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synced 2026-06-05 21:16:40 +00:00
Cleans up ShapeAsset of some unnecessary/redundant elements like extra material and animations tracking
Removed the old SHAPE_ASSET macros Implements AssetRef struct that acts as a universal wrapper for an templated AssetPtr and AssetId pair Adds Type handling for AssetRef for ShapeAsset to unify handling in classes that utilize a shapeAsset, so assigning an assetPtr or an assetId will keep a record of the assignment in the event the assetPtr is invalid. Update all classes that utilized the old SHAPE_ASSET macros to utilize the AssetRef struct and updated the class code to utilize it to provide much more clean and concise code that isn't blocked behind macro definitions Added a new example class: shapeDatablockExample which allows render of a simple shape object utilizing a simple example datablock.
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52 changed files with 1860 additions and 1086 deletions
320
Engine/source/T3D/examples/shapeDatablockExample.cpp
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320
Engine/source/T3D/examples/shapeDatablockExample.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2026 Jeff Raab, LLC
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// Portions Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/examples/shapeDatablockExample.h"
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#include "math/mathIO.h"
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#include "sim/netConnection.h"
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#include "scene/sceneRenderState.h"
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#include "console/consoleTypes.h"
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#include "core/resourceManager.h"
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#include "core/stream/bitStream.h"
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#include "gfx/gfxTransformSaver.h"
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#include "renderInstance/renderPassManager.h"
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#include "lighting/lightQuery.h"
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IMPLEMENT_CO_DATABLOCK_V1(ShapeDatablockExampleData);
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ShapeDatablockExampleData::ShapeDatablockExampleData()
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{
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shapeAssetRef.assetPtr.registerRefreshNotify(this);
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}
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ShapeDatablockExampleData::ShapeDatablockExampleData(const ShapeDatablockExampleData& other, bool temp_clone) : GameBaseData(other, temp_clone)
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{
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shapeAssetRef = other.shapeAssetRef;
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}
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ShapeDatablockExampleData::~ShapeDatablockExampleData()
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{
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}
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void ShapeDatablockExampleData::initPersistFields()
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{
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docsURL;
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addGroup("Shapes");
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ADD_FIELD("shapeAsset", TypeShapeAssetRef, Offset(shapeAssetRef, ShapeDatablockExampleData))
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.doc("The shape asset to render.");
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endGroup("Shapes");
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Parent::initPersistFields();
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}
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bool ShapeDatablockExampleData::preload(bool server, String& errorStr)
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{
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if (!shapeAssetRef.isNull())
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{
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Resource<TSShape> shape = shapeAssetRef.assetPtr->getShapeResource();
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if (shape)
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{
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TSShapeInstance* pDummy = new TSShapeInstance(shape, !server);
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delete pDummy;
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if (!server && !shapeAssetRef.assetPtr->preloadMaterialList() && NetConnection::filesWereDownloaded())
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return false;
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}
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else
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{
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errorStr = String::ToString("ShapeDatablockExampleData(%s)::preload: Couldn't load shape asset\"%s\"", getName(), shapeAssetRef.assetId);
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return false;
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}
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}
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return true;
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}
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void ShapeDatablockExampleData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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AssetDatabase.packDataAsset(stream, shapeAssetRef.assetId);
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}
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void ShapeDatablockExampleData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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shapeAssetRef = AssetDatabase.unpackDataAsset(stream);
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}
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IMPLEMENT_CO_NETOBJECT_V1(ShapeDatablockExample);
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ConsoleDocClass(ShapeDatablockExample,
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"@brief An example scene object which renders a shape that utilizes a datablock.\n\n"
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"This class implements a basic SceneObject that can exist in the world at a "
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"3D position and render itself. There are several valid ways to render an "
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"object in Torque. This class makes use of the 'TS' (three space) shape "
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"system, while containing the shape data to be rendered in a datablock. "
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"TS manages loading the various mesh formats supported by Torque as "
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"well was rendering those meshes (including LOD and animation...though this "
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"example doesn't include any animation over time).\n\n"
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"See the C++ code for implementation details.\n\n"
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"@ingroup Examples\n");
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//-----------------------------------------------------------------------------
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// Object setup and teardown
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//-----------------------------------------------------------------------------
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ShapeDatablockExample::ShapeDatablockExample()
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{
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// Flag this object so that it will always
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// be sent across the network to clients
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mNetFlags.set(Ghostable | ScopeAlways);
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// Set it as a "static" object.
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mTypeMask |= StaticObjectType | StaticShapeObjectType;
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mDataBlock = NULL;
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// Make sure to initialize our TSShapeInstance to NULL
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mShapeInstance = NULL;
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}
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ShapeDatablockExample::~ShapeDatablockExample()
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{
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}
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//-----------------------------------------------------------------------------
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// Object Editing
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//-----------------------------------------------------------------------------
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void ShapeDatablockExample::initPersistFields()
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{
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docsURL;
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Parent::initPersistFields();
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}
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bool ShapeDatablockExample::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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// Set up a 1x1x1 bounding box
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mObjBox.set(Point3F(-0.5f, -0.5f, -0.5f),
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Point3F(0.5f, 0.5f, 0.5f));
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resetWorldBox();
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// Add this object to the scene
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addToScene();
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if (mDataBlock && !onNewDataBlock(mDataBlock, false))
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return false;
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return true;
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}
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bool ShapeDatablockExample::onNewDataBlock(GameBaseData* dptr, bool reload)
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{
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// EDITOR FEATURE: Remove us from old datablock's reload signal and
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// add us to the new one.
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if (!reload)
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{
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if (mDataBlock)
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mDataBlock->mReloadSignal.remove(this, &ShapeDatablockExample::_onDatablockModified);
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if (dptr)
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dptr->mReloadSignal.notify(this, &ShapeDatablockExample::_onDatablockModified);
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}
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mDataBlock = dynamic_cast<ShapeDatablockExampleData*>(dptr);
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if (!mDataBlock)
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return false;
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if (mShapeInstance)
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SAFE_DELETE(mShapeInstance);
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if (mDataBlock->shapeAssetRef.isNull())
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return false;
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Resource<TSShape> shape = mDataBlock->shapeAssetRef.assetPtr->getShapeResource();
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mShapeInstance = new TSShapeInstance(shape);
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#ifdef TORQUE_AFX_ENABLED
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// Don't set mask when new datablock is a temp-clone.
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if (mDataBlock->isTempClone())
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return true;
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#endif
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setMaskBits(DataBlockMask);
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return true;
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}
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void ShapeDatablockExample::_onDatablockModified()
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{
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AssertFatal(mDataBlock, "ShapeDatablockExample::onDatablockModified - mDataBlock is NULL.");
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onNewDataBlock(mDataBlock, true);
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}
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void ShapeDatablockExample::onRemove()
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{
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// Remove this object from the scene
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removeFromScene();
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// Remove our TSShapeInstance
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if (mShapeInstance)
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SAFE_DELETE(mShapeInstance);
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Parent::onRemove();
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}
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void ShapeDatablockExample::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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// 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 ShapeDatablockExample::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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U32 retMask = Parent::packUpdate(conn, mask, stream);
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// Write our transform information
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if (stream->writeFlag(mask & TransformMask))
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{
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mathWrite(*stream, getTransform());
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mathWrite(*stream, getScale());
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}
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// Write out any of the updated editable properties
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if (stream->writeFlag(mask & UpdateMask))
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{
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}
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return retMask;
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}
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void ShapeDatablockExample::unpackUpdate(NetConnection* conn, BitStream* stream)
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{
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// Let the Parent read any info it sent
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Parent::unpackUpdate(conn, stream);
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if (stream->readFlag()) // TransformMask
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{
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mathRead(*stream, &mObjToWorld);
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mathRead(*stream, &mObjScale);
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setTransform(mObjToWorld);
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}
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if (stream->readFlag()) // UpdateMask
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{
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}
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}
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void ShapeDatablockExample::prepRenderImage(SceneRenderState* state)
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{
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// Make sure we have a TSShapeInstance
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if (!mShapeInstance)
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return;
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// Calculate the distance of this object from the camera
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Point3F cameraOffset;
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getRenderTransform().getColumn(3, &cameraOffset);
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cameraOffset -= state->getDiffuseCameraPosition();
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F32 dist = cameraOffset.len();
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if (dist < 0.01f)
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dist = 0.01f;
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// Set up the LOD for the shape
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F32 invScale = (1.0f / getMax(getMax(mObjScale.x, mObjScale.y), mObjScale.z));
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mShapeInstance->setDetailFromDistance(state, dist * invScale);
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// Make sure we have a valid level of detail
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if (mShapeInstance->getCurrentDetail() < 0)
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return;
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// GFXTransformSaver is a handy helper class that restores
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// the current GFX matrices to their original values when
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// it goes out of scope at the end of the function
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GFXTransformSaver saver;
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// Set up our TS render state
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TSRenderState rdata;
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rdata.setSceneState(state);
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rdata.setFadeOverride(1.0f);
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// We might have some forward lit materials
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// so pass down a query to gather lights.
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LightQuery query;
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query.init(getWorldSphere());
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rdata.setLightQuery(&query);
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// Set the world matrix to the objects render transform
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MatrixF mat = getRenderTransform();
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mat.scale(mObjScale);
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GFX->setWorldMatrix(mat);
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// Animate the the shape
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mShapeInstance->animate();
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// Allow the shape to submit the RenderInst(s) for itself
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mShapeInstance->render(rdata);
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}
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