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https://github.com/TorqueGameEngines/Torque3D.git
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initial commit
change the macro to use the refactor (exact same structure as the imageasset macro)
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parent
61a75ada1e
commit
ca1604170d
29 changed files with 700 additions and 457 deletions
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@ -135,8 +135,6 @@ VolumetricFog::VolumetricFog()
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mTexTiles = 1.0f;
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mSpeed1.set(0.5f, 0.0f);
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mSpeed2.set(0.1f, 0.1f);
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INIT_ASSET(Shape);
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}
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VolumetricFog::~VolumetricFog()
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@ -164,7 +162,7 @@ void VolumetricFog::initPersistFields()
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docsURL;
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Parent::initPersistFields();
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addGroup("Shapes");
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INITPERSISTFIELD_SHAPEASSET(Shape, VolumetricFog, "The source shape asset.");
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INITPERSISTFIELD_SHAPEASSET_REFACTOR(Shape, VolumetricFog, "The source shape asset.");
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endGroup("Shapes");
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addGroup("VolumetricFogData");
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@ -342,7 +340,7 @@ void VolumetricFog::handleResize(VolumetricFogRTManager *RTM, bool resize)
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bool VolumetricFog::setShapeAsset(const StringTableEntry shapeAssetId)
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{
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mShapeAssetId = shapeAssetId;
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_setShape(shapeAssetId);
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LoadShape();
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return true;
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@ -358,20 +356,20 @@ bool VolumetricFog::LoadShape()
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return false;
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}
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if (!mShape)
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if (!getShape())
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{
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Con::errorf("VolumetricFog::_createShape() - Shape Asset had no valid shape!");
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return false;
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}
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mObjBox = mShape->mBounds;
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mRadius = mShape->mRadius;
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mObjBox = getShape()->mBounds;
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mRadius = getShape()->mRadius;
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resetWorldBox();
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if (!isClientObject())
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return false;
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TSShapeInstance *mShapeInstance = new TSShapeInstance(mShape, false);
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TSShapeInstance *mShapeInstance = new TSShapeInstance(getShape(), false);
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meshes mesh_detail;
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for (S32 i = 0; i < det_size.size(); i++)
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@ -387,9 +385,9 @@ bool VolumetricFog::LoadShape()
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// browsing model for detail levels
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for (U32 i = 0; i < mShape->details.size(); i++)
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for (U32 i = 0; i < getShape()->details.size(); i++)
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{
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const TSDetail *detail = &mShape->details[i];
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const TSDetail *detail = &getShape()->details[i];
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mesh_detail.det_size = detail->size;
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mesh_detail.sub_shape = detail->subShapeNum;
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mesh_detail.obj_det = detail->objectDetailNum;
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@ -405,8 +403,8 @@ bool VolumetricFog::LoadShape()
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const S32 ss = det_size[i].sub_shape;
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if (ss >= 0)
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{
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const S32 start = mShape->subShapeFirstObject[ss];
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const S32 end = start + mShape->subShapeNumObjects[ss];
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const S32 start = getShape()->subShapeFirstObject[ss];
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const S32 end = start + getShape()->subShapeNumObjects[ss];
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for (S32 j = start; j < end; j++)
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{
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// Loading shape, only the first mesh for each detail will be used!
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@ -568,7 +566,7 @@ U32 VolumetricFog::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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}
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if (stream->writeFlag(mask & FogShapeMask))
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{
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PACK_ASSET(con, Shape);
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PACK_ASSET_REFACTOR(con, Shape);
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mathWrite(*stream, getTransform());
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mathWrite(*stream, getScale());
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@ -597,8 +595,8 @@ void VolumetricFog::unpackUpdate(NetConnection *con, BitStream *stream)
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VectorF scale;
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VectorF mOldScale = getScale();
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StringTableEntry oldTextureName = mTextureAsset.getAssetId();
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StringTableEntry oldShapeAsset = mShapeAssetId;
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StringTableEntry oldShape = mShapeName;
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StringTableEntry oldShapeAsset = _getShapeAssetId();
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StringTableEntry oldShape = getShapeFile();
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if (stream->readFlag())// Fog color
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stream->read(&mFogColor);
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@ -667,11 +665,11 @@ void VolumetricFog::unpackUpdate(NetConnection *con, BitStream *stream)
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}
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if (stream->readFlag())//Fog shape
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{
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UNPACK_ASSET(con, Shape);
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UNPACK_ASSET_REFACTOR(con, Shape);
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mathRead(*stream, &mat);
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mathRead(*stream, &scale);
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if (strcmp(oldShapeAsset, mShapeAssetId) != 0 || strcmp(oldShape, mShapeName) != 0)
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if (strcmp(oldShapeAsset, _getShapeAssetId()) != 0 || strcmp(oldShape, getShapeFile()) != 0)
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{
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mIsVBDirty = true;
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mShapeLoaded = LoadShape();
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