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https://github.com/TorqueGameEngines/Torque3D.git
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add lod selection for visiblemesh collisions
add box filtering for visiblemesh buildPolyList
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parent
b105fce2f2
commit
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2 changed files with 12 additions and 6 deletions
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@ -137,6 +137,7 @@ TSStatic::TSStatic()
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mAlphaFade = 1.0f;
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mAlphaFade = 1.0f;
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mPhysicsRep = NULL;
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mPhysicsRep = NULL;
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mCollisionLOD = 0;
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mCollisionType = CollisionMesh;
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mCollisionType = CollisionMesh;
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mDecalType = CollisionMesh;
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mDecalType = CollisionMesh;
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@ -238,7 +239,8 @@ void TSStatic::initPersistFields()
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endGroup("Reflection");
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endGroup("Reflection");
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addGroup("Collision");
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addGroup("Collision");
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addField("collisionLOD", TypeS32, Offset(mCollisionLOD, TSStatic),
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"The level of detail to use for 'Visible Mesh' collision queries.");
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addField("collisionType", TypeTSMeshType, Offset(mCollisionType, TSStatic),
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addField("collisionType", TypeTSMeshType, Offset(mCollisionType, TSStatic),
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"The type of mesh data to use for collision queries.");
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"The type of mesh data to use for collision queries.");
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addField("decalType", TypeTSMeshType, Offset(mDecalType, TSStatic),
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addField("decalType", TypeTSMeshType, Offset(mDecalType, TSStatic),
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@ -531,20 +533,20 @@ void TSStatic::prepCollision()
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if (mCollisionType == CollisionMesh || mCollisionType == VisibleMesh)
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if (mCollisionType == CollisionMesh || mCollisionType == VisibleMesh)
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{
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{
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mShape->findColDetails(mCollisionType == VisibleMesh, &mCollisionDetails, &mLOSDetails);
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mShape->findColDetails(mCollisionType == VisibleMesh, &mCollisionDetails, &mLOSDetails, mCollisionLOD);
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if (mDecalType == mCollisionType)
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if (mDecalType == mCollisionType)
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{
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{
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mDecalDetailsPtr = &mCollisionDetails;
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mDecalDetailsPtr = &mCollisionDetails;
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}
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}
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else if (mDecalType == CollisionMesh || mDecalType == VisibleMesh)
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else if (mDecalType == CollisionMesh || mDecalType == VisibleMesh)
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{
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{
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mShape->findColDetails(mDecalType == VisibleMesh, &mDecalDetails, 0);
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mShape->findColDetails(mDecalType == VisibleMesh, &mDecalDetails, 0, mCollisionLOD);
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mDecalDetailsPtr = &mDecalDetails;
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mDecalDetailsPtr = &mDecalDetails;
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}
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}
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}
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}
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else if (mDecalType == CollisionMesh || mDecalType == VisibleMesh)
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else if (mDecalType == CollisionMesh || mDecalType == VisibleMesh)
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{
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{
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mShape->findColDetails(mDecalType == VisibleMesh, &mDecalDetails, 0);
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mShape->findColDetails(mDecalType == VisibleMesh, &mDecalDetails, 0, mCollisionLOD);
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mDecalDetailsPtr = &mDecalDetails;
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mDecalDetailsPtr = &mDecalDetails;
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}
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}
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@ -947,8 +949,10 @@ U32 TSStatic::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
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}
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}
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if (stream->writeFlag(mask & UpdateCollisionMask))
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if (stream->writeFlag(mask & UpdateCollisionMask))
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{
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stream->write(mCollisionLOD);
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stream->write((U32)mCollisionType);
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stream->write((U32)mCollisionType);
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}
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if (stream->writeFlag(mask & SkinMask))
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if (stream->writeFlag(mask & SkinMask))
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con->packNetStringHandleU(stream, mSkinNameHandle);
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con->packNetStringHandleU(stream, mSkinNameHandle);
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@ -1045,6 +1049,7 @@ void TSStatic::unpackUpdate(NetConnection* con, BitStream* stream)
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{
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{
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U32 collisionType = CollisionMesh;
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U32 collisionType = CollisionMesh;
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stream->read(&mCollisionLOD);
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stream->read(&collisionType);
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stream->read(&collisionType);
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// Handle it if we have changed CollisionType's
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// Handle it if we have changed CollisionType's
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@ -1255,7 +1260,7 @@ bool TSStatic::buildPolyList(PolyListContext context, AbstractPolyList* polyList
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else if (meshType == Bounds)
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else if (meshType == Bounds)
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polyList->addBox(mObjBox);
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polyList->addBox(mObjBox);
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else if (meshType == VisibleMesh)
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else if (meshType == VisibleMesh)
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mShapeInstance->buildPolyList(polyList, 0);
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mShapeInstance->buildPolyListOpcode(0, polyList, box);
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else if (context == PLC_Decal && mDecalDetailsPtr != 0)
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else if (context == PLC_Decal && mDecalDetailsPtr != 0)
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{
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{
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for (U32 i = 0; i < mDecalDetailsPtr->size(); i++)
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for (U32 i = 0; i < mDecalDetailsPtr->size(); i++)
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@ -205,6 +205,7 @@ protected:
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TSThread* mAmbientThread;
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TSThread* mAmbientThread;
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F32 mAnimOffset;
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F32 mAnimOffset;
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F32 mAnimSpeed;
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F32 mAnimSpeed;
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S16 mCollisionLOD;
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/// The type of mesh data to return for collision queries.
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/// The type of mesh data to return for collision queries.
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MeshType mCollisionType;
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MeshType mCollisionType;
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