Torque3D/Engine/source/T3D/fx/ribbon.h

143 lines
4.9 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2014 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 _RIBBON_H_
#define _RIBBON_H_
#ifndef _GAMEBASE_H_
#include "T3D/gameBase/gameBase.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#include "materials/materialParameters.h"
#include "math/util/matrixSet.h"
//--------------------------------------------------------------------------
class RibbonData : public GameBaseData
{
typedef GameBaseData Parent;
protected:
bool onAdd();
public:
enum Constants
{
NumFields = 4
};
F32 mSizes[NumFields]; ///< The radius for each keyframe.
LinearColorF mColours[NumFields]; ///< The colour of the ribbon for each keyframe.
F32 mTimes[NumFields]; ///< The relative time for each keyframe.
U32 mRibbonLength; ///< The amount of segments that will make up the ribbon.
S32 segmentsPerUpdate; ///< Amount of segments to add each update.
S32 mSegmentSkipAmount; ///< The amount of segments to skip each time segments are added.
bool mUseFadeOut; ///< If true, the ribbon will fade away after deletion.
F32 mFadeAwayStep; ///< How quickly the ribbons is faded away after deletion.
StringTableEntry mMatName; ///< The material for the ribbon.
F32 mTileScale; ///< A scalar to scale the texcoord.
bool mFixedTexcoords; ///< If true, texcoords will stay the same over the lifetime for each segment.
bool mTexcoordsRelativeToDistance; ///< If true, texcoords will not be stretched if the distance between 2 segments are long.
RibbonData();
void packData(BitStream*);
void unpackData(BitStream*);
bool preload(bool server, String &errorBuffer);
static void initPersistFields();
DECLARE_CONOBJECT(RibbonData);
};
//--------------------------------------------------------------------------
class Ribbon : public GameBase
{
typedef GameBase Parent;
RibbonData* mDataBlock;
bool mDeleteOnEnd; ///< If true, the ribbon should delete itself as soon as the last segment is deleted
bool mUseFadeOut; ///< If true, the ribbon will fade away upon deletion
F32 mFadeAwayStep; ///< How quickly the ribbons is faded away after deletion.
F32 mFadeOut;
F32 mTravelledDistance; ///< How far the ribbon has travelled in it's lifetime.
Vector<Point3F> mSegmentPoints; ///< The points in space where the ribbon has spawned segments.
U32 mSegmentOffset;
U32 mSegmentIdx;
bool mUpdateBuffers; ///< If true, the vertex buffers need to be updated.
BaseMatInstance *mRibbonMat;
MaterialParameterHandle* mRadiusSC;
MaterialParameterHandle* mRibbonProjSC;
GFXPrimitiveBufferHandle primBuffer;
GFXVertexBufferHandle<GFXVertexPCNTT> verts;
protected:
bool onAdd();
void processTick(const Move*);
void advanceTime(F32);
void interpolateTick(F32 delta);
// Rendering
void prepRenderImage(SceneRenderState *state);
void setShaderParams();
///Checks to see if ribbon is too long
U32 checkRibbonDistance(S32 segments);
/// Construct the vertex and primitive buffers
void createBuffers(SceneRenderState *state, GFXVertexBufferHandle<GFXVertexPCNTT> &verts, GFXPrimitiveBufferHandle &pb, U32 segments);
public:
Ribbon();
~Ribbon();
DECLARE_CONOBJECT(Ribbon);
static void initPersistFields();
bool onNewDataBlock(GameBaseData*,bool);
void onRemove();
/// Used to add another segment to the ribbon.
void addSegmentPoint(Point3F &point, MatrixF &mat);
/// Delete all segments.
void clearSegments() { mSegmentPoints.clear(); }
/// Delete the ribbon when all segments have been deleted.
void deleteOnEnd();
};
#endif // _H_RIBBON