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https://github.com/TorqueGameEngines/Torque3D.git
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Other renames to ensure linux case-sensitivity compliance and casing format consistency.
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524
Engine/source/T3D/components/render/meshComponent.cpp
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524
Engine/source/T3D/components/render/meshComponent.cpp
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//-----------------------------------------------------------------------------
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// 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 "platform/platform.h"
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#include "console/consoleTypes.h"
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#include "T3D/components/render/meshcomponent.h"
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#include "core/util/safeDelete.h"
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#include "core/resourceManager.h"
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#include "core/stream/fileStream.h"
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#include "console/consoleTypes.h"
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#include "console/consoleObject.h"
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#include "core/stream/bitStream.h"
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#include "sim/netConnection.h"
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#include "gfx/gfxTransformSaver.h"
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#include "console/engineAPI.h"
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#include "lighting/lightQuery.h"
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#include "scene/sceneManager.h"
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#include "gfx/bitmap/ddsFile.h"
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#include "gfx/bitmap/ddsUtils.h"
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#include "gfx/gfxTextureManager.h"
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#include "materials/materialFeatureTypes.h"
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#include "renderInstance/renderImposterMgr.h"
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#include "util/imposterCapture.h"
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#include "gfx/sim/debugDraw.h"
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#include "gfx/gfxDrawUtil.h"
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#include "materials/materialManager.h"
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#include "materials/matInstance.h"
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#include "core/strings/findMatch.h"
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#include "T3D/components/render/meshComponent_ScriptBinding.h"
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//////////////////////////////////////////////////////////////////////////
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// Constructor/Destructor
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//////////////////////////////////////////////////////////////////////////
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MeshComponent::MeshComponent() : Component()
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{
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mShapeName = StringTable->insert("");
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mShapeAsset = StringTable->insert("");
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mChangingMaterials.clear();
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mMaterials.clear();
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mFriendlyName = "Mesh Component";
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mComponentType = "Render";
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mDescription = getDescriptionText("Causes the object to render a non-animating 3d shape using the file provided.");
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mNetworked = true;
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mNetFlags.set(Ghostable | ScopeAlways);
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}
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MeshComponent::~MeshComponent(){}
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IMPLEMENT_CO_NETOBJECT_V1(MeshComponent);
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//==========================================================================================
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void MeshComponent::boneObject::addObject(SimObject* object)
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{
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SceneObject* sc = dynamic_cast<SceneObject*>(object);
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if(sc && mOwner)
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{
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if(TSShape* shape = mOwner->getShape())
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{
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S32 nodeID = shape->findNode(mBoneName);
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//we may have a offset on the shape's center
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//so make sure we accomodate for that when setting up the mount offsets
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MatrixF mat = mOwner->getNodeTransform(nodeID);
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mOwner->getOwner()->mountObject(sc, nodeID, mat);
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}
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}
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}
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bool MeshComponent::onAdd()
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{
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if(! Parent::onAdd())
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return false;
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// Register for the resource change signal.
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ResourceManager::get().getChangedSignal().notify( this, &MeshComponent::_onResourceChanged );
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return true;
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}
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void MeshComponent::onComponentAdd()
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{
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Parent::onComponentAdd();
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//get the default shape, if any
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updateShape();
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}
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void MeshComponent::onRemove()
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{
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Parent::onRemove();
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SAFE_DELETE(mShapeInstance);
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}
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void MeshComponent::onComponentRemove()
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{
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if(mOwner)
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{
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Point3F pos = mOwner->getPosition(); //store our center pos
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mOwner->setObjectBox(Box3F(Point3F(-1,-1,-1), Point3F(1,1,1)));
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mOwner->setPosition(pos);
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}
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Parent::onComponentRemove();
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}
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void MeshComponent::initPersistFields()
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{
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Parent::initPersistFields();
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//create a hook to our internal variables
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addGroup("Model");
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addProtectedField("MeshAsset", TypeAssetId, Offset(mShapeAsset, MeshComponent), &_setMesh, &defaultProtectedGetFn,
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"The asset Id used for the mesh.", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
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endGroup("Model");
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}
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bool MeshComponent::_setMesh(void *object, const char *index, const char *data)
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{
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MeshComponent *rbI = static_cast<MeshComponent*>(object);
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// Sanity!
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AssertFatal(data != NULL, "Cannot use a NULL asset Id.");
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return rbI->setMeshAsset(data);
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}
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bool MeshComponent::_setShape( void *object, const char *index, const char *data )
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{
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MeshComponent *rbI = static_cast<MeshComponent*>(object);
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rbI->mShapeName = StringTable->insert(data);
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rbI->updateShape(); //make sure we force the update to resize the owner bounds
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rbI->setMaskBits(ShapeMask);
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return true;
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}
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bool MeshComponent::setMeshAsset(const char* assetName)
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{
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// Fetch the asset Id.
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mMeshAssetId = StringTable->insert(assetName);
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mMeshAsset.setAssetId(mMeshAssetId);
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if (mMeshAsset.isNull())
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{
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Con::errorf("[MeshComponent] Failed to load mesh asset.");
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return false;
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}
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mShapeName = mMeshAssetId;
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mShapeAsset = mShapeName;
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updateShape(); //make sure we force the update to resize the owner bounds
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setMaskBits(ShapeMask);
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return true;
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}
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void MeshComponent::_onResourceChanged( const Torque::Path &path )
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{
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if ( path != Torque::Path( mShapeName ) )
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return;
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updateShape();
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setMaskBits(ShapeMask);
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}
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void MeshComponent::inspectPostApply()
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{
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Parent::inspectPostApply();
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}
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U32 MeshComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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{
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U32 retMask = Parent::packUpdate(con, mask, stream);
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if (!mOwner || con->getGhostIndex(mOwner) == -1)
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{
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stream->writeFlag(false);
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stream->writeFlag(false);
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if (mask & ShapeMask)
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retMask |= ShapeMask;
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if (mask & MaterialMask)
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retMask |= MaterialMask;
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return retMask;
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}
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if (stream->writeFlag(mask & ShapeMask))
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{
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stream->writeString(mShapeName);
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}
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if (stream->writeFlag( mask & MaterialMask ))
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{
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stream->writeInt(mChangingMaterials.size(), 16);
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for(U32 i=0; i < mChangingMaterials.size(); i++)
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{
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stream->writeInt(mChangingMaterials[i].slot, 16);
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con->packNetStringHandleU(stream, NetStringHandle(mChangingMaterials[i].matName));
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}
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mChangingMaterials.clear();
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}
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return retMask;
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}
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void MeshComponent::unpackUpdate(NetConnection *con, BitStream *stream)
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{
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Parent::unpackUpdate(con, stream);
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if(stream->readFlag())
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{
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mShapeName = stream->readSTString();
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setMeshAsset(mShapeName);
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updateShape();
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}
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if(stream->readFlag())
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{
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mChangingMaterials.clear();
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U32 materialCount = stream->readInt(16);
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for(U32 i=0; i < materialCount; i++)
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{
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matMap newMatMap;
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newMatMap.slot = stream->readInt(16);
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newMatMap.matName = String(con->unpackNetStringHandleU(stream).getString());
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mChangingMaterials.push_back(newMatMap);
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}
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updateMaterials();
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}
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}
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void MeshComponent::prepRenderImage( SceneRenderState *state )
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{
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if (!mEnabled || !mOwner || !mShapeInstance)
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return;
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Point3F cameraOffset;
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mOwner->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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Point3F objScale = getOwner()->getScale();
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F32 invScale = (1.0f / getMax(getMax(objScale.x, objScale.y), objScale.z));
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mShapeInstance->setDetailFromDistance(state, dist * invScale);
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if (mShapeInstance->getCurrentDetail() < 0)
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return;
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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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rdata.setOriginSort(false);
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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(mOwner->getWorldSphere());
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rdata.setLightQuery(&query);
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MatrixF mat = mOwner->getRenderTransform();
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Point3F renderPos = mat.getPosition();
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EulerF renderRot = mat.toEuler();
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mat.scale(objScale);
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GFX->setWorldMatrix(mat);
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mShapeInstance->render(rdata);
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}
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void MeshComponent::updateShape()
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{
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bool isServer = isServerObject();
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if ((mShapeName && mShapeName[0] != '\0') || (mShapeAsset && mShapeAsset[0] != '\0'))
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{
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if (mMeshAsset == NULL)
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return;
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mShape = mMeshAsset->getShape();
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if (!mShape)
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return;
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setupShape();
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//Do this on both the server and client
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S32 materialCount = mShape->materialList->getMaterialNameList().size();
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if(isServerObject())
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{
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//we need to update the editor
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for (U32 i = 0; i < mFields.size(); i++)
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{
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//find any with the materialslot title and clear them out
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if (FindMatch::isMatch("MaterialSlot*", mFields[i].mFieldName, false))
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{
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setDataField(mFields[i].mFieldName, NULL, "");
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mFields.erase(i);
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continue;
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}
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}
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//next, get a listing of our materials in the shape, and build our field list for them
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char matFieldName[128];
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if(materialCount > 0)
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mComponentGroup = StringTable->insert("Materials");
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for(U32 i=0; i < materialCount; i++)
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{
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String materialname = mShape->materialList->getMaterialName(i);
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if(materialname == String("ShapeBounds"))
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continue;
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dSprintf(matFieldName, 128, "MaterialSlot%d", i);
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addComponentField(matFieldName, "A material used in the shape file", "TypeAssetId", materialname, "");
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}
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if(materialCount > 0)
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mComponentGroup = "";
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}
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if(mOwner != NULL)
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{
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Point3F min, max, pos;
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pos = mOwner->getPosition();
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mOwner->getWorldToObj().mulP(pos);
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min = mShape->bounds.minExtents;
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max = mShape->bounds.maxExtents;
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mShapeBounds.set(min, max);
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mOwner->setObjectBox(Box3F(min, max));
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if( mOwner->getSceneManager() != NULL )
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mOwner->getSceneManager()->notifyObjectDirty( mOwner );
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}
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//finally, notify that our shape was changed
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onShapeInstanceChanged.trigger(this);
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}
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}
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void MeshComponent::setupShape()
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{
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mShapeInstance = new TSShapeInstance(mShape, true);
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}
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void MeshComponent::updateMaterials()
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{
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if (mChangingMaterials.empty() || !mShape)
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return;
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TSMaterialList* pMatList = mShapeInstance->getMaterialList();
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pMatList->setTextureLookupPath(getShapeResource().getPath().getPath());
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const Vector<String> &materialNames = pMatList->getMaterialNameList();
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for ( S32 i = 0; i < materialNames.size(); i++ )
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{
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const String &pName = materialNames[i];
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for(U32 m=0; m < mChangingMaterials.size(); m++)
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{
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if(mChangingMaterials[m].slot == i)
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{
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pMatList->renameMaterial( i, mChangingMaterials[m].matName );
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}
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}
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mChangingMaterials.clear();
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}
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// Initialize the material instances
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mShapeInstance->initMaterialList();
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}
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MatrixF MeshComponent::getNodeTransform(S32 nodeIdx)
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{
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if (mShape)
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{
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S32 nodeCount = getShape()->nodes.size();
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if(nodeIdx >= 0 && nodeIdx < nodeCount)
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{
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//animate();
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MatrixF mountTransform = mShapeInstance->mNodeTransforms[nodeIdx];
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mountTransform.mul(mOwner->getRenderTransform());
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return mountTransform;
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}
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}
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return MatrixF::Identity;
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}
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S32 MeshComponent::getNodeByName(String nodeName)
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{
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if (mShape)
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{
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S32 nodeIdx = getShape()->findNode(nodeName);
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return nodeIdx;
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}
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return -1;
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}
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bool MeshComponent::castRayRendered(const Point3F &start, const Point3F &end, RayInfo *info)
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{
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return false;
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}
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void MeshComponent::mountObjectToNode(SceneObject* objB, String node, MatrixF txfm)
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{
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const char* test;
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test = node.c_str();
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if(dIsdigit(test[0]))
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{
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getOwner()->mountObject(objB, dAtoi(node), txfm);
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}
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else
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{
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if(TSShape* shape = getShape())
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{
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S32 idx = shape->findNode(node);
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getOwner()->mountObject(objB, idx, txfm);
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}
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}
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}
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void MeshComponent::onDynamicModified(const char* slotName, const char* newValue)
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{
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if(FindMatch::isMatch( "materialslot*", slotName, false ))
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{
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if(!getShape())
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return;
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S32 slot = -1;
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String outStr( String::GetTrailingNumber( slotName, slot ) );
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if(slot == -1)
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return;
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bool found = false;
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for(U32 i=0; i < mChangingMaterials.size(); i++)
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{
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if(mChangingMaterials[i].slot == slot)
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{
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mChangingMaterials[i].matName = String(newValue);
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found = true;
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}
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}
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if(!found)
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{
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matMap newMatMap;
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newMatMap.slot = slot;
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newMatMap.matName = String(newValue);
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mChangingMaterials.push_back(newMatMap);
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}
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setMaskBits(MaterialMask);
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}
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Parent::onDynamicModified(slotName, newValue);
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}
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void MeshComponent::changeMaterial(U32 slot, const char* newMat)
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{
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char fieldName[512];
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//update our respective field
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dSprintf(fieldName, 512, "materialSlot%d", slot);
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setDataField(fieldName, NULL, newMat);
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}
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void MeshComponent::onInspect()
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{
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}
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void MeshComponent::onEndInspect()
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{
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}
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