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https://github.com/TorqueGameEngines/Torque3D.git
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Reorg of the probe initialization/update code to streamline parts of it, and make it flow more obviously
Added some initial asset stuffs for Das Boot for building out a better testing level.
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33 changed files with 317 additions and 1821 deletions
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@ -123,18 +123,6 @@ void Skylight::onRemove()
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Parent::onRemove();
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}
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void Skylight::setTransform(const MatrixF & mat)
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{
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// Let SceneObject handle all of the matrix manipulation
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Parent::setTransform(mat);
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mDirty = true;
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// Dirty our network mask so that the new transform gets
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// transmitted to the client object
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setMaskBits(TransformMask);
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}
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U32 Skylight::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
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{
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// Allow the Parent to get a crack at writing its info
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@ -155,34 +143,8 @@ void Skylight::unpackUpdate(NetConnection *conn, BitStream *stream)
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void Skylight::updateProbeParams()
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{
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mProbeShapeType = ProbeRenderInst::Skylight;
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Parent::updateProbeParams();
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mProbeInfo->mProbeShapeType = ProbeRenderInst::Skylight;
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mProbeInfo->setPosition(getPosition());
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// Skip our transform... it just dirties mask bits.
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Parent::setTransform(mObjToWorld);
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resetWorldBox();
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F32 visDist = gClientSceneGraph->getVisibleDistance();
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Box3F skylightBounds = Box3F(visDist * 2);
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skylightBounds.setCenter(Point3F::Zero);
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mProbeInfo->setPosition(Point3F::Zero);
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mProbeInfo->mBounds = skylightBounds;
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setGlobalBounds();
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mProbeInfo->mIsSkylight = true;
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mProbeInfo->mScore = -1.0f; //sky comes first
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PROBEMGR->updateProbes();
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updateCubemaps();
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}
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void Skylight::prepRenderImage(SceneRenderState *state)
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@ -273,4 +235,4 @@ DefineEngineMethod(Skylight, postApply, void, (), ,
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"A utility method for forcing a network update.\n")
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{
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object->inspectPostApply();
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}
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}
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