Torque3D/Engine/source/scene/sceneSpace.cpp
2012-09-19 11:15:01 -04:00

207 lines
5.8 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "scene/sceneSpace.h"
#include "core/stream/bitStream.h"
#include "console/engineAPI.h"
#include "math/mathIO.h"
#include "math/mOrientedBox.h"
#include "gfx/primBuilder.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxTransformSaver.h"
#include "renderInstance/renderPassManager.h"
#include "materials/materialDefinition.h"
#include "materials/baseMatInstance.h"
#include "scene/sceneRenderState.h"
extern bool gEditingMission;
//-----------------------------------------------------------------------------
SceneSpace::SceneSpace()
: mEditorRenderMaterial( NULL )
{
mNetFlags.set( Ghostable | ScopeAlways );
mTypeMask |= StaticObjectType;
// Except when their rendering is otherwise suppressed, we do not want
// spaces to get culled away when in the editor.
mObjectFlags |= DisableCullingInEditorFlag;
}
//-----------------------------------------------------------------------------
SceneSpace::~SceneSpace()
{
SAFE_DELETE( mEditorRenderMaterial );
}
//-----------------------------------------------------------------------------
bool SceneSpace::onAdd()
{
if( !Parent::onAdd() )
return false;
addToScene();
return true;
}
//-----------------------------------------------------------------------------
void SceneSpace::onRemove()
{
removeFromScene();
Parent::onRemove();
}
//-----------------------------------------------------------------------------
void SceneSpace::setTransform(const MatrixF & mat)
{
Parent::setTransform( mat );
if( isServerObject() )
setMaskBits( TransformMask );
}
//-----------------------------------------------------------------------------
void SceneSpace::onEditorEnable()
{
// If we haven't created a material for editor rendering yet,
// try so now.
if( isClientObject() && !mEditorRenderMaterial )
mEditorRenderMaterial = _createEditorRenderMaterial();
}
//-----------------------------------------------------------------------------
void SceneSpace::onEditorDisable()
{
SAFE_DELETE( mEditorRenderMaterial );
}
//-----------------------------------------------------------------------------
BaseMatInstance* SceneSpace::_createEditorRenderMaterial()
{
String materialName = String::ToString( "Editor%sMaterial", getClassName() );
Material* material;
if( !Sim::findObject( materialName, material ) )
return NULL;
return material->createMatInstance();
}
//-----------------------------------------------------------------------------
void SceneSpace::prepRenderImage( SceneRenderState* state )
{
if( !gEditingMission )
return;
if( !state->isDiffusePass() )
return;
ObjectRenderInst* ri = state->getRenderPass()->allocInst< ObjectRenderInst >();
ri->renderDelegate.bind( this, &SceneSpace::_renderObject );
ri->type = RenderPassManager::RIT_Editor;
ri->defaultKey = 0;
ri->defaultKey2 = 0;
state->getRenderPass()->addInst( ri );
}
//-----------------------------------------------------------------------------
void SceneSpace::_renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat )
{
if( overrideMat )
return;
if( !mEditorRenderMaterial )
{
// We have no material for rendering so just render
// a plain box.
GFXTransformSaver saver;
MatrixF mat = getRenderTransform();
mat.scale( getScale() );
GFX->multWorld( mat );
GFXStateBlockDesc desc;
desc.setZReadWrite( true, false );
desc.setBlend( true );
desc.setCullMode( GFXCullNone );
GFXDrawUtil *drawer = GFX->getDrawUtil();
drawer->drawCube( desc, mObjBox, _getDefaultEditorSolidColor() );
// Render black wireframe.
desc.setFillModeWireframe();
drawer->drawCube( desc, mObjBox, _getDefaultEditorWireframeColor() );
}
else
{
//RDTODO
}
}
//-----------------------------------------------------------------------------
U32 SceneSpace::packUpdate( NetConnection* connection, U32 mask, BitStream* stream )
{
U32 retMask = Parent::packUpdate( connection, mask, stream );
if( stream->writeFlag( mask & TransformMask ) )
{
mathWrite( *stream, mObjToWorld );
mathWrite( *stream, mObjScale );
}
return retMask;
}
//-----------------------------------------------------------------------------
void SceneSpace::unpackUpdate( NetConnection* connection, BitStream* stream )
{
Parent::unpackUpdate( connection, stream );
if( stream->readFlag() ) // TransformMask
{
mathRead( *stream, &mObjToWorld );
mathRead( *stream, &mObjScale );
setTransform( mObjToWorld );
}
}