mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Defer re-init'ing the shape when TSShapeConstructor is loading a shape
This commit is contained in:
parent
0e717ea707
commit
a46779fad6
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@ -71,6 +71,7 @@ TSShape::TSShape()
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mShapeDataSize = 0;
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mUseDetailFromScreenError = false;
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mNeedReinit = false;
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mDetailLevelLookup.setSize( 1 );
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mDetailLevelLookup[0].set( -1, 0 );
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@ -413,43 +414,51 @@ void TSShape::getObjectDetails(S32 objIndex, Vector<S32>& objDetails)
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void TSShape::init()
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{
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S32 numSubShapes = subShapeFirstNode.size();
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AssertFatal(numSubShapes==subShapeFirstObject.size(),"TSShape::init");
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initObjects();
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initVertexFeatures();
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initMaterialList();
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mNeedReinit = false;
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}
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S32 i,j;
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void TSShape::initObjects()
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{
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S32 numSubShapes = subShapeFirstNode.size();
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AssertFatal(numSubShapes == subShapeFirstObject.size(), "TSShape::initObjects");
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S32 i, j;
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// set up parent/child relationships on nodes and objects
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for (i=0; i<nodes.size(); i++)
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for (i = 0; i<nodes.size(); i++)
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nodes[i].firstObject = nodes[i].firstChild = nodes[i].nextSibling = -1;
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for (i=0; i<nodes.size(); i++)
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for (i = 0; i<nodes.size(); i++)
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{
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S32 parentIndex = nodes[i].parentIndex;
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if (parentIndex>=0)
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if (parentIndex >= 0)
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{
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if (nodes[parentIndex].firstChild<0)
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nodes[parentIndex].firstChild=i;
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nodes[parentIndex].firstChild = i;
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else
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{
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S32 child = nodes[parentIndex].firstChild;
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while (nodes[child].nextSibling>=0)
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while (nodes[child].nextSibling >= 0)
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child = nodes[child].nextSibling;
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nodes[child].nextSibling = i;
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}
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}
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}
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for (i=0; i<objects.size(); i++)
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for (i = 0; i<objects.size(); i++)
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{
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objects[i].nextSibling = -1;
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S32 nodeIndex = objects[i].nodeIndex;
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if (nodeIndex>=0)
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if (nodeIndex >= 0)
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{
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if (nodes[nodeIndex].firstObject<0)
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nodes[nodeIndex].firstObject = i;
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else
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{
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S32 objectIndex = nodes[nodeIndex].firstObject;
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while (objects[objectIndex].nextSibling>=0)
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while (objects[objectIndex].nextSibling >= 0)
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objectIndex = objects[objectIndex].nextSibling;
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objects[objectIndex].nextSibling = i;
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}
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@ -457,7 +466,7 @@ void TSShape::init()
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}
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mFlags = 0;
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for (i=0; i<sequences.size(); i++)
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for (i = 0; i<sequences.size(); i++)
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{
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if (!sequences[i].animatesScale())
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continue;
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@ -465,32 +474,32 @@ void TSShape::init()
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U32 curVal = mFlags & AnyScale;
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U32 newVal = sequences[i].flags & AnyScale;
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mFlags &= ~(AnyScale);
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mFlags |= getMax(curVal,newVal); // take the larger value (can only convert upwards)
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mFlags |= getMax(curVal, newVal); // take the larger value (can only convert upwards)
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}
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// set up alphaIn and alphaOut vectors...
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alphaIn.setSize(details.size());
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alphaOut.setSize(details.size());
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for (i=0; i<details.size(); i++)
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for (i = 0; i<details.size(); i++)
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{
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if (details[i].size<0)
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{
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// we don't care...
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alphaIn[i] = 0.0f;
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alphaIn[i] = 0.0f;
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alphaOut[i] = 0.0f;
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}
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else if (i+1==details.size() || details[i+1].size<0)
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else if (i + 1 == details.size() || details[i + 1].size<0)
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{
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alphaIn[i] = 0.0f;
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alphaIn[i] = 0.0f;
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alphaOut[i] = smAlphaOutLastDetail;
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}
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else
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{
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if (details[i+1].subShapeNum<0)
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if (details[i + 1].subShapeNum<0)
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{
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// following detail is a billboard detail...treat special...
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alphaIn[i] = smAlphaInBillboard;
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alphaIn[i] = smAlphaInBillboard;
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alphaOut[i] = smAlphaOutBillboard;
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}
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else
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@ -502,7 +511,7 @@ void TSShape::init()
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}
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}
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for (i=mSmallestVisibleDL-1; i>=0; i--)
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for (i = mSmallestVisibleDL - 1; i >= 0; i--)
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{
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if (i<smNumSkipLoadDetails)
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{
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@ -510,19 +519,19 @@ void TSShape::init()
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// is larger than our cap...zap all the meshes and decals
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// associated with it and use the next detail level
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// instead...
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S32 ss = details[i].subShapeNum;
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S32 od = details[i].objectDetailNum;
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S32 ss = details[i].subShapeNum;
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S32 od = details[i].objectDetailNum;
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if (ss==details[i+1].subShapeNum && od==details[i+1].objectDetailNum)
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if (ss == details[i + 1].subShapeNum && od == details[i + 1].objectDetailNum)
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// doh! already done this one (init can be called multiple times on same shape due
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// to sequence importing).
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continue;
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details[i].subShapeNum = details[i+1].subShapeNum;
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details[i].objectDetailNum = details[i+1].objectDetailNum;
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details[i].subShapeNum = details[i + 1].subShapeNum;
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details[i].objectDetailNum = details[i + 1].objectDetailNum;
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}
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}
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for (i=0; i<details.size(); i++)
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for (i = 0; i<details.size(); i++)
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{
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S32 count = 0;
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S32 ss = details[i].subShapeNum;
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@ -534,13 +543,13 @@ void TSShape::init()
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continue;
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}
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S32 start = subShapeFirstObject[ss];
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S32 end = start + subShapeNumObjects[ss];
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for (j=start; j<end; j++)
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S32 end = start + subShapeNumObjects[ss];
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for (j = start; j<end; j++)
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{
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Object & obj = objects[j];
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if (od<obj.numMeshes)
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{
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TSMesh * mesh = meshes[obj.startMeshIndex+od];
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TSMesh * mesh = meshes[obj.startMeshIndex + od];
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count += mesh ? mesh->getNumPolys() : 0;
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}
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}
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@ -555,11 +564,11 @@ void TSShape::init()
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{
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ConvexHullAccelerator* accel = detailCollisionAccelerators[dca];
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if (accel != NULL) {
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delete [] accel->vertexList;
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delete [] accel->normalList;
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delete[] accel->vertexList;
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delete[] accel->normalList;
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for (S32 j = 0; j < accel->numVerts; j++)
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delete [] accel->emitStrings[j];
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delete [] accel->emitStrings;
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delete[] accel->emitStrings[j];
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delete[] accel->emitStrings;
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delete accel;
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}
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}
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@ -580,7 +589,7 @@ void TSShape::init()
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{
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Con::warnf("Mesh %i has a bad parentMeshObject (%i)", iter - meshes.begin(), mesh->parentMesh);
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}
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if (mesh->parentMesh >= 0 && mesh->parentMesh < meshes.size())
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{
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mesh->parentMeshObject = meshes[mesh->parentMesh];
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@ -592,9 +601,6 @@ void TSShape::init()
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mesh->mVertexFormat = &mVertexFormat;
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}
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initVertexFeatures();
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initMaterialList();
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}
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void TSShape::initVertexBuffers()
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@ -413,6 +413,7 @@ class TSShape
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GFXPrimitiveBufferHandle mShapeVertexIndices;
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bool mSequencesConstructed;
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bool mNeedReinit;
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// shape class has few methods --
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@ -427,7 +428,10 @@ class TSShape
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bool preloadMaterialList(const Torque::Path &path); ///< called to preload and validate the materials in the mat list
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void setupBillboardDetails( const String &cachePath );
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/// Inits object list (no geometry buffers)
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void initObjects();
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/// Initializes the main vertex buffer
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void initVertexBuffers();
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@ -557,8 +561,6 @@ class TSShape
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const GFXVertexFormat* getVertexFormat() const { return &mVertexFormat; }
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bool needsBufferUpdate();
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/// @}
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/// @name Alpha Transitions
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@ -685,6 +687,10 @@ class TSShape
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bool setSequenceBlend(const String& seqName, bool blend, const String& blendRefSeqName, S32 blendRefFrame);
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bool setSequenceGroundSpeed(const String& seqName, const Point3F& trans, const Point3F& rot);
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void makeEditable();
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bool needsReinit();
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bool needsBufferUpdate();
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/// @}
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};
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@ -86,6 +86,11 @@ void TSShapeConstructor::_onTSShapeLoaded( Resource< TSShape >& resource )
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TSShapeConstructor* ctor = findShapeConstructor( resource.getPath().getFullPath() );
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if( ctor )
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ctor->_onLoad( resource );
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if (ctor && ctor->mShape && ctor->mShape->needsReinit())
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{
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ctor->mShape->init();
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}
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}
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void TSShapeConstructor::_onTSShapeUnloaded( const Torque::Path& path, TSShape* shape )
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@ -128,7 +133,7 @@ static void SplitSequencePathAndName( String& srcPath, String& srcName )
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IMPLEMENT_CONOBJECT(TSShapeConstructor);
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TSShapeConstructor::TSShapeConstructor()
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: mShapePath("")
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: mShapePath(""), mLoadingShape(false)
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{
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mShape = NULL;
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}
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@ -374,9 +379,15 @@ bool TSShapeConstructor::onAdd()
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// If an instance of this shape has already been loaded, call onLoad now
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Resource<TSShape> shape = ResourceManager::get().find( mShapePath );
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if ( shape )
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_onLoad( shape );
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if (mShape && mShape->needsReinit())
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{
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mShape->init();
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}
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return true;
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}
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@ -394,6 +405,7 @@ void TSShapeConstructor::_onLoad(TSShape* shape)
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mShape = shape;
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mChangeSet.clear();
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mLoadingShape = true;
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// Add sequences defined using field syntax
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for ( S32 i = 0; i < mSequences.size(); i++ )
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@ -411,6 +423,7 @@ void TSShapeConstructor::_onLoad(TSShape* shape)
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// Call script function
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onLoad_callback();
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mLoadingShape = false;
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}
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//-----------------------------------------------------------------------------
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@ -3279,3 +3292,15 @@ bool TSShapeConstructor::ChangeSet::addCmd_removeImposter( const TSShapeConstruc
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return true;
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}
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void TSShapeConstructor::onActionPerformed()
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{
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// Reinit shape if we modify stuff in the shape editor, otherwise delay
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if (!mLoadingShape)
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{
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if (mShape && mShape->needsReinit())
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{
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mShape->init();
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}
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}
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}
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@ -246,6 +246,7 @@ public:
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TSShape* mShape; // Edited shape; NULL while not loaded; not a Resource<TSShape> as we don't want it to prevent from unloading.
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ColladaUtils::ImportOptions mOptions;
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bool mLoadingShape;
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public:
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@ -261,6 +262,7 @@ public:
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bool onAdd();
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void onScriptChanged(const Torque::Path& path);
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void onActionPerformed();
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bool writeField(StringTableEntry fieldname, const char *value);
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void writeChangeSet();
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@ -383,8 +385,16 @@ typedef domUpAxisType TSShapeConstructorUpAxis;
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typedef ColladaUtils::ImportOptions::eLodType TSShapeConstructorLodType;
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DefineEnumType( TSShapeConstructorUpAxis );
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DefineEnumType( TSShapeConstructorLodType );
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DefineEnumType(TSShapeConstructorLodType);
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class TSShapeConstructorMethodActionCallback
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{
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TSShapeConstructor* mObject;
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public:
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TSShapeConstructorMethodActionCallback(TSShapeConstructor *object) : mObject(object) { ; }
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~TSShapeConstructorMethodActionCallback() { mObject->onActionPerformed(); }
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};
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/* This macro simplifies the definition of a TSShapeConstructor API method. It
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wraps the actual EngineMethod definition and automatically calls the real
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@ -403,6 +413,7 @@ DefineEnumType( TSShapeConstructorLodType );
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Con::errorf( "TSShapeConstructor::" #name " - shape not loaded" ); \
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return defRet; \
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} \
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TSShapeConstructorMethodActionCallback actionCallback(object); \
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return object->name rawArgs ; \
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} \
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/* Define the real TSShapeConstructor method */ \
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@ -435,6 +435,9 @@ bool TSShape::addNode(const String& name, const String& parentName, const Point3
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}
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}
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// Need to make everything editable since node indexes etc will change
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makeEditable();
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// Insert node at the end of the subshape
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S32 subShapeIndex = (parentIndex >= 0) ? getSubShapeForNode(parentIndex) : 0;
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S32 nodeIndex = subShapeNumNodes[subShapeIndex];
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@ -493,8 +496,7 @@ bool TSShape::addNode(const String& name, const String& parentName, const Point3
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}
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}
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// Re-initialise the shape
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init();
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initObjects();
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return true;
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}
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@ -548,6 +550,9 @@ bool TSShape::removeNode(const String& name)
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((nodeParentIndex >= 0) ? getName(nodes[nodeParentIndex].nameIndex).c_str() : "null"));
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}
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// Need to make everything editable since node indexes etc will change
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makeEditable();
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// Update animation sequences
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for (S32 iSeq = 0; iSeq < sequences.size(); iSeq++)
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{
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@ -626,8 +631,7 @@ bool TSShape::removeNode(const String& name)
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// Remove the sequence name if it is no longer in use
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removeName(name);
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// Re-initialise the shape
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init();
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initObjects();
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return true;
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}
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@ -855,6 +859,9 @@ bool TSShape::removeObject(const String& name)
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return false;
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}
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// Need to make everything editable since node indexes etc will change
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makeEditable();
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// Destroy all meshes in the object
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TSShape::Object& obj = objects[objIndex];
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while ( obj.numMeshes )
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@ -893,14 +900,7 @@ bool TSShape::removeObject(const String& name)
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// Update smallest visible detail
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updateSmallestVisibleDL();
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// Ensure shape is dirty
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if (meshes[0])
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{
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meshes[0]->makeEditable();
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}
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// Re-initialise the shape
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init();
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initObjects();
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return true;
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}
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@ -961,6 +961,9 @@ bool TSShape::addMesh(TSMesh* mesh, const String& meshName)
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// Ensure mesh is in editable state
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mesh->makeEditable();
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// Need to make everything editable since node indexes etc will change
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makeEditable();
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// Determine the object name and detail size from the mesh name
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S32 detailSize = 999;
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String objName(String::GetTrailingNumber(meshName, detailSize));
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@ -1049,8 +1052,7 @@ bool TSShape::addMesh(TSMesh* mesh, const String& meshName)
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}
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}
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// Re-initialise the shape
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init();
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initObjects();
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return true;
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}
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@ -1140,6 +1142,9 @@ bool TSShape::setMeshSize(const String& meshName, S32 size)
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return false;
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}
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// Need to make everything editable since node indexes etc will change
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makeEditable();
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// Remove the mesh from the object, but don't destroy it
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TSShape::Object& obj = objects[objIndex];
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TSMesh* mesh = meshes[obj.startMeshIndex + meshIndex];
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@ -1151,8 +1156,7 @@ bool TSShape::setMeshSize(const String& meshName, S32 size)
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// Update smallest visible detail
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updateSmallestVisibleDL();
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// Re-initialise the shape
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init();
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initObjects();
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return true;
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}
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@ -1167,6 +1171,9 @@ bool TSShape::removeMesh(const String& meshName)
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return false;
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}
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// Need to make everything editable since node indexes etc will change
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makeEditable();
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// Destroy and remove the mesh
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TSShape::Object& obj = objects[objIndex];
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destructInPlace(meshes[obj.startMeshIndex + meshIndex]);
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@ -1179,8 +1186,7 @@ bool TSShape::removeMesh(const String& meshName)
|
|||
// Update smallest visible detail
|
||||
updateSmallestVisibleDL();
|
||||
|
||||
// Re-initialise the shape
|
||||
init();
|
||||
initObjects();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
@ -1294,8 +1300,8 @@ S32 TSShape::setDetailSize(S32 oldSize, S32 newSize)
|
|||
// Update smallest visible detail
|
||||
updateSmallestVisibleDL();
|
||||
|
||||
// Re-initialise the shape
|
||||
init();
|
||||
// Nothing major, just reint object lists
|
||||
initObjects();
|
||||
|
||||
return newIndex;
|
||||
}
|
||||
|
|
@ -1310,6 +1316,9 @@ bool TSShape::removeDetail( S32 size )
|
|||
return false;
|
||||
}
|
||||
|
||||
// Need to make everything editable since node indexes etc will change
|
||||
makeEditable();
|
||||
|
||||
// Destroy and remove each mesh in the detail level
|
||||
for ( S32 objIndex = objects.size()-1; objIndex >= 0; objIndex-- )
|
||||
{
|
||||
|
|
@ -1339,17 +1348,10 @@ bool TSShape::removeDetail( S32 size )
|
|||
billboardDetails.erase( dl );
|
||||
}
|
||||
|
||||
// Ensure shape is dirty
|
||||
if (meshes[0])
|
||||
{
|
||||
meshes[0]->makeEditable();
|
||||
}
|
||||
|
||||
// Update smallest visible detail
|
||||
updateSmallestVisibleDL();
|
||||
|
||||
// Re-initialise the shape
|
||||
init();
|
||||
initObjects();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
@ -2115,7 +2117,7 @@ bool TSShape::setSequenceGroundSpeed(const String& seqName, const Point3F& trans
|
|||
|
||||
// Fixup ground frame indices
|
||||
seq.numGroundFrames += frameAdjust;
|
||||
for (S32 i = seqIndex+1; i < sequences.size(); i++)
|
||||
for (S32 i = seqIndex + 1; i < sequences.size(); i++)
|
||||
sequences[i].firstGroundFrame += frameAdjust;
|
||||
|
||||
// Generate the ground-frames
|
||||
|
|
@ -2140,3 +2142,25 @@ bool TSShape::setSequenceGroundSpeed(const String& seqName, const Point3F& trans
|
|||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TSShape::makeEditable()
|
||||
{
|
||||
mNeedReinit = true;
|
||||
if (mShapeVertexData.base == NULL)
|
||||
return;
|
||||
|
||||
for (U32 i = 0; i < meshes.size(); i++)
|
||||
{
|
||||
if (meshes[i])
|
||||
{
|
||||
meshes[i]->makeEditable();
|
||||
}
|
||||
}
|
||||
|
||||
mShapeVertexData.set(NULL, 0);
|
||||
}
|
||||
|
||||
bool TSShape::needsReinit()
|
||||
{
|
||||
return mVertexSize == 0 || mShapeVertexData.base == NULL || mNeedReinit;
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue