Torque3D/Engine/source/T3D/tsStatic.h
marauder2k7 ca1604170d initial commit
change the macro to use the refactor (exact same structure as the imageasset macro)
2025-06-19 13:34:07 +01:00

325 lines
9.7 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.
//-----------------------------------------------------------------------------
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#ifndef _TSSTATIC_H_
#define _TSSTATIC_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _CONVEX_H_
#include "collision/convex.h"
#endif
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
#ifndef _NETSTRINGTABLE_H_
#include "sim/netStringTable.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _REFLECTOR_H_
#include "scene/reflector.h"
#endif
#ifndef _COLLADA_UTILS_H_
#include "ts/collada/colladaUtils.h"
#endif
#ifndef _ASSET_PTR_H_
#include "assets/assetPtr.h"
#endif
#ifndef SHAPEASSET_H
#include "T3D/assets/ShapeAsset.h"
#endif
class TSShapeInstance;
class TSThread;
class TSStatic;
class PhysicsBody;
struct ObjectRenderInst;
class TSStaticPolysoupConvex : public Convex
{
typedef Convex Parent;
friend class TSMesh;
public:
TSStaticPolysoupConvex();
~TSStaticPolysoupConvex() {};
public:
Box3F box;
Point3F verts[4];
PlaneF normal;
S32 idx;
TSMesh* mesh;
static SceneObject* smCurObject;
public:
// Returns the bounding box in world coordinates
Box3F getBoundingBox() const override;
Box3F getBoundingBox(const MatrixF& mat, const Point3F& scale) const override;
void getFeatures(const MatrixF& mat, const VectorF& n, ConvexFeature* cf) override;
// This returns a list of convex faces to collide against
void getPolyList(AbstractPolyList* list) override;
// This returns the furthest point from the input vector
Point3F support(const VectorF& v) const override;
};
/// A simple mesh shape with optional ambient animation.
class TSStatic : public SceneObject, protected AssetPtrCallback
{
typedef SceneObject Parent;
static U32 smUniqueIdentifier;
enum MaskBits
{
TransformMask = Parent::NextFreeMask << 0,
AdvancedStaticOptionsMask = Parent::NextFreeMask << 1,
UpdateCollisionMask = Parent::NextFreeMask << 2,
SkinMask = Parent::NextFreeMask << 3,
MaterialMask = Parent::NextFreeMask << 4,
NextFreeMask = Parent::NextFreeMask << 5
};
public:
void setAlphaFade(bool enable, F32 start, F32 end, bool inverse)
{
mUseAlphaFade = enable;
mAlphaFadeStart = start;
mAlphaFadeEnd = end;
mInvertAlphaFade = inverse;
}
/// The different types of mesh data types
enum MeshType
{
None = 0, ///< No mesh
Bounds = 1, ///< Bounding box of the shape
CollisionMesh = 2, ///< Specifically designated collision meshes
VisibleMesh = 3 ///< Rendered mesh polygons
};
protected:
bool mUseAlphaFade;
F32 mAlphaFadeStart;
F32 mAlphaFadeEnd;
F32 mAlphaFade;
bool mInvertAlphaFade;
struct matMap
{
MaterialAsset* matAsset;
String assetId;
U32 slot;
};
Vector<matMap> mChangingMaterials;
Vector<matMap> mMaterials;
bool onAdd() override;
void onRemove() override;
// Collision
void prepCollision();
bool castRay(const Point3F& start, const Point3F& end, RayInfo* info) override;
bool castRayRendered(const Point3F& start, const Point3F& end, RayInfo* info) override;
bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere) override;
bool buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F& box, const SphereF&) override;
void buildConvex(const Box3F& box, Convex* convex) override;
bool _createShape();
void _updatePhysics();
void _renderNormals(ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat);
void onShapeChanged();
// ProcessObject
void processTick(const Move* move) override;
void interpolateTick(F32 delta) override;
void advanceTime(F32 dt) override;
void onDynamicModified(const char* slotName, const char* newValue) override;
/// Start or stop processing ticks depending on our state.
void _updateShouldTick();
String cubeDescName;
U32 cubeDescId;
ReflectorDesc* reflectorDesc;
CubeReflector mCubeReflector;
void onAssetRefreshed(AssetPtrBase* pAssetPtrBase) override
{
_createShape();
_updateShouldTick();
}
protected:
Convex* mConvexList;
DECLARE_SHAPEASSET_NET_REFACTOR(TSStatic, Shape, AdvancedStaticOptionsMask)
U32 mShapeHash;
Vector<S32> mCollisionDetails;
Vector<S32> mLOSDetails;
TSShapeInstance* mShapeInstance;
NetStringHandle mSkinNameHandle;
String mAppliedSkinName;
bool mPlayAmbient;
TSThread* mAmbientThread;
F32 mAnimOffset;
F32 mAnimSpeed;
S16 mCollisionLOD;
/// The type of mesh data to return for collision queries.
MeshType mCollisionType;
/// The type of mesh data to return for decal polylist queries.
MeshType mDecalType;
bool mAllowPlayerStep;
/// If true each submesh within the TSShape is culled
/// against the object space frustum.
bool mMeshCulling;
/// If true the shape is sorted by the origin of the
/// model instead of the nearest point of the bounds.
bool mUseOriginSort;
PhysicsBody* mPhysicsRep;
LinearColorF mOverrideColor;
// Debug stuff
F32 mRenderNormalScalar;
S32 mForceDetail;
public:
TSStatic();
~TSStatic();
DECLARE_CONOBJECT(TSStatic);
DECLARE_CATEGORY("Object \t Simple");
static void initPersistFields();
/// returns the shape asset used for this object
StringTableEntry getTypeHint() const override { return (mShapeAsset.notNull()) ? mShapeAsset->getAssetName(): StringTable->EmptyString(); }
static void consoleInit();
static bool _setFieldSkin(void* object, const char* index, const char* data);
static const char* _getFieldSkin(void* object, const char* data);
// Skinning
void setSkinName(const char* name);
void reSkin();
// NetObject
U32 packUpdate(NetConnection* conn, U32 mask, BitStream* stream) override;
void unpackUpdate(NetConnection* conn, BitStream* stream) override;
// SceneObject
void setTransform(const MatrixF& mat) override;
void onScaleChanged() override;
void prepRenderImage(SceneRenderState* state) override;
void inspectPostApply() override;
void onMount(SceneObject* obj, S32 node) override;
void onUnmount(SceneObject* obj, S32 node) override;
/// The type of mesh data use for collision queries.
MeshType getCollisionType() const { return mCollisionType; }
bool allowPlayerStep() const { return mAllowPlayerStep; }
TSShapeInstance* getShapeInstance() const { return mShapeInstance; }
U32 getNumDetails();
const Vector<S32>& getCollisionDetails() const { return mCollisionDetails; }
const Vector<S32>& getLOSDetails() const { return mLOSDetails; }
bool hasAnim() { return mAmbientThread != NULL; }
#ifdef TORQUE_TOOLS
void onInspect(GuiInspector*) override;
#endif
void updateMaterials();
bool isAnimated() { return mPlayAmbient; }
bool hasNode(const char* nodeName);
void getNodeTransform(const char *nodeName, const MatrixF &xfm, MatrixF *outMat);
void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList) override;
private:
void onStaticModified(const char* slotName, const char* newValue = NULL) override;
protected:
Vector<S32> mDecalDetails;
Vector<S32>* mDecalDetailsPtr;
///Indicates if all statics should utilize the distance-based object fadeout logic
static bool smUseStaticObjectFade;
///Distance at which static object fading begins if smUseStaticObjectFade is on
static F32 smStaticObjectFadeStart;
///Distance at which static object fading should have fully faded if smUseStaticObjectFade is on
static F32 smStaticObjectFadeEnd;
///Size of object where if the bounds is at or bigger than this, it will be ignored in the smUseStaticObjectFade logic. Useful for very large, distance-important objects
static F32 smStaticObjectUnfadeableSize;
public:
bool mIgnoreZodiacs;
bool mHasGradients;
bool mInvertGradientRange;
Point2F mGradientRangeUser;
Point2F mGradientRange;
private:
void set_special_typing();
void setSelectionFlags(U8 flags) override;
};
typedef TSStatic::MeshType TSMeshType;
DefineEnumType(TSMeshType);
#endif // _H_TSSTATIC