Merge branch 'development' into defineconsolemethod

Conflicts:
	Engine/source/materials/materialDefinition.cpp
This commit is contained in:
Daniel Buckmaster 2014-12-26 13:22:16 +11:00
commit ae284a89ec
129 changed files with 3742 additions and 1038 deletions

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@ -0,0 +1,349 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/accumulationVolume.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/sim/debugDraw.h"
#include "util/tempAlloc.h"
#include "materials/materialDefinition.h"
#include "materials/materialManager.h"
#include "materials/materialFeatureTypes.h"
#include "materials/matInstance.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "gfx/gfxDevice.h"
#include "console/console.h"
#include "console/engineAPI.h"
#include "gfx/gfxTextureHandle.h"
#include "scene/sceneContainer.h"
#include "math/mPolyhedron.impl.h"
Vector< SimObjectPtr<SceneObject> > AccumulationVolume::smAccuObjects;
Vector< SimObjectPtr<AccumulationVolume> > AccumulationVolume::smAccuVolumes;
//#define DEBUG_DRAW
IMPLEMENT_CO_NETOBJECT_V1( AccumulationVolume );
ConsoleDocClass( AccumulationVolume,
"@brief An invisible shape that allow objects within it to have an accumulation map.\n\n"
"AccumulationVolume is used to add additional realism to a scene. It's main use is in outdoor scenes "
" where objects could benefit from overlaying environment accumulation textures such as sand, snow, etc.\n\n"
"Objects within the volume must have accumulation enabled in their material. \n\n"
"@ingroup enviroMisc"
);
//-----------------------------------------------------------------------------
AccumulationVolume::AccumulationVolume()
: mTransformDirty( true ),
mSilhouetteExtractor( mPolyhedron )
{
VECTOR_SET_ASSOCIATION( mWSPoints );
VECTOR_SET_ASSOCIATION( mVolumeQueryList );
//mObjectFlags.set( VisualOccluderFlag );
mNetFlags.set( Ghostable | ScopeAlways );
mObjScale.set( 1.f, 1.f, 1.f );
mObjBox.set(
Point3F( -0.5f, -0.5f, -0.5f ),
Point3F( 0.5f, 0.5f, 0.5f )
);
mObjToWorld.identity();
mWorldToObj.identity();
// Accumulation Texture.
mTextureName = "";
mAccuTexture = NULL;
resetWorldBox();
}
AccumulationVolume::~AccumulationVolume()
{
mAccuTexture = NULL;
}
void AccumulationVolume::initPersistFields()
{
addProtectedField( "texture", TypeStringFilename, Offset( mTextureName, AccumulationVolume ),
&_setTexture, &defaultProtectedGetFn, "Accumulation texture." );
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
void AccumulationVolume::consoleInit()
{
// Disable rendering of occlusion volumes by default.
getStaticClassRep()->mIsRenderEnabled = false;
}
//-----------------------------------------------------------------------------
bool AccumulationVolume::onAdd()
{
if( !Parent::onAdd() )
return false;
// Prepare some client side things.
if ( isClientObject() )
{
smAccuVolumes.push_back(this);
refreshVolumes();
}
// Set up the silhouette extractor.
mSilhouetteExtractor = SilhouetteExtractorType( mPolyhedron );
return true;
}
void AccumulationVolume::onRemove()
{
if ( isClientObject() )
{
smAccuVolumes.remove(this);
refreshVolumes();
}
Parent::onRemove();
}
//-----------------------------------------------------------------------------
void AccumulationVolume::_renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat )
{
Parent::_renderObject( ri, state, overrideMat );
#ifdef DEBUG_DRAW
if( state->isDiffusePass() )
DebugDrawer::get()->drawPolyhedronDebugInfo( mPolyhedron, getTransform(), getScale() );
#endif
}
//-----------------------------------------------------------------------------
void AccumulationVolume::setTransform( const MatrixF& mat )
{
Parent::setTransform( mat );
mTransformDirty = true;
refreshVolumes();
}
//-----------------------------------------------------------------------------
void AccumulationVolume::buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F >& outPoints )
{
// Extract the silhouette of the polyhedron. This works differently
// depending on whether we project orthogonally or in perspective.
TempAlloc< U32 > indices( mPolyhedron.getNumPoints() );
U32 numPoints;
if( cameraState.getFrustum().isOrtho() )
{
// Transform the view direction into object space.
Point3F osViewDir;
getWorldTransform().mulV( cameraState.getViewDirection(), &osViewDir );
// And extract the silhouette.
SilhouetteExtractorOrtho< PolyhedronType > extractor( mPolyhedron );
numPoints = extractor.extractSilhouette( osViewDir, indices, indices.size );
}
else
{
// Create a transform to go from view space to object space.
MatrixF camView( true );
camView.scale( Point3F( 1.0f / getScale().x, 1.0f / getScale().y, 1.0f / getScale().z ) );
camView.mul( getRenderWorldTransform() );
camView.mul( cameraState.getViewWorldMatrix() );
// Do a perspective-correct silhouette extraction.
numPoints = mSilhouetteExtractor.extractSilhouette(
camView,
indices, indices.size );
}
// If we haven't yet, transform the polyhedron's points
// to world space.
if( mTransformDirty )
{
const U32 numPoints = mPolyhedron.getNumPoints();
const PolyhedronType::PointType* points = getPolyhedron().getPoints();
mWSPoints.setSize( numPoints );
for( U32 i = 0; i < numPoints; ++ i )
{
Point3F p = points[ i ];
p.convolve( getScale() );
getTransform().mulP( p, &mWSPoints[ i ] );
}
mTransformDirty = false;
}
// Now store the points.
outPoints.setSize( numPoints );
for( U32 i = 0; i < numPoints; ++ i )
outPoints[ i ] = mWSPoints[ indices[ i ] ];
}
//-----------------------------------------------------------------------------
U32 AccumulationVolume::packUpdate( NetConnection *connection, U32 mask, BitStream *stream )
{
U32 retMask = Parent::packUpdate( connection, mask, stream );
if (stream->writeFlag(mask & InitialUpdateMask))
{
stream->write( mTextureName );
}
return retMask;
}
void AccumulationVolume::unpackUpdate( NetConnection *connection, BitStream *stream )
{
Parent::unpackUpdate( connection, stream );
if (stream->readFlag())
{
stream->read( &mTextureName );
setTexture(mTextureName);
}
}
//-----------------------------------------------------------------------------
void AccumulationVolume::inspectPostApply()
{
Parent::inspectPostApply();
setMaskBits(U32(-1) );
}
void AccumulationVolume::setTexture( const String& name )
{
mTextureName = name;
if ( isClientObject() && mTextureName.isNotEmpty() )
{
mAccuTexture.set(mTextureName, &GFXDefaultStaticDiffuseProfile, "AccumulationVolume::mAccuTexture");
if ( mAccuTexture.isNull() )
Con::warnf( "AccumulationVolume::setTexture - Unable to load texture: %s", mTextureName.c_str() );
}
refreshVolumes();
}
//-----------------------------------------------------------------------------
// Static Functions
//-----------------------------------------------------------------------------
bool AccumulationVolume::_setTexture( void *object, const char *index, const char *data )
{
AccumulationVolume* volume = reinterpret_cast< AccumulationVolume* >( object );
volume->setTexture( data );
return false;
}
void AccumulationVolume::refreshVolumes()
{
// This function tests each accumulation object to
// see if it's within the bounds of an accumulation
// volume. If so, it will pass on the accumulation
// texture of the volume to the object.
// This function should only be called when something
// global like change of volume or material occurs.
// Clear old data.
for (S32 n = 0; n < smAccuObjects.size(); ++n)
{
SimObjectPtr<SceneObject> object = smAccuObjects[n];
if ( object.isValid() )
object->mAccuTex = GFXTexHandle::ZERO;
}
//
for (S32 i = 0; i < smAccuVolumes.size(); ++i)
{
SimObjectPtr<AccumulationVolume> volume = smAccuVolumes[i];
if ( volume.isNull() ) continue;
for (S32 n = 0; n < smAccuObjects.size(); ++n)
{
SimObjectPtr<SceneObject> object = smAccuObjects[n];
if ( object.isNull() ) continue;
if ( volume->containsPoint(object->getPosition()) )
object->mAccuTex = volume->mAccuTexture;
}
}
}
// Accumulation Object Management.
void AccumulationVolume::addObject(SimObjectPtr<SceneObject> object)
{
smAccuObjects.push_back(object);
refreshVolumes();
}
void AccumulationVolume::removeObject(SimObjectPtr<SceneObject> object)
{
smAccuObjects.remove(object);
refreshVolumes();
}
void AccumulationVolume::updateObject(SceneObject* object)
{
// This function is called when an individual object
// has been moved. Tests to see if it's in any of the
// accumulation volumes.
// We use ZERO instead of NULL so the accumulation
// texture will be updated in renderMeshMgr.
object->mAccuTex = GFXTexHandle::ZERO;
for (S32 i = 0; i < smAccuVolumes.size(); ++i)
{
SimObjectPtr<AccumulationVolume> volume = smAccuVolumes[i];
if ( volume.isNull() ) continue;
if ( volume->containsPoint(object->getPosition()) )
object->mAccuTex = volume->mAccuTexture;
}
}

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@ -0,0 +1,104 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _ACCUMULATIONVOLUME_H_
#define _ACCUMULATIONVOLUME_H_
#ifndef _SCENEPOLYHEDRALSPACE_H_
#include "scene/scenePolyhedralSpace.h"
#endif
#ifndef _MSILHOUETTEEXTRACTOR_H_
#include "math/mSilhouetteExtractor.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
/// A volume in space that blocks visibility.
class AccumulationVolume : public ScenePolyhedralSpace
{
public:
typedef ScenePolyhedralSpace Parent;
protected:
typedef SilhouetteExtractorPerspective< PolyhedronType > SilhouetteExtractorType;
/// Whether the volume's transform has changed and we need to recompute
/// transform-based data.
bool mTransformDirty;
/// World-space points of the volume's polyhedron.
Vector< Point3F > mWSPoints;
/// Silhouette extractor when using perspective projections.
SilhouetteExtractorType mSilhouetteExtractor;
mutable Vector< SceneObject* > mVolumeQueryList;
// Name (path) of the accumulation texture.
String mTextureName;
// SceneSpace.
virtual void _renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat );
public:
GFXTexHandle mAccuTexture;
AccumulationVolume();
~AccumulationVolume();
// SimObject.
DECLARE_CONOBJECT( AccumulationVolume );
DECLARE_DESCRIPTION( "Allows objects in an area to have accumulation effect applied." );
DECLARE_CATEGORY( "3D Scene" );
virtual bool onAdd();
virtual void onRemove();
void inspectPostApply();
void setTexture( const String& name );
// Static Functions.
static void consoleInit();
static void initPersistFields();
static Vector< SimObjectPtr<SceneObject> > smAccuObjects;
static Vector< SimObjectPtr<AccumulationVolume> > smAccuVolumes;
static void addObject(SimObjectPtr<SceneObject> object);
static void removeObject(SimObjectPtr<SceneObject> object);
static void refreshVolumes();
static bool _setTexture( void *object, const char *index, const char *data );
static void updateObject(SceneObject* object);
// Network
U32 packUpdate( NetConnection *, U32 mask, BitStream *stream );
void unpackUpdate( NetConnection *, BitStream *stream );
// SceneObject.
virtual void buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F >& outPoints );
virtual void setTransform( const MatrixF& mat );
};
#endif // !_AccumulationVolume_H_

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@ -145,6 +145,7 @@ ParticleEmitterData::ParticleEmitterData()
blendStyle = ParticleRenderInst::BlendUndefined;
sortParticles = false;
renderReflection = true;
glow = false;
reverseOrder = false;
textureName = 0;
textureHandle = 0;
@ -289,6 +290,9 @@ void ParticleEmitterData::initPersistFields()
addField( "renderReflection", TYPEID< bool >(), Offset(renderReflection, ParticleEmitterData),
"Controls whether particles are rendered onto reflective surfaces like water." );
addField("glow", TYPEID< bool >(), Offset(glow, ParticleEmitterData),
"If true, the particles are rendered to the glow buffer as well.");
//@}
endGroup( "ParticleEmitterData" );
@ -356,6 +360,7 @@ void ParticleEmitterData::packData(BitStream* stream)
}
stream->writeFlag(highResOnly);
stream->writeFlag(renderReflection);
stream->writeFlag(glow);
stream->writeInt( blendStyle, 4 );
}
@ -418,6 +423,7 @@ void ParticleEmitterData::unpackData(BitStream* stream)
}
highResOnly = stream->readFlag();
renderReflection = stream->readFlag();
glow = stream->readFlag();
blendStyle = stream->readInt( 4 );
}
@ -909,6 +915,8 @@ void ParticleEmitter::prepRenderImage(SceneRenderState* state)
ri->blendStyle = mDataBlock->blendStyle;
ri->glow = mDataBlock->glow;
// use first particle's texture unless there is an emitter texture to override it
if (mDataBlock->textureHandle)
ri->diffuseTex = &*(mDataBlock->textureHandle);

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@ -114,6 +114,7 @@ class ParticleEmitterData : public GameBaseData
GFXTexHandle textureHandle; ///< Emitter texture handle from txrName
bool highResOnly; ///< This particle system should not use the mixed-resolution particle rendering
bool renderReflection; ///< Enables this emitter to render into reflection passes.
bool glow; ///< Renders this emitter into the glow buffer.
bool reload();
};

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@ -388,7 +388,9 @@ F32 GameBase::getUpdatePriority(CameraScopeQuery *camInfo, U32 updateMask, S32 u
// Weight by field of view, objects directly in front
// will be weighted 1, objects behind will be 0
F32 dot = mDot(pos,camInfo->orientation);
bool inFov = dot > camInfo->cosFov;
bool inFov = dot > camInfo->cosFov * 1.5f;
F32 wFov = inFov? 1.0f: 0;
// Weight by linear velocity parallel to the viewing plane
@ -406,7 +408,7 @@ F32 GameBase::getUpdatePriority(CameraScopeQuery *camInfo, U32 updateMask, S32 u
// Weight by interest.
F32 wInterest;
if (getTypeMask() & PlayerObjectType)
if (getTypeMask() & (PlayerObjectType || VehicleObjectType ))
wInterest = 0.75f;
else if (getTypeMask() & ProjectileObjectType)
{

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@ -35,6 +35,10 @@
#ifndef _DYNAMIC_CONSOLETYPES_H_
#include "console/dynamicTypes.h"
#endif
#ifndef __SCENEMANAGER_H__
#include "scene/sceneManager.h"
#define __SCENEMANAGER_H__
#endif
class NetConnection;
class ProcessList;

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@ -226,6 +226,8 @@ GameConnection::GameConnection()
mAddYawToAbsRot = false;
mAddPitchToAbsRot = false;
mVisibleGhostDistance = 0.0f;
clearDisplayDevice();
}
@ -240,6 +242,16 @@ GameConnection::~GameConnection()
//----------------------------------------------------------------------------
void GameConnection::setVisibleGhostDistance(F32 dist)
{
mVisibleGhostDistance = dist;
}
F32 GameConnection::getVisibleGhostDistance()
{
return mVisibleGhostDistance;
}
bool GameConnection::canRemoteCreate()
{
return true;
@ -2199,3 +2211,21 @@ DefineEngineMethod( GameConnection, getControlSchemeAbsoluteRotation, bool, (),,
{
return object->getControlSchemeAbsoluteRotation();
}
DefineEngineMethod( GameConnection, setVisibleGhostDistance, void, (F32 dist),,
"@brief Sets the distance that objects around it will be ghosted. If set to 0, "
"it may be defined by the LevelInfo.\n\n"
"@dist - is the max distance\n\n"
)
{
object->setVisibleGhostDistance(dist);
}
DefineEngineMethod( GameConnection, getVisibleGhostDistance, F32, (),,
"@brief Gets the distance that objects around the connection will be ghosted.\n\n"
"@return S32 of distance.\n\n"
)
{
return object->getVisibleGhostDistance();
}

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@ -72,6 +72,8 @@ private:
U32 mMissionCRC; // crc of the current mission file from the server
F32 mVisibleGhostDistance;
private:
U32 mLastControlRequestTime;
S32 mDataBlockModifiedKey;
@ -155,6 +157,9 @@ public:
bool canRemoteCreate();
void setVisibleGhostDistance(F32 dist);
F32 getVisibleGhostDistance();
private:
/// @name Connection State
/// This data is set with setConnectArgs() and setJoinPassword(), and

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@ -35,6 +35,8 @@
#include "console/engineAPI.h"
#include "math/mathIO.h"
#include "torqueConfig.h"
IMPLEMENT_CO_NETOBJECT_V1(LevelInfo);
@ -77,6 +79,7 @@ static SFXAmbience sDefaultAmbience;
LevelInfo::LevelInfo()
: mNearClip( 0.1f ),
mVisibleDistance( 1000.0f ),
mVisibleGhostDistance ( 0 ),
mDecalBias( 0.0015f ),
mCanvasClearColor( 255, 0, 255, 255 ),
mSoundAmbience( NULL ),
@ -113,7 +116,8 @@ void LevelInfo::initPersistFields()
addGroup( "Visibility" );
addField( "nearClip", TypeF32, Offset( mNearClip, LevelInfo ), "Closest distance from the camera's position to render the world." );
addField( "visibleDistance", TypeF32, Offset( mVisibleDistance, LevelInfo ), "Furthest distance fromt he camera's position to render the world." );
addField( "visibleDistance", TypeF32, Offset( mVisibleDistance, LevelInfo ), "Furthest distance from the camera's position to render the world." );
addField( "visibleGhostDistance", TypeF32, Offset( mVisibleGhostDistance, LevelInfo ), "Furthest distance from the camera's position to render players. Defaults to visibleDistance." );
addField( "decalBias", TypeF32, Offset( mDecalBias, LevelInfo ),
"NearPlane bias used when rendering Decal and DecalRoad. This should be tuned to the visibleDistance in your level." );
@ -300,6 +304,7 @@ void LevelInfo::_updateSceneGraph()
scene->setNearClip( mNearClip );
scene->setVisibleDistance( mVisibleDistance );
scene->setVisibleGhostDistance( mVisibleGhostDistance );
gDecalBias = mDecalBias;

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@ -36,7 +36,6 @@
#include "sfx/sfxCommon.h"
#endif
class SFXAmbience;
class SFXSoundscape;
@ -55,6 +54,8 @@ class LevelInfo : public NetObject
F32 mVisibleDistance;
F32 mVisibleGhostDistance;
F32 mDecalBias;
ColorI mCanvasClearColor;

View file

@ -48,6 +48,7 @@
#include "materials/materialFeatureData.h"
#include "materials/materialFeatureTypes.h"
#include "console/engineAPI.h"
#include "T3D/accumulationVolume.h"
using namespace Torque;
@ -198,10 +199,10 @@ void TSStatic::initPersistFields()
endGroup("Collision");
addGroup( "AlphaFade" );
addField( "Alpha Fade Enable", TypeBool, Offset(mUseAlphaFade, TSStatic), "Turn on/off Alpha Fade" );
addField( "Alpha Fade Start", TypeF32, Offset(mAlphaFadeStart, TSStatic), "Distance of start Alpha Fade" );
addField( "Alpha Fade End", TypeF32, Offset(mAlphaFadeEnd, TSStatic), "Distance of end Alpha Fade" );
addField( "Alpha Fade Inverse", TypeBool, Offset(mInvertAlphaFade, TSStatic), "Invert Alpha Fade's Start & End Distance" );
addField( "alphaFadeEnable", TypeBool, Offset(mUseAlphaFade, TSStatic), "Turn on/off Alpha Fade" );
addField( "alphaFadeStart", TypeF32, Offset(mAlphaFadeStart, TSStatic), "Distance of start Alpha Fade" );
addField( "alphaFadeEnd", TypeF32, Offset(mAlphaFadeEnd, TSStatic), "Distance of end Alpha Fade" );
addField( "alphaFadeInverse", TypeBool, Offset(mInvertAlphaFade, TSStatic), "Invert Alpha Fade's Start & End Distance" );
endGroup( "AlphaFade" );
addGroup("Debug");
@ -293,6 +294,13 @@ bool TSStatic::onAdd()
_updateShouldTick();
// Accumulation
if ( isClientObject() && mShapeInstance )
{
if ( mShapeInstance->hasAccumulation() )
AccumulationVolume::addObject(this);
}
return true;
}
@ -403,6 +411,13 @@ void TSStatic::onRemove()
{
SAFE_DELETE( mPhysicsRep );
// Accumulation
if ( isClientObject() && mShapeInstance )
{
if ( mShapeInstance->hasAccumulation() )
AccumulationVolume::removeObject(this);
}
mConvexList->nukeList();
removeFromScene();
@ -562,6 +577,9 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
rdata.setFadeOverride( 1.0f );
rdata.setOriginSort( mUseOriginSort );
// Acculumation
rdata.setAccuTex(mAccuTex);
// If we have submesh culling enabled then prepare
// the object space frustum to pass to the shape.
Frustum culler;
@ -649,6 +667,13 @@ void TSStatic::setTransform(const MatrixF & mat)
if ( mPhysicsRep )
mPhysicsRep->setTransform( mat );
// Accumulation
if ( isClientObject() && mShapeInstance )
{
if ( mShapeInstance->hasAccumulation() )
AccumulationVolume::updateObject(this);
}
// Since this is a static it's render transform changes 1
// to 1 with it's collision transform... no interpolation.
setRenderTransform(mat);