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9 changed files with 120 additions and 93 deletions
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@ -65,7 +65,7 @@ class TSCallback
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{
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public:
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virtual ~TSCallback() {}
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virtual void setNodeTransform(TSShapeInstance * si, S32 nodeIndex, MatrixF & localTransform) = 0;
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};
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@ -114,13 +114,13 @@ class TSShapeInstance
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struct ObjectInstance
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{
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virtual ~ObjectInstance() {}
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/// this needs to be set before using an objectInstance...tells us where to
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/// look for the transforms...gets set be shape instance 'setStatics' method
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const Vector<MatrixF> *mTransforms;
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S32 nodeIndex;
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/// Gets the transform of this object
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inline const MatrixF& getTransform() const
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{
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@ -166,8 +166,8 @@ class TSShapeInstance
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/// If true this mesh is forced to be hidden
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/// regardless of the animation state.
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bool forceHidden;
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/// The time at which this mesh
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/// The time at which this mesh
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/// was last rendered.
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U32 mLastTime;
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@ -248,7 +248,7 @@ class TSShapeInstance
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static Vector<TSThread*> smTranslationThreads;
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static Vector<TSThread*> smScaleThreads;
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/// @}
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TSMaterialList* mMaterialList; ///< by default, points to hShape material list
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//-------------------------------------------------------------------------------------
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// Misc.
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@ -333,17 +333,17 @@ protected:
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TSShape* getShape() const { return mShape; }
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TSMaterialList* getMaterialList() const { return mMaterialList; }
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/// Set the material list without taking ownership.
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/// @see cloneMaterialList
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void setMaterialList( TSMaterialList *matList );
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/// Call this to own the material list -- i.e., we'll make a copy of the
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/// Call this to own the material list -- i.e., we'll make a copy of the
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/// currently set material list and be responsible for deleting it. You
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/// can pass an optional feature set for initializing the cloned materials.
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void cloneMaterialList( const FeatureSet *features = NULL );
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void cloneMaterialList( const FeatureSet *features = NULL );
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/// Initializes or re-initializes the material list with
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/// Initializes or re-initializes the material list with
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/// an optional feature set.
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void initMaterialList( const FeatureSet *features = NULL );
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@ -469,7 +469,7 @@ protected:
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static F32 smDetailAdjust;
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/// If this is set to a positive pixel value shapes
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/// with a smaller pixel size than this will skip
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/// with a smaller pixel size than this will skip
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/// rendering entirely.
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static F32 smSmallestVisiblePixelSize;
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@ -490,7 +490,7 @@ protected:
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void renderDebugNormals( F32 normalScalar, S32 dl );
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/// Render all node transforms as small axis gizmos. It is recommended
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/// that prior to calling this, shapeInstance::animate is called so that
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/// that prior to calling this, shapeInstance::animate is called so that
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/// nodes are in object space and that the GFX state is setup for
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/// rendering in model space.
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void renderDebugNodes();
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@ -518,7 +518,7 @@ protected:
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/// Sets the 'forceHidden' state on the named mesh.
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/// @see MeshObjectInstance::forceHidden
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void setMeshForceHidden( const char *meshName, bool hidden );
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/// Sets the 'forceHidden' state on a mesh.
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/// @see MeshObjectInstance::forceHidden
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void setMeshForceHidden( S32 meshIndex, bool hidden );
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@ -558,8 +558,8 @@ protected:
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void setCurrentDetail( S32 dl, F32 intraDL = 1.0f );
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/// Helper function which internally calls setDetailFromDistance.
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S32 setDetailFromPosAndScale( const SceneRenderState *state,
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const Point3F &pos,
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S32 setDetailFromPosAndScale( const SceneRenderState *state,
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const Point3F &pos,
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const Point3F &scale );
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/// Selects the current detail level using the scaled
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@ -788,7 +788,7 @@ class TSThread
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keyPos = 0;
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mSeqPos = 0;
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mShapeInstance = NULL;
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makePath = NULL;
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makePath = false; //XXTH NULL;
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priority = 0;
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sequence = 0;
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timeScale = 1.0f;
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