add lod selection for visiblemesh collisions

add box filtering for visiblemesh buildPolyList
This commit is contained in:
AzaezelX 2025-01-27 15:37:05 -06:00
parent b105fce2f2
commit e2a0fbefa3
2 changed files with 12 additions and 6 deletions

View file

@ -137,6 +137,7 @@ TSStatic::TSStatic()
mAlphaFade = 1.0f;
mPhysicsRep = NULL;
mCollisionLOD = 0;
mCollisionType = CollisionMesh;
mDecalType = CollisionMesh;
@ -238,7 +239,8 @@ void TSStatic::initPersistFields()
endGroup("Reflection");
addGroup("Collision");
addField("collisionLOD", TypeS32, Offset(mCollisionLOD, TSStatic),
"The level of detail to use for 'Visible Mesh' collision queries.");
addField("collisionType", TypeTSMeshType, Offset(mCollisionType, TSStatic),
"The type of mesh data to use for collision queries.");
addField("decalType", TypeTSMeshType, Offset(mDecalType, TSStatic),
@ -531,20 +533,20 @@ void TSStatic::prepCollision()
if (mCollisionType == CollisionMesh || mCollisionType == VisibleMesh)
{
mShape->findColDetails(mCollisionType == VisibleMesh, &mCollisionDetails, &mLOSDetails);
mShape->findColDetails(mCollisionType == VisibleMesh, &mCollisionDetails, &mLOSDetails, mCollisionLOD);
if (mDecalType == mCollisionType)
{
mDecalDetailsPtr = &mCollisionDetails;
}
else if (mDecalType == CollisionMesh || mDecalType == VisibleMesh)
{
mShape->findColDetails(mDecalType == VisibleMesh, &mDecalDetails, 0);
mShape->findColDetails(mDecalType == VisibleMesh, &mDecalDetails, 0, mCollisionLOD);
mDecalDetailsPtr = &mDecalDetails;
}
}
else if (mDecalType == CollisionMesh || mDecalType == VisibleMesh)
{
mShape->findColDetails(mDecalType == VisibleMesh, &mDecalDetails, 0);
mShape->findColDetails(mDecalType == VisibleMesh, &mDecalDetails, 0, mCollisionLOD);
mDecalDetailsPtr = &mDecalDetails;
}
@ -947,8 +949,10 @@ U32 TSStatic::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
}
if (stream->writeFlag(mask & UpdateCollisionMask))
{
stream->write(mCollisionLOD);
stream->write((U32)mCollisionType);
}
if (stream->writeFlag(mask & SkinMask))
con->packNetStringHandleU(stream, mSkinNameHandle);
@ -1045,6 +1049,7 @@ void TSStatic::unpackUpdate(NetConnection* con, BitStream* stream)
{
U32 collisionType = CollisionMesh;
stream->read(&mCollisionLOD);
stream->read(&collisionType);
// Handle it if we have changed CollisionType's
@ -1255,7 +1260,7 @@ bool TSStatic::buildPolyList(PolyListContext context, AbstractPolyList* polyList
else if (meshType == Bounds)
polyList->addBox(mObjBox);
else if (meshType == VisibleMesh)
mShapeInstance->buildPolyList(polyList, 0);
mShapeInstance->buildPolyListOpcode(0, polyList, box);
else if (context == PLC_Decal && mDecalDetailsPtr != 0)
{
for (U32 i = 0; i < mDecalDetailsPtr->size(); i++)