Torque3D/Engine/source/T3D/components/render/meshComponent.h

184 lines
5.1 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef STATIC_MESH_COMPONENT_H
#define STATIC_MESH_COMPONENT_H
#ifndef COMPONENT_H
#include "T3D/components/component.h"
#endif
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _SCENERENDERSTATE_H_
#include "scene/sceneRenderState.h"
#endif
#ifndef _MBOX_H_
#include "math/mBox.h"
#endif
#ifndef ENTITY_H
#include "T3D/entity.h"
#endif
#ifndef _NETSTRINGTABLE_H_
#include "sim/netStringTable.h"
#endif
#ifndef CORE_INTERFACES_H
#include "T3D/components/coreInterfaces.h"
#endif
#ifndef RENDER_COMPONENT_INTERFACE_H
#include "T3D/components/render/renderComponentInterface.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
#ifndef _SHAPE_ASSET_H_
#include "T3D/assets/ShapeAsset.h"
#endif
#ifndef _GFXVERTEXFORMAT_H_
#include "gfx/gfxVertexFormat.h"
#endif
class TSShapeInstance;
class SceneRenderState;
//////////////////////////////////////////////////////////////////////////
///
///
//////////////////////////////////////////////////////////////////////////
class MeshComponent : public Component,
public RenderComponentInterface,
public CastRayRenderedInterface,
public EditorInspectInterface
{
typedef Component Parent;
protected:
enum
{
ShapeMask = Parent::NextFreeMask,
MaterialMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2,
};
StringTableEntry mShapeName;
StringTableEntry mShapeAsset;
TSShape* mShape;
Box3F mShapeBounds;
Point3F mCenterOffset;
struct matMap
{
String matName;
U32 slot;
};
Vector<matMap> mChangingMaterials;
Vector<matMap> mMaterials;
class boneObject : public SimGroup
{
MeshComponent *mOwner;
public:
boneObject(MeshComponent *owner){ mOwner = owner; }
StringTableEntry mBoneName;
S32 mItemID;
virtual void addObject(SimObject *obj);
};
Vector<boneObject*> mNodesList;
public:
StringTableEntry mMeshAssetId;
AssetPtr<ShapeAsset> mMeshAsset;
TSShapeInstance* mShapeInstance;
public:
MeshComponent();
virtual ~MeshComponent();
DECLARE_CONOBJECT(MeshComponent);
virtual bool onAdd();
virtual void onRemove();
static void initPersistFields();
virtual void inspectPostApply();
virtual void prepRenderImage(SceneRenderState *state);
virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
virtual void unpackUpdate(NetConnection *con, BitStream *stream);
Box3F getShapeBounds() { return mShapeBounds; }
virtual MatrixF getNodeTransform(S32 nodeIdx);
S32 getNodeByName(String nodeName);
void setupShape();
void updateShape();
void updateMaterials();
virtual void onComponentRemove();
virtual void onComponentAdd();
static bool _setMesh(void *object, const char *index, const char *data);
static bool _setShape(void *object, const char *index, const char *data);
const char* _getShape(void *object, const char *data);
bool setMeshAsset(const char* assetName);
virtual TSShape* getShape() { if (mMeshAsset) return mMeshAsset->getShape(); else return NULL; }
virtual TSShapeInstance* getShapeInstance() { return mShapeInstance; }
Resource<TSShape> getShapeResource() { return mMeshAsset->getShapeResource(); }
void _onResourceChanged(const Torque::Path &path);
virtual bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo *info);
void mountObjectToNode(SceneObject* objB, String node, MatrixF txfm);
virtual void onDynamicModified(const char* slotName, const char* newValue);
void changeMaterial(U32 slot, const char* newMat);
virtual void onInspect();
virtual void onEndInspect();
virtual Vector<MatrixF> getNodeTransforms()
{
Vector<MatrixF> bob;
return bob;
}
virtual void setNodeTransforms(Vector<MatrixF> transforms)
{
return;
}
};
#endif