(requestedProfile))
{
return mResourceMap.find(requestedProfile)->value;
}
else
{
//If we don't have an existing map case to the requested format, we'll just create it and insert it in
GFXTexHandle newImage;
newImage.set(mImageFileName, &requestedProfile, avar("%s() - mImage (line %d)", __FUNCTION__, __LINE__));
mResourceMap.insert(requestedProfile, newImage);
return newImage;
}*/
return nullptr;
}
const char* ImageAsset::getImageInfo()
{
if (mIsValidImage)
{
static const U32 bufSize = 2048;
char* returnBuffer = Con::getReturnBuffer(bufSize);
dSprintf(returnBuffer, bufSize, "%s %d %d %d", GFXStringTextureFormat[mImage.getFormat()], mImage.getHeight(), mImage.getWidth(), mImage.getDepth());
return returnBuffer;
}
return "";
}
DefineEngineMethod(ImageAsset, getImageFilename, const char*, (), ,
"Creates an instance of the given GameObject given the asset definition.\n"
"@return The GameObject entity created from the asset.")
{
return object->getImageFileName();
}
DefineEngineMethod(ImageAsset, getImageInfo, const char*, (), ,
"Creates an instance of the given GameObject given the asset definition.\n"
"@return The GameObject entity created from the asset.")
{
return object->getImageInfo();
}

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@ -38,6 +38,9 @@
#ifndef _ASSET_FIELD_TYPES_H_
#include "assets/assetFieldTypes.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
#include "gfx/bitmap/gBitmap.h"
#include "gfx/gfxTextureHandle.h"
@ -74,6 +77,8 @@ protected:
ImageTypes mImageType;
Map<GFXTextureProfile, GFXTexHandle> mResourceMap;
public:
ImageAsset();
virtual ~ImageAsset();
@ -90,7 +95,9 @@ public:
bool isValid() { return mIsValidImage; }
GFXTexHandle getImage() { return mImage; }
GFXTexHandle getImage(GFXTextureProfile requestedProfile);
const char* getImageInfo();
protected:
virtual void initializeAsset(void);
@ -100,6 +107,8 @@ protected:
static const char* getImageFileName(void* obj, const char* data) { return static_cast<ImageAsset*>(obj)->getImageFileName(); }
void loadImage();
bool getAssetByFilename(StringTableEntry fileName, AssetPtr<ImageAsset>* imageAsset);
};
DefineConsoleType(TypeImageAssetPtr, ImageAsset)

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@ -288,6 +288,66 @@ bool ShapeAsset::loadShape()
return true;
}
//------------------------------------------------------------------------------
//Utility function to 'fill out' bindings and resources with a matching asset if one exists
bool ShapeAsset::getAssetByFilename(StringTableEntry fileName, AssetPtr<ShapeAsset>* shapeAsset)
{
AssetQuery query;
S32 foundAssetcount = AssetDatabase.findAssetLooseFile(&query, fileName);
if (foundAssetcount == 0)
{
//Didn't find any assets
//If possible, see if we can run an in-place import and the get the asset from that
#if TORQUE_DEBUG
Con::warnf("ShapeAsset::getAssetByFilename - Attempted to in-place import a shapefile(%s) that had no associated asset", fileName);
#endif
ConsoleValueRef result = Con::executef("importLooseFile", fileName, true);
if (result.getBoolValue())
{
StringTableEntry resultingAssetId = StringTable->insert(Con::getVariable("$importedLooseFileAsset"));
if (resultingAssetId != StringTable->EmptyString())
{
shapeAsset->setAssetId(resultingAssetId);
if (!shapeAsset->isNull())
return true;
}
}
//Didn't work, so have us fall back to a placeholder asset
shapeAsset->setAssetId(StringTable->insert("Core_Rendering:noshape"));
if (!shapeAsset->isNull())
return true;
//That didn't work, so fail out
return false;
}
else
{
//acquire and bind the asset, and return it out
shapeAsset->setAssetId(query.mAssetList[0]);
return true;
}
}
bool ShapeAsset::getAssetById(StringTableEntry assetId, AssetPtr<ShapeAsset>* shapeAsset)
{
shapeAsset->setAssetId(assetId);
if (!shapeAsset->isNull())
return true;
//Didn't work, so have us fall back to a placeholder asset
shapeAsset->setAssetId(StringTable->insert("Core_Rendering:noshape"));
if (!shapeAsset->isNull())
return true;
return false;
}
//------------------------------------------------------------------------------
void ShapeAsset::copyTo(SimObject* object)

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@ -128,6 +128,9 @@ public:
void setShapeConstructorFile(const char* pScriptFile);
inline StringTableEntry getShapeConstructorFile(void) const { return mConstructorFileName; };
static bool getAssetByFilename(StringTableEntry fileName, AssetPtr<ShapeAsset>* shapeAsset);
static bool getAssetById(StringTableEntry assetId, AssetPtr<ShapeAsset>* shapeAsset);
protected:
virtual void onAssetRefresh(void);

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@ -948,7 +948,7 @@ void GroundCover::_initialize( U32 cellCount, U32 cellPlacementCount )
if (!mat->mDiffuseMapFilename[0].isEmpty())
tex = GFXTexHandle(mat->mDiffuseMapFilename[0], &GFXStaticTextureSRGBProfile, "GroundCover texture aspect ratio check");
else if (!mat->mDiffuseMapAsset[0].isNull())
tex = mat->mDiffuseMapAsset[0]->getImage();
tex = mat->mDiffuseMapAsset[0]->getImage(GFXStaticTextureSRGBProfile);
if(tex.isValid())
{

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@ -1172,6 +1172,8 @@ void ParticleEmitter::prepRenderImage(SceneRenderState* state)
ri->bbModelViewProj = renderManager->allocUniqueXform( *ri->modelViewProj * mBBObjToWorld );
ri->wsPosition = getWorldTransform().getPosition();
ri->count = n_parts;
ri->blendStyle = mDataBlock->blendStyle;

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@ -404,6 +404,12 @@ void GameBase::processTick(const Move * move)
#endif
}
void GameBase::interpolateTick(F32 dt)
{
// PATHSHAPE
updateRenderChangesByParent();
// PATHSHAPE END
}
//----------------------------------------------------------------------------
F32 GameBase::getUpdatePriority(CameraScopeQuery *camInfo, U32 updateMask, S32 updateSkips)
@ -471,14 +477,15 @@ F32 GameBase::getUpdatePriority(CameraScopeQuery *camInfo, U32 updateMask, S32 u
// Weight by updateSkips
F32 wSkips = updateSkips * 0.5;
// Calculate final priority, should total to about 1.0f
// Calculate final priority, should total to about 1.0f (plus children)
//
return
wFov * sUpFov +
wDistance * sUpDistance +
wVelocity * sUpVelocity +
wSkips * sUpSkips +
wInterest * sUpInterest;
wInterest * sUpInterest +
getNumChildren();
}
//----------------------------------------------------------------------------
@ -757,3 +764,44 @@ DefineEngineMethod( GameBase, applyRadialImpulse, void, ( Point3F origin, F32 ra
{
object->applyRadialImpulse( origin, radius, magnitude );
}
// PATHSHAPE
// Console Methods for attach children. can't put them in sceneobject because //
// we want the processafter functions////////////////////////////////////////////
DefineEngineMethod(GameBase, attachChild, bool, (GameBase* _subObject), (nullAsType<GameBase*>()), "(SceneObject subObject)"
"attach an object to this one, preserving its present transform.")
{
if (_subObject != nullptr)
{
if (_subObject->getParent() != object){
Con::errorf("Object is (%d)", _subObject->getId());
_subObject->clearProcessAfter();
_subObject->processAfter(object);
return object->attachChild(_subObject);
}
else
return false;
}
else
{
Con::errorf("Couldn't addObject()!");
return false;
}
}
DefineEngineMethod(GameBase, detachChild, bool, (GameBase* _subObject), (nullAsType<GameBase*>()), "(SceneObject subObject)"
"attach an object to this one, preserving its present transform.")
{
if (_subObject != nullptr)
{
_subObject->clearProcessAfter();
return _subObject->attachToParent(NULL);
}
else
{
return false;
}
}//end
// PATHSHAPE END

View file

@ -356,7 +356,7 @@ public:
/// @name Network
/// @see NetObject, NetConnection
/// @{
void interpolateTick(F32 dt);
F32 getUpdatePriority( CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips );
U32 packUpdate ( NetConnection *conn, U32 mask, BitStream *stream );
void unpackUpdate( NetConnection *conn, BitStream *stream );

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@ -665,6 +665,9 @@ static void RegisterGameFunctions()
Con::setIntVariable("$TypeMasks::DebrisObjectType", DebrisObjectType);
Con::setIntVariable("$TypeMasks::PhysicalZoneObjectType", PhysicalZoneObjectType);
Con::setIntVariable("$TypeMasks::LightObjectType", LightObjectType);
// PATHSHAPE
Con::setIntVariable("$TypeMasks::PathShapeObjectType", PathShapeObjectType);
// PATHSHAPE END
Con::addVariable("Ease::InOut", TypeS32, &gEaseInOut,
"InOut ease for curve movement.\n"

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@ -618,6 +618,9 @@ void Item::interpolateTick(F32 dt)
mat.setColumn(3,pos);
setRenderTransform(mat);
mDelta.dt = dt;
// PATHSHAPE
updateRenderChangesByParent();
// PATHSHAPE END
}

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@ -98,8 +98,8 @@ void LightBase::initPersistFields()
addField( "color", TypeColorF, Offset( mColor, LightBase ), "Changes the base color hue of the light." );
addField( "brightness", TypeF32, Offset( mBrightness, LightBase ), "Adjusts the lights power, 0 being off completely." );
addField( "castShadows", TypeBool, Offset( mCastShadows, LightBase ), "Enables/disabled shadow casts by this light." );
addField( "staticRefreshFreq", TypeS32, Offset( mStaticRefreshFreq, LightBase ), "static shadow refresh rate (milliseconds)" );
addField( "dynamicRefreshFreq", TypeS32, Offset( mDynamicRefreshFreq, LightBase ), "dynamic shadow refresh rate (milliseconds)");
//addField( "staticRefreshFreq", TypeS32, Offset( mStaticRefreshFreq, LightBase ), "static shadow refresh rate (milliseconds)" );
//addField( "dynamicRefreshFreq", TypeS32, Offset( mDynamicRefreshFreq, LightBase ), "dynamic shadow refresh rate (milliseconds)");
addField( "priority", TypeF32, Offset( mPriority, LightBase ), "Used for sorting of lights by the light manager. "
"Priority determines if a light has a stronger effect than, those with a lower value" );

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@ -162,6 +162,12 @@ enum SceneObjectTypes
#if defined(AFX_CAP_AFXMODEL_TYPE)
afxModelObjectType = BIT(26)
#endif
// PATHSHAPE
PathShapeObjectType = BIT( 28 ),
// PATHSHAPE END
/// @}
};
enum SceneObjectTypeMasks : U32

View file

@ -0,0 +1,588 @@
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
// @author Stefan "Beffy" Moises
// this is a modified version of PathCamera that allows to move shapes along paths
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "math/mMath.h"
#include "math/mathIO.h"
#include "console/simBase.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "core/dnet.h"
#include "scene/pathManager.h"
#include "T3D/gameFunctions.h"
#include "T3D/gameBase/gameConnection.h"
#include "gui/worldEditor/editor.h"
#include "console/engineAPI.h"
#include "math/mTransform.h"
#include "T3D/pathShape.h"
//----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(PathShapeData);
void PathShapeData::consoleInit()
{
}
bool PathShapeData::preload(bool server, String &errorStr)
{
if(!Parent::preload(server, errorStr))
return false;
return true;
}
void PathShapeData::initPersistFields()
{
Parent::initPersistFields();
}
void PathShapeData::packData(BitStream* stream)
{
Parent::packData(stream);
}
void PathShapeData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
}
//----------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(PathShape);
PathShape::PathShape()
{
mNetFlags.set(Ghostable|ScopeAlways);
mTypeMask |= PathShapeObjectType | StaticShapeObjectType;
delta.time = 0;
delta.timeVec = 0;
mDataBlock = NULL;
mState = Forward;
mNodeBase = 0;
mNodeCount = 0;
mPosition = 0;
mTarget = 0;
mTargetSet = false;
MatrixF mat(1);
mat.setPosition(Point3F(0,0,700));
Parent::setTransform(mat);
mLastXform = mat;
for (U32 i = 0; i < 4; i++)
{
mControl[i] = StringTable->insert("");
}
}
PathShape::~PathShape()
{
}
//----------------------------------------------------------------------------
bool PathShape::onAdd()
{
if(!Parent::onAdd() && !mDataBlock)
return false;
mTypeMask |= PathShapeObjectType | StaticShapeObjectType;
// Initialize from the current transform.
if (!mNodeCount) {
QuatF rot(getTransform());
Point3F pos = getPosition();
mSpline.removeAll();
mSpline.push_back(new CameraSpline::Knot(pos,rot,1,
CameraSpline::Knot::NORMAL, CameraSpline::Knot::SPLINE));
mNodeCount = 1;
}
if (isServerObject()) scriptOnAdd();
return true;
}
void PathShape::onRemove()
{
scriptOnRemove();
removeFromScene();
unmount();
Parent::onRemove();
if (isGhost())
for (S32 i = 0; i < MaxSoundThreads; i++)
stopAudio(i);
}
bool PathShape::onNewDataBlock(GameBaseData* dptr, bool reload)
{
mDataBlock = dynamic_cast<PathShapeData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr, reload))
return false;
scriptOnNewDataBlock();
return true;
}
PathShapeData::PathShapeData()
{
}
//----------------------------------------------------------------------------
void PathShape::initPersistFields()
{
addField( "Path", TYPEID< SimObjectRef<SimPath::Path> >(), Offset( mSimPath, PathShape ),
"@brief Name of a Path to follow." );
addField("Controler", TypeString, Offset(mControl, PathShape), 4, "controlers");
Parent::initPersistFields();
}
void PathShape::consoleInit()
{
}
//----------------------------------------------------------------------------
void PathShape::processTick(const Move* move)
{
// client and server
Parent::processTick(move);
// Move to new time
advancePosition(TickMs);
MatrixF mat;
interpolateMat(mPosition,&mat);
Parent::setTransform(mat);
updateContainer();
}
void PathShape::interpolateTick(F32 dt)
{
Parent::interpolateTick(dt);
MatrixF mat;
interpolateMat(delta.time + (delta.timeVec * dt),&mat);
Parent::setRenderTransform(mat);
}
void PathShape::interpolateMat(F32 pos,MatrixF* mat)
{
CameraSpline::Knot knot;
mSpline.value(pos - mNodeBase,&knot);
knot.mRotation.setMatrix(mat);
mat->setPosition(knot.mPosition);
}
void PathShape::advancePosition(S32 ms)
{
delta.timeVec = mPosition;
// Advance according to current speed
if (mState == Forward) {
mPosition = mSpline.advanceTime(mPosition - mNodeBase,ms);
if (mPosition > F32(mNodeCount - 1))
mPosition = F32(mNodeCount - 1);
mPosition += (F32)mNodeBase;
if (mTargetSet && mPosition >= mTarget) {
mTargetSet = false;
mPosition = mTarget;
mState = Stop;
}
}
else
if (mState == Backward) {
mPosition = mSpline.advanceTime(mPosition - mNodeBase,-ms);
if (mPosition < 0)
mPosition = 0;
mPosition += mNodeBase;
if (mTargetSet && mPosition <= mTarget) {
mTargetSet = false;
mPosition = mTarget;
mState = Stop;
}
}
// Script callbacks
if (int(mPosition) != int(delta.timeVec))
onNode(int(mPosition));
// Set frame interpolation
delta.time = mPosition;
delta.timeVec -= mPosition;
}
//----------------------------------------------------------------------------
void PathShape::setPosition(F32 pos)
{
mPosition = mClampF(pos,mNodeBase,mNodeBase + mNodeCount - 1);
MatrixF mat;
interpolateMat(mPosition,&mat);
Parent::setTransform(mat);
setMaskBits(PositionMask);
}
void PathShape::setTarget(F32 pos)
{
mTarget = pos;
mTargetSet = true;
if (mTarget > mPosition)
mState = Forward;
else
if (mTarget < mPosition)
mState = Backward;
else {
mTargetSet = false;
mState = Stop;
}
setMaskBits(TargetMask | StateMask);
}
void PathShape::setState(State s)
{
mState = s;
setMaskBits(StateMask);
}
S32 PathShape::getState()
{
return mState;
}
//-----------------------------------------------------------------------------
void PathShape::reset(F32 speed)
{
CameraSpline::Knot *knot = new CameraSpline::Knot;
mSpline.value(mPosition - mNodeBase,knot);
if (speed)
knot->mSpeed = speed;
mSpline.removeAll();
mSpline.push_back(knot);
mNodeBase = 0;
mNodeCount = 1;
mPosition = 0;
mTargetSet = false;
mState = Forward;
setMaskBits(StateMask | PositionMask | WindowMask | TargetMask);
}
void PathShape::pushBack(CameraSpline::Knot *knot)
{
// Make room at the end
if (mNodeCount == NodeWindow) {
delete mSpline.remove(mSpline.getKnot(0));
mNodeBase++;
}
else
mNodeCount++;
// Fill in the new node
mSpline.push_back(knot);
setMaskBits(WindowMask);
// Make sure the position doesn't fall off
if (mPosition < mNodeBase) {
mPosition = mNodeBase;
setMaskBits(PositionMask);
}
}
void PathShape::pushFront(CameraSpline::Knot *knot)
{
// Make room at the front
if (mNodeCount == NodeWindow)
delete mSpline.remove(mSpline.getKnot(mNodeCount));
else
mNodeCount++;
mNodeBase--;
// Fill in the new node
mSpline.push_front(knot);
setMaskBits(WindowMask);
// Make sure the position doesn't fall off
if (mPosition > mNodeBase + (NodeWindow - 1)) {
mPosition = mNodeBase + (NodeWindow - 1);
setMaskBits(PositionMask);
}
}
void PathShape::popFront()
{
if (mNodeCount < 2)
return;
// Remove the first node. Node base and position are unaffected.
mNodeCount--;
delete mSpline.remove(mSpline.getKnot(0));
}
//----------------------------------------------------------------------------
void PathShape::onNode(S32 node)
{
if (!isGhost())
Con::executef(mDataBlock,"onNode",getIdString(), Con::getIntArg(node));
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
U32 PathShape::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
Parent::packUpdate(con,mask,stream);
if (stream->writeFlag(mask & StateMask))
stream->writeInt(mState,StateBits);
if (stream->writeFlag(mask & PositionMask))
stream->write(mPosition);
if (stream->writeFlag(mask & TargetMask))
if (stream->writeFlag(mTargetSet))
stream->write(mTarget);
if (stream->writeFlag(mask & WindowMask)) {
stream->write(mNodeBase);
stream->write(mNodeCount);
for (S32 i = 0; i < mNodeCount; i++) {
CameraSpline::Knot *knot = mSpline.getKnot(i);
mathWrite(*stream, knot->mPosition);
mathWrite(*stream, knot->mRotation);
stream->write(knot->mSpeed);
stream->writeInt(knot->mType, CameraSpline::Knot::NUM_TYPE_BITS);
stream->writeInt(knot->mPath, CameraSpline::Knot::NUM_PATH_BITS);
}
}
// The rest of the data is part of the control object packet update.
// If we're controlled by this client, we don't need to send it.
if(stream->writeFlag(getControllingClient() == con && !(mask & InitialUpdateMask)))
return 0;
return 0;
}
void PathShape::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con,stream);
// StateMask
if (stream->readFlag())
mState = stream->readInt(StateBits);
// PositionMask
if (stream->readFlag()) {
stream->read(&mPosition);
delta.time = mPosition;
delta.timeVec = 0;
}
// TargetMask
if (stream->readFlag()) {
mTargetSet = stream->readFlag();
if (mTargetSet) {
stream->read(&mTarget);
}
}
// WindowMask
if (stream->readFlag()) {
mSpline.removeAll();
stream->read(&mNodeBase);
stream->read(&mNodeCount);
for (S32 i = 0; i < mNodeCount; i++) {
CameraSpline::Knot *knot = new CameraSpline::Knot();
mathRead(*stream, &knot->mPosition);
mathRead(*stream, &knot->mRotation);
stream->read(&knot->mSpeed);
knot->mType = (CameraSpline::Knot::Type)stream->readInt(CameraSpline::Knot::NUM_TYPE_BITS);
knot->mPath = (CameraSpline::Knot::Path)stream->readInt(CameraSpline::Knot::NUM_PATH_BITS);
mSpline.push_back(knot);
}
}
// Controlled by the client?
if (stream->readFlag()) return;
}
//-----------------------------------------------------------------------------
// Console access methods
//-----------------------------------------------------------------------------
DefineEngineMethod(PathShape, setPosition, void, (F32 position), (0.0f), "Set the current position of the camera along the path.\n"
"@param position Position along the path, from 0.0 (path start) - 1.0 (path end), to place the camera.\n"
"@tsexample\n"
"// Set the camera on a position along its path from 0.0 - 1.0.\n"
"%position = \"0.35\";\n\n"
"// Force the pathCamera to its new position along the path.\n"
"%pathCamera.setPosition(%position);\n"
"@endtsexample\n")
{
object->setPosition(position);
}
DefineEngineMethod(PathShape, setTarget, void, (F32 position), (1.0f), "@brief Set the movement target for this camera along its path.\n\n"
"The camera will attempt to move along the path to the given target in the direction provided "
"by setState() (the default is forwards). Once the camera moves past this target it will come "
"to a stop, and the target state will be cleared.\n"
"@param position Target position, between 0.0 (path start) and 1.0 (path end), for the camera to move to along its path.\n"
"@tsexample\n"
"// Set the position target, between 0.0 (path start) and 1.0 (path end), for this camera to move to.\n"
"%position = \"0.50\";\n\n"
"// Inform the pathCamera of the new target position it will move to.\n"
"%pathCamera.setTarget(%position);\n"
"@endtsexample\n")
{
object->setTarget(position);
}
DefineEngineMethod(PathShape, setState, void, (const char* newState), ("forward"), "Set the movement state for this path camera.\n"
"@param newState New movement state type for this camera. Forward, Backward or Stop.\n"
"@tsexample\n"
"// Set the state type (forward, backward, stop).\n"
"// In this example, the camera will travel from the first node\n"
"// to the last node (or target if given with setTarget())\n"
"%state = \"forward\";\n\n"
"// Inform the pathCamera to change its movement state to the defined value.\n"
"%pathCamera.setState(%state);\n"
"@endtsexample\n")
{
if (!dStricmp(newState, "forward"))
object->setState(PathShape::Forward);
else
if (!dStricmp(newState, "backward"))
object->setState(PathShape::Backward);
else
object->setState(PathShape::Stop);
}
DefineEngineMethod(PathShape, reset, void, (F32 speed), (1.0f), "@brief Clear the camera's path and set the camera's current transform as the start of the new path.\n\n"
"What specifically occurs is a new knot is created from the camera's current transform. Then the current path "
"is cleared and the new knot is pushed onto the path. Any previous target is cleared and the camera's movement "
"state is set to Forward. The camera is now ready for a new path to be defined.\n"
"@param speed Speed for the camera to move along its path after being reset.\n"
"@tsexample\n"
"//Determine the new movement speed of this camera. If not set, the speed will default to 1.0.\n"
"%speed = \"0.50\";\n\n"
"// Inform the path camera to start a new path at"
"// the camera's current position, and set the new "
"// path's speed value.\n"
"%pathCamera.reset(%speed);\n"
"@endtsexample\n")
{
object->reset(speed);
}
static CameraSpline::Knot::Type resolveKnotType(const char *arg)
{
if (dStricmp(arg, "Position Only") == 0)
return CameraSpline::Knot::POSITION_ONLY;
if (dStricmp(arg, "Kink") == 0)
return CameraSpline::Knot::KINK;
return CameraSpline::Knot::NORMAL;
}
static CameraSpline::Knot::Path resolveKnotPath(const char *arg)
{
if (!dStricmp(arg, "Linear"))
return CameraSpline::Knot::LINEAR;
return CameraSpline::Knot::SPLINE;
}
DefineEngineMethod(PathShape, pushBack, void, (TransformF transform, F32 speed, const char* type, const char* path),
(TransformF::Identity, 1.0f, "Normal", "Linear"),
"@brief Adds a new knot to the back of a path camera's path.\n"
"@param transform Transform for the new knot. In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform()\n"
"@param speed Speed setting for this knot.\n"
"@param type Knot type (Normal, Position Only, Kink).\n"
"@param path %Path type (Linear, Spline).\n"
"@tsexample\n"
"// Transform vector for new knot. (Pos_X Pos_Y Pos_Z Rot_X Rot_Y Rot_Z Angle)\n"
"%transform = \"15.0 5.0 5.0 1.4 1.0 0.2 1.0\"\n\n"
"// Speed setting for knot.\n"
"%speed = \"1.0\"\n\n"
"// Knot type. (Normal, Position Only, Kink)\n"
"%type = \"Normal\";\n\n"
"// Path Type. (Linear, Spline)\n"
"%path = \"Linear\";\n\n"
"// Inform the path camera to add a new knot to the back of its path\n"
"%pathCamera.pushBack(%transform,%speed,%type,%path);\n"
"@endtsexample\n")
{
QuatF rot(transform.getOrientation());
object->pushBack(new CameraSpline::Knot(transform.getPosition(), rot, speed, resolveKnotType(type), resolveKnotPath(path)));
}
DefineEngineMethod(PathShape, pushFront, void, (TransformF transform, F32 speed, const char* type, const char* path),
(1.0f, "Normal", "Linear"),
"@brief Adds a new knot to the front of a path camera's path.\n"
"@param transform Transform for the new knot. In the form of \"x y z ax ay az aa\" such as returned by SceneObject::getTransform()\n"
"@param speed Speed setting for this knot.\n"
"@param type Knot type (Normal, Position Only, Kink).\n"
"@param path %Path type (Linear, Spline).\n"
"@tsexample\n"
"// Transform vector for new knot. (Pos_X,Pos_Y,Pos_Z,Rot_X,Rot_Y,Rot_Z,Angle)\n"
"%transform = \"15.0 5.0 5.0 1.4 1.0 0.2 1.0\"\n\n"
"// Speed setting for knot.\n"
"%speed = \"1.0\";\n\n"
"// Knot type. (Normal, Position Only, Kink)\n"
"%type = \"Normal\";\n\n"
"// Path Type. (Linear, Spline)\n"
"%path = \"Linear\";\n\n"
"// Inform the path camera to add a new knot to the front of its path\n"
"%pathCamera.pushFront(%transform, %speed, %type, %path);\n"
"@endtsexample\n")
{
QuatF rot(transform.getOrientation());
object->pushFront(new CameraSpline::Knot(transform.getPosition(), rot, speed, resolveKnotType(type), resolveKnotPath(path)));
}
DefineEngineMethod(PathShape, popFront, void, (), , "Removes the knot at the front of the camera's path.\n"
"@tsexample\n"
"// Remove the first knot in the camera's path.\n"
"%pathCamera.popFront();\n"
"@endtsexample\n")
{
object->popFront();
}
DefineEngineMethod(PathShape, getState, S32, (), , "PathShape.getState()")
{
return object->getState();
}

View file

@ -0,0 +1,114 @@
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _PATHSHAPE_H_
#define _PATHSHAPE_H_
#ifndef _STATICSHAPE_H_
#include "T3D/staticShape.h"
#endif
#ifndef _CAMERASPLINE_H_
#include "T3D/cameraSpline.h"
#endif
#ifndef _SIMPATH_H_
#include "scene/simPath.h"
#endif
//----------------------------------------------------------------------------
struct PathShapeData: public StaticShapeData {
typedef StaticShapeData Parent;
PathShapeData();
static void consoleInit();
DECLARE_CONOBJECT(PathShapeData);
bool preload(bool server, String &errorStr);
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
};
//----------------------------------------------------------------------------
class PathShape: public StaticShape
{
public:
enum State {
Forward,
Backward,
Stop,
StateBits = 3
};
private:
typedef StaticShape Parent;
enum MaskBits {
WindowMask = Parent::NextFreeMask,
PositionMask = WindowMask << 1,
TargetMask = PositionMask << 1,
StateMask = TargetMask << 1,
NextFreeMask = StateMask << 1
};
struct StateDelta {
F32 time;
F32 timeVec;
};
StateDelta delta;
enum Constants {
NodeWindow = 20 // Maximum number of active nodes
};
PathShapeData* mDataBlock;
CameraSpline mSpline;
S32 mNodeBase;
S32 mNodeCount;
F32 mPosition;
S32 mState;
F32 mTarget;
bool mTargetSet;
void interpolateMat(F32 pos,MatrixF* mat);
void advancePosition(S32 ms);
public:
DECLARE_CONOBJECT(PathShape);
PathShape();
~PathShape();
StringTableEntry mControl[4];
static void initPersistFields();
static void consoleInit();
bool onAdd();
void onRemove();
bool onNewDataBlock(GameBaseData* dptr, bool reload);
void onNode(S32 node);
void processTick(const Move*);
void interpolateTick(F32 dt);
U32 packUpdate(NetConnection *, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *, BitStream *stream);
void reset(F32 speed = 1);
void pushFront(CameraSpline::Knot *knot);
void pushBack(CameraSpline::Knot *knot);
void popFront();
void setPosition(F32 pos);
void setTarget(F32 pos);
void setState(State s);
S32 getState();
SimObjectRef< SimPath::Path > mSimPath;
};
#endif

View file

@ -120,7 +120,10 @@ static U32 sCollisionMoveMask = TerrainObjectType |
PlayerObjectType |
StaticShapeObjectType |
VehicleObjectType |
PhysicalZoneObjectType;
PhysicalZoneObjectType |
// PATHSHAPE
PathShapeObjectType;
// PATHSHAPE END
static U32 sServerCollisionContactMask = sCollisionMoveMask |
ItemObjectType |
@ -2206,6 +2209,9 @@ void Player::processTick(const Move* move)
}
}
}
// PATHSHAPE
if (!isGhost()) updateAttachment();
// PATHSHAPE END
}
void Player::interpolateTick(F32 dt)
@ -2239,6 +2245,9 @@ void Player::interpolateTick(F32 dt)
updateLookAnimation(dt);
mDelta.dt = dt;
// PATHSHAPE
updateRenderChangesByParent();
// PATHSHAPE END
}
void Player::advanceTime(F32 dt)
@ -3658,7 +3667,10 @@ void Player::updateDeathOffsets()
//----------------------------------------------------------------------------
static const U32 sPlayerConformMask = StaticShapeObjectType | StaticObjectType | TerrainObjectType;
// PATHSHAPE
static const U32 sPlayerConformMask = StaticShapeObjectType | StaticObjectType |
TerrainObjectType | PathShapeObjectType;
// PATHSHAPE END
static void accel(F32& from, F32 to, F32 rate)
{
@ -4780,6 +4792,45 @@ bool Player::step(Point3F *pos,F32 *maxStep,F32 time)
return false;
}
// PATHSHAPE
// This Function does a ray cast down to see if a pathshape object is below
// If so, it will attempt to attach to it.
void Player::updateAttachment(){
Point3F rot, pos;
RayInfo rInfo;
MatrixF mat = getTransform();
mat.getColumn(3, &pos);
if (gServerContainer.castRay(Point3F(pos.x, pos.y, pos.z + 0.1f),
Point3F(pos.x, pos.y, pos.z - 1.0f ),
PathShapeObjectType, &rInfo))
{
if( rInfo.object->getTypeMask() & PathShapeObjectType) //Ramen
{
if (getParent() == NULL)
{ // ONLY do this if we are not parented
//Con::printf("I'm on a pathshape object. Going to attempt attachment.");
ShapeBase* col = static_cast<ShapeBase*>(rInfo.object);
if (!isGhost())
{
this->attachToParent(col);
}
}
}
else
{
//Con::printf("object %i",rInfo.object->getId());
}
}
else
{
if (getParent() !=NULL)
{
clearProcessAfter();
attachToParent(NULL);
}
}
}
// PATHSHAPE END
//----------------------------------------------------------------------------
inline Point3F createInterpPos(const Point3F& s, const Point3F& e, const F32 t, const F32 d)

View file

@ -614,6 +614,9 @@ protected:
void _handleCollision( const Collision &collision );
virtual bool updatePos(const F32 travelTime = TickSec);
// PATHSHAPE
void updateAttachment();
// PATHSHAPE END
///Update head animation
void updateLookAnimation(F32 dT = 0.f);

View file

@ -1215,44 +1215,46 @@ on standard collision resolution formulas.
bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList)
{
// Apply impulses to resolve collision
bool colliding, collided = false;
do
bool collided = false;
for (S32 i = 0; i < cList.getCount(); i++)
{
colliding = false;
for (S32 i = 0; i < cList.getCount(); i++)
Collision& c = cList[i];
if (c.distance < mDataBlock->collisionTol)
{
Collision& c = cList[i];
if (c.distance < mDataBlock->collisionTol)
// Velocity into surface
Point3F v, r;
ns.getOriginVector(c.point, &r);
ns.getVelocity(r, &v);
F32 vn = mDot(v, c.normal);
// Only interested in velocities greater than sContactTol,
// velocities less than that will be dealt with as contacts
// "constraints".
if (vn < -mDataBlock->contactTol)
{
// Velocity into surface
Point3F v,r;
ns.getOriginVector(c.point,&r);
ns.getVelocity(r,&v);
F32 vn = mDot(v,c.normal);
// Only interested in velocities greater than sContactTol,
// velocities less than that will be dealt with as contacts
// "constraints".
if (vn < -mDataBlock->contactTol)
// Apply impulses to the rigid body to keep it from
// penetrating the surface.
if (c.object->getTypeMask() & VehicleObjectType)
{
RigidShape* otherRigid = dynamic_cast<RigidShape*>(c.object);
if (otherRigid)
ns.resolveCollision(cList[i].point, cList[i].normal, &otherRigid->mRigid);
else
ns.resolveCollision(cList[i].point, cList[i].normal);
}
else ns.resolveCollision(cList[i].point, cList[i].normal);
collided = true;
// Apply impulses to the rigid body to keep it from
// penetrating the surface.
ns.resolveCollision(cList[i].point,
cList[i].normal);
colliding = collided = true;
// Keep track of objects we collide with
if (!isGhost() && c.object->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase* col = static_cast<ShapeBase*>(c.object);
queueCollision(col,v - col->getVelocity());
}
// Keep track of objects we collide with
if (!isGhost() && c.object->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase* col = static_cast<ShapeBase*>(c.object);
queueCollision(col, v - col->getVelocity());
}
}
}
} while (colliding);
}
return collided;
}
@ -1269,7 +1271,7 @@ bool RigidShape::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
Point3F t,p(0,0,0),l(0,0,0);
for (S32 i = 0; i < cList.getCount(); i++)
{
Collision& c = cList[i];
const Collision& c = cList[i];
if (c.distance < mDataBlock->collisionTol)
{

View file

@ -146,11 +146,6 @@ class RigidShape: public ShapeBase
SimObjectPtr<ParticleEmitter> mDustTrailEmitter;
protected:
enum CollisionFaceFlags
{
BodyCollision = BIT(0),
WheelCollision = BIT(1),
};
enum MaskBits {
PositionMask = Parent::NextFreeMask << 0,
EnergyMask = Parent::NextFreeMask << 1,
@ -193,7 +188,6 @@ class RigidShape: public ShapeBase
CollisionList mCollisionList;
CollisionList mContacts;
Rigid mRigid;
ShapeBaseConvex mConvex;
S32 restCount;
@ -238,6 +232,7 @@ class RigidShape: public ShapeBase
public:
// Test code...
static ClippedPolyList* sPolyList;
Rigid mRigid;
//
RigidShape();

View file

@ -189,7 +189,7 @@ ShapeBaseImageData::ShapeBaseImageData()
lightRadius = 10.f;
lightBrightness = 1.0f;
shapeName = "core/shapes/noshape.dts";
shapeName = "core/rendering/shapes/noshape.dts";
shapeNameFP = "";
imageAnimPrefix = "";
imageAnimPrefixFP = "";

View file

@ -246,6 +246,14 @@ void StaticShape::processTick(const Move* move)
}
}
void StaticShape::interpolateTick(F32 delta)
{
Parent::interpolateTick(delta);
// PATHSHAPE
updateRenderChangesByParent();
// PATHSHAPE END
}
void StaticShape::setTransform(const MatrixF& mat)
{
Parent::setTransform(mat);

View file

@ -84,6 +84,7 @@ public:
bool onNewDataBlock(GameBaseData *dptr, bool reload);
void processTick(const Move *move);
void interpolateTick(F32 delta);
void setTransform(const MatrixF &mat);
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);

View file

@ -101,9 +101,6 @@ ConsoleDocClass( TSStatic,
);
TSStatic::TSStatic()
:
cubeDescId( 0 ),
reflectorDesc( NULL )
{
mNetFlags.set(Ghostable | ScopeAlways);
@ -171,7 +168,7 @@ void TSStatic::initPersistFields()
&TSStatic::_setShapeAsset, &defaultProtectedGetFn,
"The source shape asset.");
addProtectedField("shapeName", TypeShapeFilename, Offset( mShapeName, TSStatic ), &TSStatic::_setShape, &defaultProtectedGetFn,
addProtectedField("shapeName", TypeFilename, Offset( mShapeName, TSStatic ), &TSStatic::_setShape, &defaultProtectedGetFn,
"%Path and filename of the model file (.DTS, .DAE) to use for this TSStatic."/*, AbstractClassRep::FieldFlags::FIELD_HideInInspectors*/ );
endGroup("Shape");
@ -219,11 +216,6 @@ void TSStatic::initPersistFields()
endGroup("Rendering");
addGroup( "Reflection" );
addField( "cubeReflectorDesc", TypeRealString, Offset( cubeDescName, TSStatic ),
"References a ReflectorDesc datablock that defines performance and quality properties for dynamic reflections.\n");
endGroup( "Reflection" );
addGroup("Collision");
addField( "collisionType", TypeTSMeshType, Offset( mCollisionType, TSStatic ),
@ -265,18 +257,26 @@ bool TSStatic::_setShape(void* obj, const char* index, const char* data)
{
TSStatic* ts = static_cast<TSStatic*>(obj);// ->setFile(FileName(data));
//before we continue, lets hit up the Asset Database to see if this file is associated to an asset. If so, we grab the asset instead
AssetQuery query;
S32 foundAssetcount = AssetDatabase.findAssetLooseFile(&query, data);
if (foundAssetcount == 0)
if (ShapeAsset::getAssetByFilename(StringTable->insert(data), &ts->mShapeAsset))
{
//didn't find any assets. continue as normal
ts->mShapeName = StringTable->insert(data);
//Special exception case. If we've defaulted to the 'no shape' mesh, don't save it out, we'll retain the original ids/paths so it doesn't break
//the TSStatic
if (ts->mShapeAsset.getAssetId() != StringTable->insert("Core_Rendering:noshape"))
{
//ts->mShapeAssetId = ts->mShapeAsset.getAssetId();
ts->mShapeName = StringTable->EmptyString();
}
/*else
{
ts->mShapeAssetId = StringTable->EmptyString();
}*/
ts->_createShape();
}
else
{
ts->setShapeAsset(query.mAssetList[0]);
ts->mShapeName = StringTable->EmptyString();
ts->mShapeAsset = StringTable->EmptyString();
}
return false;
@ -284,9 +284,9 @@ bool TSStatic::_setShape(void* obj, const char* index, const char* data)
bool TSStatic::_setShapeAsset(void* obj, const char* index, const char* data)
{
TSStatic* ts = static_cast<TSStatic*>(obj);// ->setFile(FileName(data));
TSStatic* ts = static_cast<TSStatic*>(obj);
ts->setShapeAsset(StringTable->insert(data));
ts->setShapeAsset(data);
return false;
}
@ -366,14 +366,6 @@ bool TSStatic::onAdd()
addToScene();
if ( isClientObject() )
{
mCubeReflector.unregisterReflector();
if ( reflectorDesc )
mCubeReflector.registerReflector( this, reflectorDesc );
}
_updateShouldTick();
// Accumulation and environment mapping
@ -387,10 +379,23 @@ bool TSStatic::onAdd()
bool TSStatic::setShapeAsset(const StringTableEntry shapeAssetId)
{
mShapeAssetId = shapeAssetId;
if (ShapeAsset::getAssetById(StringTable->insert(shapeAssetId), &mShapeAsset))
{
//Special exception case. If we've defaulted to the 'no shape' mesh, don't save it out, we'll retain the original ids/paths so it doesn't break
//the TSStatic
if (mShapeAsset.getAssetId() != StringTable->insert("Core_Rendering:noshape"))
{
mShapeName = StringTable->EmptyString();
}
_createShape();
return true;
_createShape();
return true;
}
else
{
return false;
}
}
bool TSStatic::_createShape()
@ -403,54 +408,30 @@ bool TSStatic::_createShape()
SAFE_DELETE( mPhysicsRep );
SAFE_DELETE( mShapeInstance );
mAmbientThread = NULL;
mShape = NULL;
if (mShapeAssetId != StringTable->EmptyString())
if (mShapeAsset.isNull())
{
mShapeAsset = mShapeAssetId;
if (mShapeAsset.isNull())
{
Con::errorf("[TSStatic] Failed to load shape asset.");
return false;
}
mShape = mShapeAsset->getShapeResource();
if(!mShape)
{
Con::errorf("TSStatic::_createShape() - Shape Asset had no valid shape!");
return false;
}
}
else
{
if (!mShapeName || mShapeName[0] == '\0')
{
Con::errorf("TSStatic::_createShape() - No shape name!");
return false;
}
mShapeHash = _StringTable::hashString(mShapeName);
mShape = ResourceManager::get().load(mShapeName);
Con::errorf("[TSStatic] Failed to load shape asset.");
return false;
}
if ( bool(mShape) == false )
if(!mShapeAsset->getShapeResource())
{
Con::errorf( "TSStatic::_createShape() - Unable to load shape: %s", mShapeName );
Con::errorf("TSStatic::_createShape() - Shape Asset had no valid shape!");
return false;
}
if ( isClientObject() &&
!mShape->preloadMaterialList(mShape.getPath()) &&
!mShapeAsset->getShapeResource()->preloadMaterialList(mShapeAsset->getShapeFile()) &&
NetConnection::filesWereDownloaded() )
return false;
mObjBox = mShape->mBounds;
TSShape* shape = mShapeAsset->getShapeResource();
mObjBox = shape->mBounds;
resetWorldBox();
mShapeInstance = new TSShapeInstance( mShape, isClientObject() );
mShapeInstance = new TSShapeInstance(shape, isClientObject() );
if (isClientObject())
{
mShapeInstance->cloneMaterialList();
@ -468,7 +449,7 @@ bool TSStatic::_createShape()
prepCollision();
// Find the "ambient" animation if it exists
S32 ambientSeq = mShape->findSequence("ambient");
S32 ambientSeq = shape->findSequence("ambient");
if ( ambientSeq > -1 && !mAmbientThread )
mAmbientThread = mShapeInstance->addThread();
@ -476,18 +457,8 @@ bool TSStatic::_createShape()
if ( mAmbientThread )
mShapeInstance->setSequence( mAmbientThread, ambientSeq, 0);
// Resolve CubeReflectorDesc.
if ( cubeDescName.isNotEmpty() )
{
Sim::findObject( cubeDescName, reflectorDesc );
}
else if( cubeDescId > 0 )
{
Sim::findObject( cubeDescId, reflectorDesc );
}
//Set up the material slot vars for easy manipulation
S32 materialCount = mShape->materialList->getMaterialNameList().size(); //mMeshAsset->getMaterialCount();
S32 materialCount = shape->materialList->getMaterialNameList().size(); //mMeshAsset->getMaterialCount();
if (isServerObject())
{
@ -495,7 +466,7 @@ bool TSStatic::_createShape()
for (U32 i = 0; i < materialCount; i++)
{
StringTableEntry materialname = StringTable->insert(mShape->materialList->getMaterialName(i).c_str());
StringTableEntry materialname = StringTable->insert(shape->materialList->getMaterialName(i).c_str());
dSprintf(matFieldName, 128, "MaterialSlot%d", i);
StringTableEntry matFld = StringTable->insert(matFieldName);
@ -572,22 +543,24 @@ void TSStatic::prepCollision()
mLOSDetails.clear();
mConvexList->nukeList();
TSShape* shape = mShapeAsset->getShapeResource();
if ( mCollisionType == CollisionMesh || mCollisionType == VisibleMesh )
{
mShape->findColDetails( mCollisionType == VisibleMesh, &mCollisionDetails, &mLOSDetails );
shape->findColDetails( mCollisionType == VisibleMesh, &mCollisionDetails, &mLOSDetails );
if ( mDecalType == mCollisionType )
{
mDecalDetailsPtr = &mCollisionDetails;
}
else if ( mDecalType == CollisionMesh || mDecalType == VisibleMesh )
{
mShape->findColDetails( mDecalType == VisibleMesh, &mDecalDetails, 0 );
shape->findColDetails( mDecalType == VisibleMesh, &mDecalDetails, 0 );
mDecalDetailsPtr = &mDecalDetails;
}
}
else if ( mDecalType == CollisionMesh || mDecalType == VisibleMesh )
{
mShape->findColDetails( mDecalType == VisibleMesh, &mDecalDetails, 0 );
shape->findColDetails( mDecalType == VisibleMesh, &mDecalDetails, 0 );
mDecalDetailsPtr = &mDecalDetails;
}
@ -601,16 +574,18 @@ void TSStatic::_updatePhysics()
if ( !PHYSICSMGR || mCollisionType == None )
return;
TSShape* shape = mShapeAsset->getShapeResource();
PhysicsCollision *colShape = NULL;
if ( mCollisionType == Bounds )
{
MatrixF offset( true );
offset.setPosition( mShape->center );
offset.setPosition(shape->center );
colShape = PHYSICSMGR->createCollision();
colShape->addBox( getObjBox().getExtents() * 0.5f * mObjScale, offset );
}
else
colShape = mShape->buildColShape( mCollisionType == VisibleMesh, getScale() );
colShape = shape->buildColShape( mCollisionType == VisibleMesh, getScale() );
if ( colShape )
{
@ -643,8 +618,6 @@ void TSStatic::onRemove()
mShapeInstance = NULL;
mAmbientThread = NULL;
if ( isClientObject() )
mCubeReflector.unregisterReflector();
Parent::onRemove();
}
@ -800,12 +773,6 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
F32 invScale = (1.0f/getMax(getMax(mObjScale.x,mObjScale.y),mObjScale.z));
// If we're currently rendering our own reflection we
// don't want to render ourselves into it.
if ( mCubeReflector.isRendering() )
return;
if ( mForceDetail == -1 )
mShapeInstance->setDetailFromDistance( state, dist * invScale );
else
@ -822,9 +789,6 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
rdata.setFadeOverride( 1.0f );
rdata.setOriginSort( mUseOriginSort );
if ( mCubeReflector.isEnabled() )
rdata.setCubemap( mCubeReflector.getCubemap() );
// Acculumation
rdata.setAccuTex(mAccuTex);
@ -852,20 +816,6 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
mat.scale( mObjScale );
GFX->setWorldMatrix( mat );
if ( state->isDiffusePass() && mCubeReflector.isEnabled() && mCubeReflector.getOcclusionQuery() )
{
RenderPassManager *pass = state->getRenderPass();
OccluderRenderInst *ri = pass->allocInst<OccluderRenderInst>();
ri->type = RenderPassManager::RIT_Occluder;
ri->query = mCubeReflector.getOcclusionQuery();
mObjToWorld.mulP( mObjBox.getCenter(), &ri->position );
ri->scale.set( mObjBox.getExtents() );
ri->orientation = pass->allocUniqueXform( mObjToWorld );
ri->isSphere = false;
state->getRenderPass()->addInst( ri );
}
mShapeInstance->animate();
if(mShapeInstance)
{
@ -969,8 +919,8 @@ U32 TSStatic::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
if (stream->writeFlag(mask & AdvancedStaticOptionsMask))
{
stream->writeString(mShapeAssetId);
stream->writeString(mShapeName);
if(mShapeAsset->isAssetValid())
stream->writeString(mShapeAsset.getAssetId());
stream->write((U32)mDecalType);
@ -1002,11 +952,6 @@ U32 TSStatic::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
if ( mLightPlugin )
retMask |= mLightPlugin->packUpdate(this, AdvancedStaticOptionsMask, con, mask, stream);
if( stream->writeFlag( reflectorDesc != NULL ) )
{
stream->writeRangedU32( reflectorDesc->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
stream->write(mOverrideColor);
if (stream->writeFlag(mask & MaterialMask))
@ -1081,9 +1026,7 @@ void TSStatic::unpackUpdate(NetConnection *con, BitStream *stream)
{
char buffer[256];
stream->readString(buffer);
mShapeAssetId = StringTable->insert(buffer);
mShapeName = stream->readSTString();
mShapeAsset = StringTable->insert(buffer);
stream->read((U32*)&mDecalType);
@ -1118,11 +1061,6 @@ void TSStatic::unpackUpdate(NetConnection *con, BitStream *stream)
mLightPlugin->unpackUpdate(this, con, stream);
}
if( stream->readFlag() )
{
cubeDescId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
stream->read(&mOverrideColor);
if (stream->readFlag())
@ -1418,6 +1356,16 @@ void TSStatic::buildConvex(const Box3F& box, Convex* convex)
}
}
Resource<TSShape> TSStatic::getShape() const
{
if (mShapeAsset->isAssetValid())
{
return mShapeAsset->getShapeResource();
}
return nullptr;
}
SceneObject* TSStaticPolysoupConvex::smCurObject = NULL;
TSStaticPolysoupConvex::TSStaticPolysoupConvex()
@ -1586,7 +1534,7 @@ U32 TSStatic::getNumDetails()
void TSStatic::updateMaterials()
{
if (mChangingMaterials.empty() || !mShape)
if (mChangingMaterials.empty() || !mShapeAsset->getShapeResource())
return;
TSMaterialList* pMatList = mShapeInstance->getMaterialList();

View file

@ -43,11 +43,6 @@
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _REFLECTOR_H_
#include "scene/reflector.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
@ -179,18 +174,12 @@ protected:
/// Start or stop processing ticks depending on our state.
void _updateShouldTick();
String cubeDescName;
U32 cubeDescId;
ReflectorDesc *reflectorDesc;
CubeReflector mCubeReflector;
protected:
Convex *mConvexList;
StringTableEntry mShapeName;
U32 mShapeHash;
Resource<TSShape> mShape;
Vector<S32> mCollisionDetails;
Vector<S32> mLOSDetails;
TSShapeInstance *mShapeInstance;
@ -261,7 +250,7 @@ public:
bool allowPlayerStep() const { return mAllowPlayerStep; }
Resource<TSShape> getShape() const { return mShape; }
Resource<TSShape> getShape() const;
StringTableEntry getShapeFileName() { return mShapeName; }
void setShapeFileName(StringTableEntry shapeName) { mShapeName = shapeName; }

View file

@ -816,14 +816,6 @@ void Vehicle::onRemove()
SAFE_DELETE(mPhysicsRep);
U32 i=0;
for( i=0; i<VehicleData::VC_NUM_DUST_EMITTERS; i++ )
{
if( mDustEmitterList[i] )
{
mDustEmitterList[i]->deleteWhenEmpty();
mDustEmitterList[i] = NULL;
}
}
for( i=0; i<VehicleData::VC_NUM_DAMAGE_EMITTERS; i++ )
{
@ -834,15 +826,6 @@ void Vehicle::onRemove()
}
}
for( i=0; i<VehicleData::VC_NUM_SPLASH_EMITTERS; i++ )
{
if( mSplashEmitterList[i] )
{
mSplashEmitterList[i]->deleteWhenEmpty();
mSplashEmitterList[i] = NULL;
}
}
mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
@ -903,7 +886,9 @@ void Vehicle::processTick(const Move* move)
// Update the physics based on the integration rate
S32 count = mDataBlock->integration;
--mWorkingQueryBoxCountDown;
updateWorkingCollisionSet(getCollisionMask());
if (!mDisableMove)
updateWorkingCollisionSet(getCollisionMask());
for (U32 i = 0; i < count; i++)
updatePos(TickSec / count);
@ -952,13 +937,6 @@ void Vehicle::advanceTime(F32 dt)
updateLiftoffDust( dt );
updateDamageSmoke( dt );
updateFroth(dt);
// Update 3rd person camera offset. Camera update is done
// here as it's a client side only animation.
mCameraOffset -=
(mCameraOffset * mDataBlock->cameraDecay +
mRigid.linVelocity * mDataBlock->cameraLag) * dt;
}
@ -1244,7 +1222,8 @@ void Vehicle::updatePos(F32 dt)
// Update collision information based on our current pos.
bool collided = false;
if (!mRigid.atRest) {
if (!mRigid.atRest && !mDisableMove)
{
collided = updateCollision(dt);
// Now that all the forces have been processed, lets
@ -1265,7 +1244,7 @@ void Vehicle::updatePos(F32 dt)
}
// Integrate forward
if (!mRigid.atRest)
if (!mRigid.atRest && !mDisableMove)
mRigid.integrate(dt);
// Deal with client and server scripting, sounds, etc.
@ -1376,163 +1355,6 @@ bool Vehicle::updateCollision(F32 dt)
return collided;
}
//----------------------------------------------------------------------------
/** Resolve collision impacts
Handle collision impacts, as opposed to contacts. Impulses are calculated based
on standard collision resolution formulas.
*/
bool Vehicle::resolveCollision(Rigid& ns,CollisionList& cList)
{
PROFILE_SCOPE( Vehicle_ResolveCollision );
// Apply impulses to resolve collision
bool collided = false;
for (S32 i = 0; i < cList.getCount(); i++)
{
Collision& c = cList[i];
if (c.distance < mDataBlock->collisionTol)
{
// Velocity into surface
Point3F v,r;
ns.getOriginVector(c.point,&r);
ns.getVelocity(r,&v);
F32 vn = mDot(v,c.normal);
// Only interested in velocities greater than sContactTol,
// velocities less than that will be dealt with as contacts
// "constraints".
if (vn < -mDataBlock->contactTol)
{
// Apply impulses to the rigid body to keep it from
// penetrating the surface.
ns.resolveCollision(cList[i].point,
cList[i].normal);
collided = true;
// Keep track of objects we collide with
if (!isGhost() && c.object->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase* col = static_cast<ShapeBase*>(c.object);
queueCollision(col,v - col->getVelocity());
}
}
}
}
return collided;
}
//----------------------------------------------------------------------------
/** Resolve contact forces
Resolve contact forces using the "penalty" method. Forces are generated based
on the depth of penetration and the moment of inertia at the point of contact.
*/
bool Vehicle::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
{
PROFILE_SCOPE( Vehicle_ResolveContacts );
// Use spring forces to manage contact constraints.
bool collided = false;
Point3F t,p(0,0,0),l(0,0,0);
for (S32 i = 0; i < cList.getCount(); i++)
{
const Collision& c = cList[i];
if (c.distance < mDataBlock->collisionTol)
{
// Velocity into the surface
Point3F v,r;
ns.getOriginVector(c.point,&r);
ns.getVelocity(r,&v);
F32 vn = mDot(v,c.normal);
// Only interested in velocities less than mDataBlock->contactTol,
// velocities greater than that are dealt with as collisions.
if (mFabs(vn) < mDataBlock->contactTol)
{
collided = true;
// Penetration force. This is actually a spring which
// will seperate the body from the collision surface.
F32 zi = 2 * mFabs(mRigid.getZeroImpulse(r,c.normal));
F32 s = (mDataBlock->collisionTol - c.distance) * zi - ((vn / mDataBlock->contactTol) * zi);
Point3F f = c.normal * s;
// Friction impulse, calculated as a function of the
// amount of force it would take to stop the motion
// perpendicular to the normal.
Point3F uv = v - (c.normal * vn);
F32 ul = uv.len();
if (s > 0 && ul)
{
uv /= -ul;
F32 u = ul * ns.getZeroImpulse(r,uv);
s *= mRigid.friction;
if (u > s)
u = s;
f += uv * u;
}
// Accumulate forces
p += f;
mCross(r,f,&t);
l += t;
}
}
}
// Contact constraint forces act over time...
ns.linMomentum += p * dt;
ns.angMomentum += l * dt;
ns.updateVelocity();
return true;
}
//----------------------------------------------------------------------------
bool Vehicle::resolveDisplacement(Rigid& ns,CollisionState *state, F32 dt)
{
PROFILE_SCOPE( Vehicle_ResolveDisplacement );
SceneObject* obj = (state->mA->getObject() == this)?
state->mB->getObject(): state->mA->getObject();
if (obj->isDisplacable() && ((obj->getTypeMask() & ShapeBaseObjectType) != 0))
{
// Try to displace the object by the amount we're trying to move
Point3F objNewMom = ns.linVelocity * obj->getMass() * 1.1f;
Point3F objOldMom = obj->getMomentum();
Point3F objNewVel = objNewMom / obj->getMass();
Point3F myCenter;
Point3F theirCenter;
getWorldBox().getCenter(&myCenter);
obj->getWorldBox().getCenter(&theirCenter);
if (mDot(myCenter - theirCenter, objNewMom) >= 0.0f || objNewVel.len() < 0.01)
{
objNewMom = (theirCenter - myCenter);
objNewMom.normalize();
objNewMom *= 1.0f * obj->getMass();
objNewVel = objNewMom / obj->getMass();
}
obj->setMomentum(objNewMom);
if (obj->displaceObject(objNewVel * 1.1f * dt) == true)
{
// Queue collision and change in velocity
VectorF dv = (objOldMom - objNewMom) / obj->getMass();
queueCollision(static_cast<ShapeBase*>(obj), dv);
return true;
}
}
return false;
}
//----------------------------------------------------------------------------
void Vehicle::updateWorkingCollisionSet(const U32 mask)

View file

@ -24,13 +24,7 @@
#define _VEHICLE_H_
#ifndef _SHAPEBASE_H_
#include "T3D/shapeBase.h"
#endif
#ifndef _RIGID_H_
#include "T3D/rigid.h"
#endif
#ifndef _BOXCONVEX_H_
#include "collision/boxConvex.h"
#include "T3D/rigidShape.h"
#endif
class ParticleEmitter;
@ -41,9 +35,9 @@ class Vehicle;
//----------------------------------------------------------------------------
struct VehicleData: public ShapeBaseData
struct VehicleData : public RigidShapeData
{
typedef ShapeBaseData Parent;
typedef RigidShapeData Parent;
struct Body {
enum Sounds {
@ -146,20 +140,15 @@ struct VehicleData: public ShapeBaseData
//----------------------------------------------------------------------------
class PhysicsBody;
class Vehicle: public ShapeBase
class Vehicle : public RigidShape
{
typedef ShapeBase Parent;
typedef RigidShape Parent;
protected:
enum CollisionFaceFlags {
BodyCollision = 0x1,
WheelCollision = 0x2,
};
enum MaskBits {
PositionMask = Parent::NextFreeMask << 0,
EnergyMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2
};
struct StateDelta {
Move move; ///< Last move from server
@ -205,7 +194,6 @@ class Vehicle: public ShapeBase
CollisionList mCollisionList;
CollisionList mContacts;
Rigid mRigid;
ShapeBaseConvex mConvex;
S32 restCount;
@ -217,9 +205,6 @@ class Vehicle: public ShapeBase
virtual bool onNewDataBlock( GameBaseData *dptr, bool reload );
void updatePos(F32 dt);
bool updateCollision(F32 dt);
bool resolveCollision(Rigid& ns,CollisionList& cList);
bool resolveContacts(Rigid& ns,CollisionList& cList,F32 dt);
bool resolveDisplacement(Rigid& ns,CollisionState *state,F32 dt);
bool findContacts(Rigid& ns,CollisionList& cList);
void checkTriggers();
static void findCallback(SceneObject* obj,void * key);

View file

@ -28,9 +28,9 @@
#include "scene/mixin/sceneAmbientSoundObject.impl.h"
#include "scene/mixin/scenePolyhedralObject.impl.h"
#include "scene/sceneManager.h"
#include "gui/worldEditor/worldEditor.h"
IMPLEMENT_CO_NETOBJECT_V1( Zone );
ConsoleDocClass( Zone,
@ -103,27 +103,27 @@ bool Zone::_doSelect(void* object, const char* index, const char* data)
void Zone::selectWithin()
{
SimpleQueryList sql;
//getContainer()->polyhedronFindObjects(getPolyhedron(), 0xFFFFFFFF, SimpleQueryList::insertionCallback, &sql);
//replace the above with this once we stort out how to look up the managed zoneID from the insatnce itself
Zone* zoneClient = (Zone*)getClientObject();
SceneZoneSpaceManager* zoneManager = zoneClient->getSceneManager()->getZoneManager();
if (zoneManager)
if (zoneClient)
{
for (U32 zoneId = zoneClient->mZoneRangeStart; zoneId < zoneClient->mZoneRangeStart + zoneClient->mNumZones; ++zoneId)
for (SceneZoneSpaceManager::ZoneContentIterator iter(zoneManager, zoneId, false); iter.isValid(); ++iter)
{
SceneObject* obj = (SceneObject*)iter->getServerObject();
bool fullyEnclosed = true;
SceneZoneSpaceManager* zoneManager = zoneClient->getSceneManager()->getZoneManager();
if (zoneManager)
{
for (U32 zoneId = zoneClient->mZoneRangeStart; zoneId < zoneClient->mZoneRangeStart + zoneClient->mNumZones; ++zoneId)
for (SceneZoneSpaceManager::ZoneContentIterator iter(zoneManager, zoneId, false); iter.isValid(); ++iter)
{
SceneObject* obj = (SceneObject*)iter->getServerObject();
bool fullyEnclosed = true;
for (SceneObject::ObjectZonesIterator zoneIter(obj); zoneIter.isValid(); ++zoneIter)
{
if (*zoneIter != zoneId);
if (*zoneIter != zoneId)
fullyEnclosed = false;
}
if (fullyEnclosed)
sql.insertObject(obj);
}
if (fullyEnclosed)
sql.insertObject(obj);
}
}
}

View file

@ -167,8 +167,8 @@ void Sun::initPersistFields()
addField( "castShadows", TypeBool, Offset( mCastShadows, Sun ),
"Enables/disables shadows cast by objects due to Sun light");
addField("staticRefreshFreq", TypeS32, Offset(mStaticRefreshFreq, Sun), "static shadow refresh rate (milliseconds)");
addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, Sun), "dynamic shadow refresh rate (milliseconds)");
//addField("staticRefreshFreq", TypeS32, Offset(mStaticRefreshFreq, Sun), "static shadow refresh rate (milliseconds)");
//addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, Sun), "dynamic shadow refresh rate (milliseconds)");
endGroup( "Lighting" );

View file

@ -34,6 +34,7 @@
#include "core/util/dxt5nmSwizzle.h"
#include "console/consoleTypes.h"
#include "console/engineAPI.h"
#include "renderInstance/renderProbeMgr.h"
using namespace Torque;
@ -1554,4 +1555,5 @@ DefineEngineFunction( reloadTextures, void, (),,
return;
TEXMGR->reloadTextures();
PROBEMGR->reloadTextures();
}

View file

@ -71,6 +71,7 @@ public:
/// Return the lightBinManager for this light manager.
AdvancedLightBinManager* getLightBinManager() { return mLightBinManager; }
RenderDeferredMgr* getDeferredRenderBin() { return mDeferredRenderBin; }
// LightManager
virtual bool isCompatible() const;

View file

@ -537,9 +537,9 @@ ShadowMapParams::ShadowMapParams( LightInfo *light )
numSplits = 4;
logWeight = 0.91f;
texSize = 1024;
shadowDistance = 400.0f;
shadowSoftness = 0.15f;
fadeStartDist = 0.0f;
shadowDistance = 100.0f;
shadowSoftness = 0.2f;
fadeStartDist = 75.0f;
lastSplitTerrainOnly = false;
mQuery = GFX->createOcclusionQuery();

View file

@ -35,6 +35,11 @@
#include "core/volume.h"
#include "console/simSet.h"
#include "scene/reflectionManager.h"
#include "renderInstance/renderDeferredMgr.h"
#include "lighting/advanced/advancedLightManager.h"
#include "lighting/advanced/advancedLightBinManager.h"
MaterialList::MaterialList()
{
@ -412,6 +417,17 @@ void MaterialList::initMatInstances( const FeatureSet &features,
matInst->init( MATMGR->getDefaultFeatures(), vertexFormat );
mMatInstList[ i ] = matInst;
}
else
{
AdvancedLightManager* lightMgr = dynamic_cast<AdvancedLightManager*>(LIGHTMGR);
if (lightMgr)
{
REFLECTMGR->getReflectionMaterial(matInst);
// Hunt for the pre-pass manager/target
lightMgr->getDeferredRenderBin()->getDeferredMaterial(matInst);
}
}
}
}

View file

@ -424,7 +424,7 @@ void ProcessedMaterial::_setStageData()
}
else if (mMaterial->mDiffuseMapAsset[i] && !mMaterial->mDiffuseMapAsset[i].isNull())
{
mStages[i].setTex(MFT_DiffuseMap, mMaterial->mDiffuseMapAsset[i]->getImage());
mStages[i].setTex(MFT_DiffuseMap, mMaterial->mDiffuseMapAsset[i]->getImage(GFXStaticTextureSRGBProfile));
if (!mStages[i].getTex(MFT_DiffuseMap))
{
// Load a debug texture to make it clear to the user

View file

@ -449,6 +449,8 @@ struct ParticleRenderInst : public RenderInst
/// Bounding box render transform
const MatrixF *bbModelViewProj;
Point3F wsPosition;
/// The particle texture.
GFXTextureObject *diffuseTex;

View file

@ -505,6 +505,17 @@ void RenderProbeMgr::updateProbeTexture(ProbeRenderInst* probeInfo)
#endif
}
void RenderProbeMgr::reloadTextures()
{
U32 probeCount = mRegisteredProbes.size();
for (U32 i = 0; i < probeCount; i++)
{
updateProbeTexture(&mRegisteredProbes[i]);
}
mProbesDirty = true;
}
void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
{
PROFILE_SCOPE(RenderProbeMgr_SetupPerFrameParameters);
@ -562,112 +573,33 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
{
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts);
return;
// Skip over gathering lights if we don't have to!
//if (probeShaderConsts->isValid())
{
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
const U32 MAX_FORWARD_PROBES = 4;
static AlignedArray<Point4F> probePositionArray(MAX_FORWARD_PROBES, sizeof(Point4F));
static AlignedArray<Point4F> refBoxMinArray(MAX_FORWARD_PROBES, sizeof(Point4F));
static AlignedArray<Point4F> refBoxMaxArray(MAX_FORWARD_PROBES, sizeof(Point4F));
static AlignedArray<Point4F> probeRefPositionArray(MAX_FORWARD_PROBES, sizeof(Point4F));
static AlignedArray<Point4F> probeConfigArray(MAX_FORWARD_PROBES, sizeof(Point4F));
Vector<MatrixF> probeWorldToObjArray;
probeWorldToObjArray.setSize(MAX_FORWARD_PROBES);
//static AlignedArray<CubemapData> probeCubemap(4, sizeof(CubemapData));
//F32 range;
// Need to clear the buffers so that we don't leak
// lights from previous passes or have NaNs.
dMemset(probePositionArray.getBuffer(), 0, probePositionArray.getBufferSize());
dMemset(refBoxMinArray.getBuffer(), 0, refBoxMinArray.getBufferSize());
dMemset(refBoxMaxArray.getBuffer(), 0, refBoxMaxArray.getBufferSize());
dMemset(probeRefPositionArray.getBuffer(), 0, probeRefPositionArray.getBufferSize());
dMemset(probeConfigArray.getBuffer(), 0, probeConfigArray.getBufferSize());
ProbeDataSet probeSet(MAX_FORWARD_PROBES);
matSet.restoreSceneViewProjection();
//Array rendering
U32 probeCount = mRegisteredProbes.size();
getBestProbes(sgData.objTrans->getPosition(), &probeSet);
S8 bestPickProbes[4] = { -1,-1,-1,-1 };
shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (S32)probeSet.effectiveProbeCount);
S32 skyLightIdx = -1;
U32 effectiveProbeCount = 0;
for (U32 i = 0; i < probeCount; i++)
{
//if (effectiveProbeCount >= MAX_FORWARD_PROBES)
// break;
const ProbeRenderInst& curEntry = mRegisteredProbes[i];
if (!curEntry.mIsEnabled)
continue;
if (!curEntry.mIsSkylight)
{
F32 dist = Point3F(sgData.objTrans->getPosition() - curEntry.getPosition()).len();
if (dist > curEntry.mRadius || dist > curEntry.mExtents.len())
continue;
if(bestPickProbes[0] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[0]].mPosition).len() > dist))
bestPickProbes[0] = i;
else if (bestPickProbes[1] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[1]].mPosition).len() > dist))
bestPickProbes[1] = i;
else if (bestPickProbes[2] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[2]].mPosition).len() > dist))
bestPickProbes[2] = i;
else if (bestPickProbes[3] == -1 || (Point3F(sgData.objTrans->getPosition() - mRegisteredProbes[bestPickProbes[3]].mPosition).len() > dist))
bestPickProbes[3] = i;
}
else
{
skyLightIdx = curEntry.mCubemapIndex;
}
}
//Grab our best probe picks
for (U32 i = 0; i < 4; i++)
{
if (bestPickProbes[i] == -1)
continue;
const ProbeRenderInst& curEntry = mRegisteredProbes[bestPickProbes[i]];
probePositionArray[effectiveProbeCount] = curEntry.getPosition();
probeRefPositionArray[effectiveProbeCount] = curEntry.mProbeRefOffset;
probeWorldToObjArray[effectiveProbeCount] = curEntry.getTransform();
Point3F refPos = curEntry.getPosition() + curEntry.mProbeRefOffset;
Point3F refBoxMin = refPos - curEntry.mProbeRefScale * curEntry.getTransform().getScale();
Point3F refBoxMax = refPos + curEntry.mProbeRefScale * curEntry.getTransform().getScale();
refBoxMinArray[effectiveProbeCount] = Point4F(refBoxMin.x, refBoxMin.y, refBoxMin.z, 0);
refBoxMaxArray[effectiveProbeCount] = Point4F(refBoxMax.x, refBoxMax.y, refBoxMax.z, 0);
probeConfigArray[effectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
curEntry.mRadius,
curEntry.mAtten,
curEntry.mCubemapIndex);
effectiveProbeCount++;
}
shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (S32)effectiveProbeCount);
shaderConsts->setSafe(probeShaderConsts->mProbePositionSC, probePositionArray);
shaderConsts->setSafe(probeShaderConsts->mProbeRefPosSC, probeRefPositionArray);
shaderConsts->setSafe(probeShaderConsts->mProbePositionSC, probeSet.probePositionArray);
shaderConsts->setSafe(probeShaderConsts->mProbeRefPosSC, probeSet.probeRefPositionArray);
if(probeShaderConsts->isValid())
shaderConsts->set(probeShaderConsts->mWorldToObjArraySC, probeWorldToObjArray.address(), effectiveProbeCount, GFXSCT_Float4x4);
shaderConsts->set(probeShaderConsts->mWorldToObjArraySC, probeSet.probeWorldToObjArray.address(), probeSet.effectiveProbeCount, GFXSCT_Float4x4);
shaderConsts->setSafe(probeShaderConsts->mRefBoxMinSC, refBoxMinArray);
shaderConsts->setSafe(probeShaderConsts->mRefBoxMaxSC, refBoxMaxArray);
shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
shaderConsts->setSafe(probeShaderConsts->mRefBoxMinSC, probeSet.refBoxMinArray);
shaderConsts->setSafe(probeShaderConsts->mRefBoxMaxSC, probeSet.refBoxMaxArray);
shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeSet.probeConfigArray);
shaderConsts->setSafe(probeShaderConsts->mSkylightCubemapIdxSC, (float)skyLightIdx);
shaderConsts->setSafe(probeShaderConsts->mSkylightCubemapIdxSC, (float)probeSet.skyLightIdx);
if(probeShaderConsts->mBRDFTextureMap->getSamplerRegister() != -1 && mBRDFTexture.isValid())
GFX->setTexture(probeShaderConsts->mBRDFTextureMap->getSamplerRegister(), mBRDFTexture);
@ -679,6 +611,90 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
}
}
void RenderProbeMgr::getBestProbes(const Point3F& objPosition, ProbeDataSet* probeDataSet)
{
PROFILE_SCOPE(ProbeManager_getBestProbes);
// Skip over gathering lights if we don't have to!
//if (probeShaderConsts->isValid())
{
//Array rendering
U32 probeCount = mRegisteredProbes.size();
Vector<S8> bestPickProbes;
probeDataSet->effectiveProbeCount = 0;
for (U32 i = 0; i < probeCount; i++)
{
const ProbeRenderInst& curEntry = mRegisteredProbes[i];
if (!curEntry.mIsEnabled)
continue;
if (!curEntry.mIsSkylight)
{
F32 dist = Point3F(objPosition - curEntry.getPosition()).len();
if (dist > curEntry.mRadius || dist > curEntry.mExtents.len())
continue;
S32 bestPickIndex = -1;
for (U32 p = 0; p < bestPickProbes.size(); p++)
{
if (p > probeDataSet->MAX_PROBE_COUNT)
break;
if (bestPickProbes[p] == -1 || (Point3F(objPosition - mRegisteredProbes[bestPickProbes[p]].mPosition).len() > dist))
bestPickIndex = p;
}
//Can't have over our max count. Otherwise, if we haven't found a good slot for our best pick, insert it
//if we have a best pick slot, update it
if (bestPickIndex == -1 || bestPickProbes.size() >= probeDataSet->MAX_PROBE_COUNT)
bestPickProbes.push_back(i);
else
bestPickProbes[bestPickIndex] = i;
}
else
{
probeDataSet->skyLightIdx = curEntry.mCubemapIndex;
}
}
//Grab our best probe picks
for (U32 i = 0; i < bestPickProbes.size(); i++)
{
if (bestPickProbes[i] == -1)
continue;
const ProbeRenderInst& curEntry = mRegisteredProbes[bestPickProbes[i]];
probeDataSet->probePositionArray[probeDataSet->effectiveProbeCount] = curEntry.getPosition();
probeDataSet->probeRefPositionArray[probeDataSet->effectiveProbeCount] = curEntry.mProbeRefOffset;
probeDataSet->probeWorldToObjArray[probeDataSet->effectiveProbeCount] = curEntry.getTransform();
Point3F refPos = curEntry.getPosition() + curEntry.mProbeRefOffset;
Point3F refBoxMin = refPos - curEntry.mProbeRefScale * curEntry.getTransform().getScale();
Point3F refBoxMax = refPos + curEntry.mProbeRefScale * curEntry.getTransform().getScale();
probeDataSet->refBoxMinArray[probeDataSet->effectiveProbeCount] = Point4F(refBoxMin.x, refBoxMin.y, refBoxMin.z, 0);
probeDataSet->refBoxMaxArray[probeDataSet->effectiveProbeCount] = Point4F(refBoxMax.x, refBoxMax.y, refBoxMax.z, 0);
probeDataSet->probeConfigArray[probeDataSet->effectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
curEntry.mRadius,
curEntry.mAtten,
curEntry.mCubemapIndex);
probeDataSet->effectiveProbeCount++;
}
}
}
void RenderProbeMgr::getProbeTextureData(ProbeTextureArrayData* probeTextureSet)
{
probeTextureSet->BRDFTexture = mBRDFTexture;
probeTextureSet->prefilterArray = mPrefilterArray;
probeTextureSet->irradianceArray = mIrradianceArray;
}
void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
const Material *mat,
const SceneData &sgData,

View file

@ -100,6 +100,8 @@ struct ProbeRenderInst
U32 mProbeIdx;
F32 mMultiplier;
public:
ProbeRenderInst();
@ -165,6 +167,51 @@ struct ProbeShaderConstants
typedef Map<GFXShader*, ProbeShaderConstants*> ProbeConstantMap;
struct ProbeDataSet
{
AlignedArray<Point4F> probePositionArray;
AlignedArray<Point4F> refBoxMinArray;
AlignedArray<Point4F> refBoxMaxArray;
AlignedArray<Point4F> probeRefPositionArray;
AlignedArray<Point4F> probeConfigArray;
Vector<MatrixF> probeWorldToObjArray;
S32 skyLightIdx;
U32 effectiveProbeCount;
U32 MAX_PROBE_COUNT;
ProbeDataSet(U32 maxProbeCount)
{
MAX_PROBE_COUNT = maxProbeCount;
probePositionArray = AlignedArray<Point4F>(maxProbeCount, sizeof(Point4F));
refBoxMinArray = AlignedArray<Point4F>(maxProbeCount, sizeof(Point4F));
refBoxMaxArray = AlignedArray<Point4F>(maxProbeCount, sizeof(Point4F));
probeRefPositionArray = AlignedArray<Point4F>(maxProbeCount, sizeof(Point4F));
probeConfigArray = AlignedArray<Point4F>(maxProbeCount, sizeof(Point4F));
probeWorldToObjArray.setSize(maxProbeCount);
// Need to clear the buffers so that we don't leak
// lights from previous passes or have NaNs.
dMemset(probePositionArray.getBuffer(), 0, probePositionArray.getBufferSize());
dMemset(refBoxMinArray.getBuffer(), 0, refBoxMinArray.getBufferSize());
dMemset(refBoxMaxArray.getBuffer(), 0, refBoxMaxArray.getBufferSize());
dMemset(probeRefPositionArray.getBuffer(), 0, probeRefPositionArray.getBufferSize());
dMemset(probeConfigArray.getBuffer(), 0, probeConfigArray.getBufferSize());
}
};
struct ProbeTextureArrayData
{
GFXTexHandle BRDFTexture;
GFXCubemapArrayHandle prefilterArray;
GFXCubemapArrayHandle irradianceArray;
};
//**************************************************************************
// RenderObjectMgr
//**************************************************************************
@ -292,11 +339,18 @@ public:
void updateProbeTexture(ProbeRenderInst* probeInfo);
void reloadTextures();
/// Debug rendering
static bool smRenderReflectionProbes;
void bakeProbe(ReflectionProbe *probeInfo);
void bakeProbes();
void getProbeTextureData(ProbeTextureArrayData* probeTextureSet);
S32 getSkylightIndex() { return mSkylightCubemapIdx; }
//accumulates the best fit of probes given the object position
void getBestProbes(const Point3F& objPosition, ProbeDataSet* probeDataSet);
};
RenderProbeMgr* RenderProbeMgr::getProbeManager()

View file

@ -149,6 +149,13 @@ SceneObject::SceneObject()
mSceneObjectLinks = NULL;
mObjectFlags.set( RenderEnabledFlag | SelectionEnabledFlag );
// PATHSHAPE
// init the scenegraph relationships to indicate no parent, no children, and no siblings
mGraph.parent = NULL;
mGraph.nextSibling = NULL;
mGraph.firstChild = NULL;
mGraph.objToParent.identity();
// PATHSHAPE END
mIsScopeAlways = false;
mAccuTex = NULL;
@ -330,6 +337,9 @@ void SceneObject::onRemove()
plUnlink();
Parent::onRemove();
// PATHSHAPE
if ( getParent() != NULL) attachToParent( NULL);
// PATHSHAPE END
}
//-----------------------------------------------------------------------------
@ -401,6 +411,9 @@ void SceneObject::setTransform( const MatrixF& mat )
#endif
PROFILE_SCOPE( SceneObject_setTransform );
// PATHSHAPE
PerformUpdatesForChildren(mat);
// PATHSHAPE END
// Update the transforms.
@ -875,6 +888,36 @@ U32 SceneObject::packUpdate( NetConnection* conn, U32 mask, BitStream* stream )
if ( stream->writeFlag( mask & FlagMask ) )
stream->writeRangedU32( (U32)mObjectFlags, 0, getObjectFlagMax() );
// PATHSHAPE
//Begin attachment
retMask = 0; //retry mask
if (stream->writeFlag(getParent() != NULL)) {
stream->writeAffineTransform(mGraph.objToParent);
}
if (stream->writeFlag(mask & MountedMask))
{
// Check to see if we need to write an object ID
if (stream->writeFlag(mGraph.parent)) {
S32 t = conn->getGhostIndex(mGraph.parent);
// Check to see if we can actually ghost this...
if (t == -1) {
// Cant, try again later
retMask |= MountedMask;
stream->writeFlag(false);
}
else {
// Can, write it.
stream->writeFlag(true);
stream->writeRangedU32(U32(t), 0, NetConnection::MaxGhostCount);
stream->writeAffineTransform(mGraph.objToParent);
//Con::errorf("%d: sent mounted on %d", getId(), mGraph.parent->getId());
}
}
}
// End of Attachment
// PATHSHAPE END
if ( mask & MountedMask )
{
if ( mMount.object )
@ -914,6 +957,44 @@ void SceneObject::unpackUpdate( NetConnection* conn, BitStream* stream )
if ( stream->readFlag() )
mObjectFlags = stream->readRangedU32( 0, getObjectFlagMax() );
// PATHSHAPE
// begin of attachment
if (stream->readFlag())
{
MatrixF m;
stream->readAffineTransform(&m);
mGraph.objToParent = m;
}
if (stream->readFlag())
{
// Check to see if we need to read an object ID
if (stream->readFlag())
{
// Check to see if we can actually ghost this...
if (stream->readFlag())
{
GameBase *newParent = static_cast<GameBase*>(conn->resolveGhost(stream->readRangedU32(0, NetConnection::MaxGhostCount)));
MatrixF m;
stream->readAffineTransform(&m);
if (getParent() != newParent)
{
clearProcessAfter();
processAfter(newParent);
}
attachToParent(newParent, &m);
//Con::errorf("%d: got mounted on %d", getId(), mParentObject->getId());
}
}
else
{
attachToParent(NULL);
}
}
// End of attachment
// PATHSHAPE END
// MountedMask
if ( stream->readFlag() )
{
@ -1478,6 +1559,9 @@ DefineEngineMethod( SceneObject, setTransform, void, ( TransformF txfm ),,
"Set the object's transform (orientation and position)."
"@param txfm object transform to set" )
{
// PATHSHAPE
object->PerformUpdatesForChildren(txfm.getMatrix());
// PATHSHAPE END
if ( !txfm.hasRotation() )
object->setPosition( txfm.getPosition() );
else
@ -1551,3 +1635,356 @@ DefineEngineMethod(SceneObject, setForwardVector, void, (VectorF newForward, Vec
{
object->setForwardVector(newForward, upVector);
}
// PATHSHAPE
// Move RenderTransform by set amount
// no longer used
void SceneObject::moveRender(const Point3F &delta)
{
Point3F pos;
const MatrixF& tmat = getRenderTransform();
tmat.getColumn(3,&pos);
AngAxisF aa(tmat);
pos += delta;
MatrixF mat;
aa.setMatrix(&mat);
mat.setColumn(3,pos);
setRenderTransform(mat);
}
void SceneObject::PerformUpdatesForChildren(MatrixF mat){
UpdateXformChange(mat);
for (U32 i=0; i < getNumChildren(); i++) {
SceneObject *o = getChild(i);
o->updateChildTransform(); //update the position of the child object
}
}
// This function will move the players based on how much it's
// parent have moved
void SceneObject::updateChildTransform(){
if (getParent() != NULL){
MatrixF one;
MatrixF two;
MatrixF three;
MatrixF four;
MatrixF mat;
one= getTransform();
two = getParent()->getTransform();
one.affineInverse();
four.mul(two,one);
mat.mul(getParent()->mLastXform,getTransform());
setTransform(mat);
}
}
// This function will move the rendered image based on how much it's
// parent have moved since the processtick.
// For some reason the player object must be updated via it's GetRenderTransform seen below,
// Other objects seem to require getTransform() only
void SceneObject::updateRenderChangesByParent(){
if (getParent() != NULL){
MatrixF renderXform = getParent()->getRenderTransform();
MatrixF xform = getParent()->getTransform();
xform.affineInverse();
MatrixF offset;
offset.mul(renderXform, xform);
MatrixF mat;
//add the "offset" caused by the parents change, and add it to it's own
// This is needed by objects that update their own render transform thru interpolate tick
// Mostly for stationary objects.
if (getClassName() == "Player")
mat.mul(offset,getRenderTransform());
else
mat.mul(offset,getTransform());
setRenderTransform(mat);
}
}
//Ramen - Move Transform by set amount
//written by Anthony Lovell
void SceneObject::move(F32 x, F32 y, F32 z)
{
Point3F delta;
delta.x = x;
delta.y = y;
delta.z = z;
move(delta);
}
// move by a specified delta in root coordinate space
void SceneObject::move(const Point3F &delta)
{
Point3F pos;
const MatrixF& tmat = getTransform();
tmat.getColumn(3,&pos);
AngAxisF aa(tmat);
pos += delta;
MatrixF mat;
aa.setMatrix(&mat);
mat.setColumn(3,pos);
setTransform(mat);
}
//written by Anthony Lovell ----------------------------------------------------------
U32
SceneObject::getNumChildren() const
{
U32 num = 0;
for (SceneObject *cur = mGraph.firstChild; cur; cur = cur->mGraph.nextSibling)
num++;
return num;
}
//written by Anthony Lovell ----------------------------------------------------------
SceneObject *
SceneObject::getChild(U32 index) const
{
SceneObject *cur = mGraph.firstChild;
for (U32 i = 0;
cur && i < index;
i++)
cur = cur->mGraph.nextSibling;
return cur;
}
void SceneObject::UpdateXformChange(const MatrixF &mat){
// This function gets the difference between the Transform and current Render transform
// Used for Interpolation matching with the child objects who rely on this data.
MatrixF oldxform = getTransform();
oldxform.affineInverse();
mLastXform.mul(mat,oldxform);
}
//----------------------------------------------------------
bool
SceneObject::attachChildAt(SceneObject *subObject, MatrixF atThisOffset, S32 node)
{
AssertFatal(subObject, "attaching a null subObject");
AssertFatal(!isChildOf(subObject), "cyclic attachChild()");
bool b = subObject->attachToParent(this, &atThisOffset, node);
if (!b)
return false;
return true;
}
//----------------------------------------------------------
bool
SceneObject::attachChildAt(SceneObject *subObject, Point3F atThisPosition)
{
AssertFatal(subObject, "attaching a null subObject");
AssertFatal(!isChildOf(subObject), "cyclic attachChild()");
bool b = subObject->attachToParent(this);
if (!b)
return false;
subObject->mGraph.objToParent.setColumn(3, atThisPosition);
// calcTransformFromLocalTransform();
return true;
}
//----------------------------------------------------------
bool
SceneObject::attachChild(SceneObject *child)
{
AssertFatal(child, "attaching a null subObject");
AssertFatal(!isChildOf(child), "cyclic attachChild()");
return child->attachToParent(this);
}
//----------------------------------------------------------
/// returns a count of children plus their children, recursively
U32
SceneObject::getNumProgeny() const
{
U32 num = 0;
for (SceneObject *cur = mGraph.firstChild; cur; cur = cur->mGraph.nextSibling) {
num += 1 + cur->getNumProgeny();
}
return num;
}
DefineEngineMethod(SceneObject, getNumChildren, S32, (),, "returns number of direct child objects")
{
return object->getNumChildren();
}
DefineEngineMethod(SceneObject, getNumProgeny, S32, (),, "returns number of recursively-nested child objects")
{
return object->getNumProgeny();
}
DefineEngineMethod(SceneObject, getChild, S32, (S32 _index), (0), "getChild(S32 index) -- returns child SceneObject at given index")
{
SceneObject *s = object->getChild(_index);
return s ? s->getId() : 0;
}
DefineEngineMethod(SceneObject, attachChildAt, bool, (SceneObject* _subObject, MatrixF _offset, S32 _node), (nullAsType<SceneObject*>(), MatrixF::Identity, 0), "(SceneObject subObject, MatrixF offset, S32 offset)"
"Mount object to this one with the specified offset expressed in our coordinate space.")
{
if (_subObject != nullptr)
{
return object->attachChildAt(_subObject, _offset, _node);
}
else
{
Con::errorf("Couldn't addObject()!");
return false;
}
}
DefineEngineMethod(SceneObject, attachToParent, bool, (const char*_sceneObject), ,"attachToParent(SceneObject)"
"specify a null or non-null parent")
{
SceneObject * t;
if(Sim::findObject(_sceneObject, t))
{
return object->attachToParent(t);
}
else
{
if ((!dStrcmp("0", _sceneObject))|| (!dStrcmp("", _sceneObject)))
return object->attachToParent(NULL);
else
{
Con::errorf("Couldn't setParent()!");
return false;
}
}
}
DefineEngineMethod(SceneObject, getParent, S32, (),, "returns ID of parent SceneObject")
{
SceneObject *p = object->getParent();
return p ? p->getId() : -1;
}
DefineEngineMethod(SceneObject, attachChild, bool, (const char*_subObject),, "(SceneObject subObject)"
"attach an object to this one, preserving its present transform.")
{
SceneObject * t;
MatrixF m;
if(Sim::findObject(_subObject, t))
return object->attachChild(t);
Con::errorf("Couldn't addObject()!");
return false;
}
bool SceneObject::isChildOf(SceneObject *so)
{
SceneObject *p = mGraph.parent;
if (p) {
if (p == so)
return true;
else
return p->isChildOf(so);
} else
return false;
}
bool SceneObject::attachToParent(SceneObject *newParent, MatrixF *atThisOffset/* = NULL */, S32 node )
{
SceneObject *oldParent = mGraph.parent;
if (oldParent == newParent)
return true;
// cycles in the scene hierarchy are forbidden!
// that is: a SceneObject cannot be a child of its progeny
if (newParent && newParent->isChildOf(this))
return false;
mGraph.parent = newParent;
if (oldParent) {
clearNotify(oldParent);
// remove this SceneObject from the list of children of oldParent
SceneObject *cur = oldParent->mGraph.firstChild;
if (cur == this) { // if we are the first child, this is easy
oldParent->mGraph.firstChild = mGraph.nextSibling;
} else {
while (cur->mGraph.nextSibling != this) {
cur = cur->mGraph.nextSibling;
// ASSERT cur != NULL;
}
cur->mGraph.nextSibling = mGraph.nextSibling;
}
oldParent->onLostChild(this);
}
if (newParent) {
deleteNotify(newParent); // if we are deleted, inform our parent
// add this SceneObject to the list of children of oldParent
mGraph.nextSibling = newParent->mGraph.firstChild;
newParent->mGraph.firstChild = this;
mGraph.parent = newParent;
newParent->onNewChild(this);
if (atThisOffset)
mGraph.objToParent = *atThisOffset;
} else {
mGraph.parent = NULL;
mGraph.nextSibling = NULL;
mGraph.objToParent = mObjToWorld;
}
onLostParent(oldParent);
onNewParent(newParent);
setMaskBits(MountedMask);
return true;
}
DefineEngineMethod(SceneObject, detachChild, bool, (const char*_subObject),, "SceneObject subObject")
{
SceneObject * t;
if(Sim::findObject(_subObject, t)) {
return t->attachToParent(NULL);
} else
return false;
}
// subclasses can do something with these if they care to
void SceneObject::onNewParent(SceneObject *newParent) {}
void SceneObject::onLostParent(SceneObject *oldParent){}
void SceneObject::onNewChild(SceneObject *newKid){}
void SceneObject::onLostChild(SceneObject *lostKid){}

View file

@ -287,6 +287,10 @@ class SceneObject : public NetObject, private SceneContainer::Link, public Proce
/// @name Transform and Collision Members
/// @{
// PATHSHAPE
MatrixF mLastXform;
// PATHSHAPE END
/// Transform from object space to world space.
MatrixF mObjToWorld;
@ -818,6 +822,27 @@ class SceneObject : public NetObject, private SceneContainer::Link, public Proce
static bool _setAccuEnabled( void *object, const char *index, const char *data );
/// @}
// PATHSHAPE
/// @}
//Anthony's Original Code, still used so i keep it here
/// TGE uses the term "mount" in a quirky, staticky way relating to its limited use to have
/// riders and guns mounted on a vehicle (and similar)
/// I did not alter that code at all (yet) and did not want to keep its terminology for other reasons
/// I decided to support a hierarchy of scene objects and dubbed the operations
/// attaching and removing child SceneObjects
protected:
// this member struct tracks the relationship to parent and children
// sceneObjects in a hierarchical scene graph whose root is the entire Scene
struct AttachInfo {
SceneObject* firstChild; ///< Objects mounted on this object
SimObjectPtr<SceneObject> parent; ///< Object this object is mounted on.
SceneObject* nextSibling; ///< Link to next child object of this object's parent
MatrixF objToParent; ///< this obects transformation in the parent object's space
MatrixF RenderobjToParent; ///< this obects Render Offset transformation to the parent object
} mGraph;
// PATHSHAPE END
// Accumulation Texture
// Note: This was placed in SceneObject to both ShapeBase and TSStatic could support it.
@ -840,6 +865,83 @@ class SceneObject : public NetObject, private SceneContainer::Link, public Proce
// as opposed to something like a Player that has a built-in camera that requires
// special calculations to determine the view transform.
virtual bool isCamera() const { return false; }
// AFX CODE BLOCK (is-camera) >>
// PATHSHAPE
// Added for dynamic attaching
void UpdateXformChange(const MatrixF &mat);
/// this is useful for setting NULL parent (making SceneObject a root object)
virtual bool attachToParent(SceneObject *parent, MatrixF *atThisOffset = NULL, S32 node=0);
SceneObject *getParent() { return mGraph.parent; };
/// attach a subobject, but do not alter the subObject's present absolute position or orientation
bool attachChild(SceneObject* subObject);
/// attach a subobject, at the specified offset expressed in our local coordinate space
bool attachChildAt(SceneObject* subObject, MatrixF atThisTransform, S32 node);
/// attach a subobject, at the specified position expressed in our local coordinate space
bool attachChildAt(SceneObject* subObject, Point3F atThisPosition);
/// how many child SceneObjects are (directly) attached to this one?
U32 getNumChildren() const;
/// how many child objects does this SceneObject have when we count them recursively?
U32 getNumProgeny() const;
/// returns the (direct) child SceneObject at the given index (0 <= index <= getNumChildren() - 1)
SceneObject *getChild(U32 index) const;
/// is this SceneObject a child (directly or indirectly) of the given object?
bool isChildOf(SceneObject *);
/// set position in parent SceneObject's coordinate space (or in world space if no parent)
//void setLocalPosition(const Point3F &pos);
/// move the object in parent SceneObject's coordinate space (or in world space if no parent)
//void localMove(const Point3F &delta);
/// as localMove(const Point3F &delta), with different signature
//void localMove(F32 x, F32 y, F32 z);
/// move the object in world space, without altering place in scene hierarchy
void move(const Point3F &delta);
// Does checks for children objects and updates their positions
void PerformUpdatesForChildren(MatrixF mat);
// Move the RenderTransform
void moveRender(const Point3F &delta);
//Calculate how much to adjust the render transform - Called by the child objects
void updateRenderChangesByParent();
//Calculate how much to adjust the transform - Called by the parent object
void updateChildTransform();
/// as move(const Point3F &delta), with different signature
void move(F32 x, F32 y, F32 z);
/// returns the transform relative to parent SceneObject transform (or world transform if no parent)
//const MatrixF& getLocalTransform() const;
/// returns the position within parent SceneObject space (or world space if no parent)
//Point3F getLocalPosition() const;
// virtual void onParentScaleChanged();
// virtual void onParentTransformChanged();
/// Sets the Object -> Parent transform. If no parent SceneObject, this is equivalent to
/// setTransform()
///
/// @param mat New transform matrix
//virtual void setLocalTransform(const MatrixF & mat);
/// Called to let instance specific code happen
virtual void onLostParent(SceneObject *oldParent);
/// Called to let instance specific code happen
virtual void onNewParent(SceneObject *newParent);
/// notification that a direct child object has been attached
virtual void onNewChild(SceneObject *subObject);
/// notification that a direct child object has been detached
virtual void onLostChild(SceneObject *subObject);
// PATHSHAPE END
};
#endif // _SCENEOBJECT_H_

View file

@ -34,6 +34,7 @@
#include "core/stream/bitStream.h"
#include "renderInstance/renderPassManager.h"
#include "console/engineAPI.h"
#include "T3D/pathShape.h"
#include "T3D/Scene.h"
@ -155,6 +156,11 @@ Path::Path()
{
mPathIndex = NoPathIndex;
mIsLooping = true;
mPathSpeed = 1.0f;
mDataBlock = NULL;
mSpawnCount = 1;
mMinDelay = 0;
mMaxDelay = 0;
}
Path::~Path()
@ -166,6 +172,13 @@ Path::~Path()
void Path::initPersistFields()
{
addField("isLooping", TypeBool, Offset(mIsLooping, Path), "If this is true, the loop is closed, otherwise it is open.\n");
addField("Speed", TypeF32, Offset(mPathSpeed, Path), "Speed.\n");
addProtectedField("mPathShape", TYPEID< PathShapeData >(), Offset(mDataBlock, Path),
&setDataBlockProperty, &defaultProtectedGetFn,
"@brief Spawned PathShape.\n\n");
addField("spawnCount", TypeS32, Offset(mSpawnCount, Path), "Spawn Count.\n");
addField("minDelay", TypeS32, Offset(mMinDelay, Path), "Spawn Delay (min).\n");
addField("maxDelay", TypeS32, Offset(mMaxDelay, Path), "Spawn Delay (max).\n");
Parent::initPersistFields();
//
@ -179,9 +192,14 @@ bool Path::onAdd()
if(!Parent::onAdd())
return false;
onAdd_callback(getId());
return true;
}
IMPLEMENT_CALLBACK(Path, onAdd, void, (SimObjectId ID), (ID),
"Called when this ScriptGroup is added to the system.\n"
"@param ID Unique object ID assigned when created (%this in script).\n"
);
void Path::onRemove()
{

View file

@ -36,17 +36,21 @@
#include "gfx/gfxPrimitiveBuffer.h"
#endif
class BaseMatInstance;
#ifndef _STATICSHAPE_H_
#include "T3D/staticShape.h"
#endif
class BaseMatInstance;
struct PathShapeData;
namespace SimPath
{
//--------------------------------------------------------------------------
/// A path!
class Path : public SimGroup
class Path : public GameBase
{
typedef SimGroup Parent;
typedef GameBase Parent;
public:
enum : U32
@ -57,8 +61,12 @@ class Path : public SimGroup
private:
U32 mPathIndex;
F32 mPathSpeed;
bool mIsLooping;
PathShapeData* mDataBlock;
S32 mSpawnCount;
S32 mMinDelay;
S32 mMaxDelay;
protected:
bool onAdd();
void onRemove();
@ -77,6 +85,7 @@ class Path : public SimGroup
DECLARE_CONOBJECT(Path);
static void initPersistFields();
DECLARE_CALLBACK(void, onAdd, (SimObjectId ID));
};
//--------------------------------------------------------------------------

View file

@ -2143,7 +2143,7 @@ template<> void *Resource<TSShape>::create(const Torque::Path &path)
ret = new TSShape;
readSuccess = ret->read(&stream);
}
else if ( extension.equal( "dae", String::NoCase ) || extension.equal( "kmz", String::NoCase ) )
/*else if ( extension.equal( "dae", String::NoCase ) || extension.equal( "kmz", String::NoCase ) )
{
#ifdef TORQUE_COLLADA
// Attempt to load the DAE file
@ -2164,7 +2164,7 @@ template<> void *Resource<TSShape>::create(const Torque::Path &path)
ret = new TSShape;
readSuccess = ret->read(&stream);
#endif
}
}*/
else
{
//Con::errorf( "Resource<TSShape>::create - '%s' has an unknown file format", path.getFullPath().c_str() );

View file

@ -76,6 +76,8 @@ void FPSTracker::update()
F32 update = fpsRealLast - fpsNext;
if (update > 0.5f)
{
F32 delta = realSeconds - fpsNext;
Con::setVariable( "fps::frameDelta",avar("%g", delta));
Con::setVariable( "fps::real", avar( "%4.1f", 1.0f / fpsReal ) );
Con::setVariable( "fps::realMin", avar( "%4.1f", 1.0f / fpsRealMin ) );
Con::setVariable( "fps::realMax", avar( "%4.1f", 1.0f / fpsRealMax ) );