mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
270 lines
7.9 KiB
C++
270 lines
7.9 KiB
C++
//-----------------------------------------------------------------------------
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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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _TSSTATIC_H_
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#define _TSSTATIC_H_
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _CONVEX_H_
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#include "collision/convex.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 _NETSTRINGTABLE_H_
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#include "sim/netStringTable.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 _REFLECTOR_H_
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#include "scene/reflector.h"
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#endif
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class TSShapeInstance;
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class TSThread;
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class TSStatic;
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class PhysicsBody;
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struct ObjectRenderInst;
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class TSStaticPolysoupConvex : public Convex
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{
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typedef Convex Parent;
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friend class TSMesh;
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public:
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TSStaticPolysoupConvex();
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~TSStaticPolysoupConvex() {};
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public:
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Box3F box;
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Point3F verts[4];
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PlaneF normal;
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S32 idx;
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TSMesh *mesh;
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static SceneObject* smCurObject;
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public:
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// Returns the bounding box in world coordinates
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Box3F getBoundingBox() const;
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Box3F getBoundingBox(const MatrixF& mat, const Point3F& scale) const;
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void getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf);
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// This returns a list of convex faces to collide against
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void getPolyList(AbstractPolyList* list);
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// This returns the furthest point from the input vector
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Point3F support(const VectorF& v) const;
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};
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/// A simple mesh shape with optional ambient animation.
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class TSStatic : public SceneObject
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{
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typedef SceneObject Parent;
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static U32 smUniqueIdentifier;
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enum MaskBits
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{
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TransformMask = Parent::NextFreeMask << 0,
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AdvancedStaticOptionsMask = Parent::NextFreeMask << 1,
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UpdateCollisionMask = Parent::NextFreeMask << 2,
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SkinMask = Parent::NextFreeFlag << 3,
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NextFreeMask = Parent::NextFreeMask << 4
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};
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public:
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void setAlphaFade(bool enable, F32 start, F32 end, bool inverse)
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{
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mUseAlphaFade = enable;
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mAlphaFadeStart = start;
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mAlphaFadeEnd = end;
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mInvertAlphaFade = inverse;
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}
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/// The different types of mesh data types
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enum MeshType
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{
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None = 0, ///< No mesh
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Bounds = 1, ///< Bounding box of the shape
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CollisionMesh = 2, ///< Specifically designated collision meshes
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VisibleMesh = 3 ///< Rendered mesh polygons
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};
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protected:
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bool mUseAlphaFade;
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F32 mAlphaFadeStart;
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F32 mAlphaFadeEnd;
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F32 mAlphaFade;
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bool mInvertAlphaFade;
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bool onAdd();
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void onRemove();
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// Collision
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void prepCollision();
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bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
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bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo* info);
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bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF& sphere);
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bool buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F &box, const SphereF &);
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void buildConvex(const Box3F& box, Convex* convex);
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bool _createShape();
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void _updatePhysics();
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void _renderNormals( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
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void _onResourceChanged( const Torque::Path &path );
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// ProcessObject
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virtual void processTick( const Move *move );
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virtual void interpolateTick( F32 delta );
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virtual void advanceTime( F32 dt );
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/// Start or stop processing ticks depending on our state.
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void _updateShouldTick();
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String cubeDescName;
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U32 cubeDescId;
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ReflectorDesc *reflectorDesc;
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CubeReflector mCubeReflector;
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protected:
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Convex *mConvexList;
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StringTableEntry mShapeName;
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U32 mShapeHash;
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Resource<TSShape> mShape;
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Vector<S32> mCollisionDetails;
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Vector<S32> mLOSDetails;
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TSShapeInstance *mShapeInstance;
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NetStringHandle mSkinNameHandle;
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String mAppliedSkinName;
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bool mPlayAmbient;
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TSThread* mAmbientThread;
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/// The type of mesh data to return for collision queries.
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MeshType mCollisionType;
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/// The type of mesh data to return for decal polylist queries.
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MeshType mDecalType;
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bool mAllowPlayerStep;
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/// If true each submesh within the TSShape is culled
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/// against the object space frustum.
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bool mMeshCulling;
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/// If true the shape is sorted by the origin of the
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/// model instead of the nearest point of the bounds.
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bool mUseOriginSort;
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PhysicsBody *mPhysicsRep;
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LinearColorF mOverrideColor;
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// Debug stuff
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F32 mRenderNormalScalar;
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S32 mForceDetail;
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public:
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TSStatic();
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~TSStatic();
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DECLARE_CONOBJECT(TSStatic);
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static void initPersistFields();
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static bool _setFieldSkin( void *object, const char* index, const char* data );
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static const char *_getFieldSkin( void *object, const char *data );
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// Skinning
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void setSkinName( const char *name );
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void reSkin();
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// NetObject
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U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
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void unpackUpdate( NetConnection *conn, BitStream *stream );
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// SceneObject
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void setTransform( const MatrixF &mat );
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void onScaleChanged();
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void prepRenderImage( SceneRenderState *state );
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void inspectPostApply();
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virtual void onMount( SceneObject *obj, S32 node );
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virtual void onUnmount( SceneObject *obj, S32 node );
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/// The type of mesh data use for collision queries.
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MeshType getCollisionType() const { return mCollisionType; }
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bool allowPlayerStep() const { return mAllowPlayerStep; }
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Resource<TSShape> getShape() const { return mShape; }
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StringTableEntry getShapeFileName() { return mShapeName; }
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void setShapeFileName(StringTableEntry shapeName) { mShapeName = shapeName; }
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TSShapeInstance* getShapeInstance() const { return mShapeInstance; }
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U32 getNumDetails();
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const Vector<S32>& getCollisionDetails() const { return mCollisionDetails; }
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const Vector<S32>& getLOSDetails() const { return mLOSDetails; }
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private:
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virtual void onStaticModified(const char* slotName, const char*newValue = NULL);
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protected:
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Vector<S32> mDecalDetails;
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Vector<S32>* mDecalDetailsPtr;
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public:
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bool mIgnoreZodiacs;
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bool mHasGradients;
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bool mInvertGradientRange;
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Point2F mGradientRangeUser;
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Point2F mGradientRange;
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private:
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void set_special_typing();
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virtual void setSelectionFlags(U8 flags);
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};
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typedef TSStatic::MeshType TSMeshType;
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DefineEnumType( TSMeshType );
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#endif // _H_TSSTATIC
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