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Other renames to ensure linux case-sensitivity compliance and casing format consistency.
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183
Engine/source/T3D/components/render/meshComponent.h
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183
Engine/source/T3D/components/render/meshComponent.h
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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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#ifndef STATIC_MESH_COMPONENT_H
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#define STATIC_MESH_COMPONENT_H
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#ifndef COMPONENT_H
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#include "T3D/components/component.h"
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#endif
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#ifndef __RESOURCE_H__
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#include "core/resource.h"
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#endif
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#ifndef _TSSHAPE_H_
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#include "ts/tsShape.h"
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#endif
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#ifndef _SCENERENDERSTATE_H_
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#include "scene/sceneRenderState.h"
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#endif
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#ifndef _MBOX_H_
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#include "math/mBox.h"
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#endif
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#ifndef ENTITY_H
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#include "T3D/entity.h"
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#endif
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#ifndef _NETSTRINGTABLE_H_
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#include "sim/netStringTable.h"
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#endif
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#ifndef CORE_INTERFACES_H
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#include "T3D/components/coreInterfaces.h"
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#endif
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#ifndef RENDER_COMPONENT_INTERFACE_H
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#include "T3D/components/render/renderComponentInterface.h"
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#endif
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#ifndef _ASSET_PTR_H_
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#include "assets/assetPtr.h"
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#endif
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#ifndef _SHAPE_ASSET_H_
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#include "T3D/assets/ShapeAsset.h"
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#endif
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#ifndef _GFXVERTEXFORMAT_H_
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#include "gfx/gfxVertexFormat.h"
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#endif
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class TSShapeInstance;
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class SceneRenderState;
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//////////////////////////////////////////////////////////////////////////
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///
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///
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//////////////////////////////////////////////////////////////////////////
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class MeshComponent : public Component,
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public RenderComponentInterface,
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public CastRayRenderedInterface,
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public EditorInspectInterface
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{
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typedef Component Parent;
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protected:
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enum
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{
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ShapeMask = Parent::NextFreeMask,
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MaterialMask = Parent::NextFreeMask << 1,
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NextFreeMask = Parent::NextFreeMask << 2,
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};
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StringTableEntry mShapeName;
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StringTableEntry mShapeAsset;
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TSShape* mShape;
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Box3F mShapeBounds;
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Point3F mCenterOffset;
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struct matMap
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{
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String matName;
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U32 slot;
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};
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Vector<matMap> mChangingMaterials;
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Vector<matMap> mMaterials;
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class boneObject : public SimGroup
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{
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MeshComponent *mOwner;
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public:
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boneObject(MeshComponent *owner){ mOwner = owner; }
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StringTableEntry mBoneName;
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S32 mItemID;
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virtual void addObject(SimObject *obj);
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};
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Vector<boneObject*> mNodesList;
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public:
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StringTableEntry mMeshAssetId;
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AssetPtr<ShapeAsset> mMeshAsset;
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TSShapeInstance* mShapeInstance;
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public:
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MeshComponent();
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virtual ~MeshComponent();
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DECLARE_CONOBJECT(MeshComponent);
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virtual bool onAdd();
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virtual void onRemove();
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static void initPersistFields();
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virtual void inspectPostApply();
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virtual void prepRenderImage(SceneRenderState *state);
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virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
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virtual void unpackUpdate(NetConnection *con, BitStream *stream);
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Box3F getShapeBounds() { return mShapeBounds; }
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virtual MatrixF getNodeTransform(S32 nodeIdx);
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S32 getNodeByName(String nodeName);
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void setupShape();
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void updateShape();
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void updateMaterials();
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virtual void onComponentRemove();
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virtual void onComponentAdd();
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static bool _setMesh(void *object, const char *index, const char *data);
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static bool _setShape(void *object, const char *index, const char *data);
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const char* _getShape(void *object, const char *data);
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bool setMeshAsset(const char* assetName);
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virtual TSShape* getShape() { if (mMeshAsset) return mMeshAsset->getShape(); else return NULL; }
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virtual TSShapeInstance* getShapeInstance() { return mShapeInstance; }
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Resource<TSShape> getShapeResource() { if (mMeshAsset) return mMeshAsset->getShapeResource(); else return NULL; }
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void _onResourceChanged(const Torque::Path &path);
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virtual bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo *info);
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void mountObjectToNode(SceneObject* objB, String node, MatrixF txfm);
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virtual void onDynamicModified(const char* slotName, const char* newValue);
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void changeMaterial(U32 slot, const char* newMat);
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virtual void onInspect();
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virtual void onEndInspect();
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virtual Vector<MatrixF> getNodeTransforms()
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{
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Vector<MatrixF> bob;
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return bob;
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}
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virtual void setNodeTransforms(Vector<MatrixF> transforms)
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{
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return;
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}
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};
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#endif
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