Torque3D/Engine/source/T3D/accumulationVolume.h
marauder2k7 73ad92b757 review notes from Az
Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
2025-03-30 11:22:42 +01:00

102 lines
3.7 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.
//-----------------------------------------------------------------------------
#ifndef _ACCUMULATIONVOLUME_H_
#define _ACCUMULATIONVOLUME_H_
#ifndef _SCENEPOLYHEDRALSPACE_H_
#include "scene/scenePolyhedralSpace.h"
#endif
#ifndef _MSILHOUETTEEXTRACTOR_H_
#include "math/mSilhouetteExtractor.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
/// A volume in space that blocks visibility.
class AccumulationVolume : public ScenePolyhedralSpace
{
public:
typedef ScenePolyhedralSpace Parent;
protected:
typedef SilhouetteExtractorPerspective< PolyhedronType > SilhouetteExtractorType;
/// Whether the volume's transform has changed and we need to recompute
/// transform-based data.
bool mTransformDirty;
/// World-space points of the volume's polyhedron.
Vector< Point3F > mWSPoints;
/// Silhouette extractor when using perspective projections.
SilhouetteExtractorType mSilhouetteExtractor;
mutable Vector< SceneObject* > mVolumeQueryList;
// SceneSpace.
void _renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat ) override;
DECLARE_IMAGEASSET_NET(AccumulationVolume, Texture, GFXStaticTextureSRGBProfile, -1)
public:
AccumulationVolume();
~AccumulationVolume();
// SimObject.
DECLARE_CONOBJECT( AccumulationVolume );
DECLARE_DESCRIPTION( "Allows objects in an area to have accumulation effect applied." );
DECLARE_CATEGORY("Volume");
bool onAdd() override;
void onRemove() override;
void inspectPostApply() override;
void setTexture( const String& name );
// Static Functions.
static void consoleInit();
static void initPersistFields();
static Vector< SimObjectPtr<SceneObject> > smAccuObjects;
static Vector< SimObjectPtr<AccumulationVolume> > smAccuVolumes;
static void addObject(SimObjectPtr<SceneObject> object);
static void removeObject(SimObjectPtr<SceneObject> object);
static void refreshVolumes();
static bool _setTexture( void *object, const char *index, const char *data );
static void updateObject(SceneObject* object);
// Network
U32 packUpdate( NetConnection *, U32 mask, BitStream *stream ) override;
void unpackUpdate( NetConnection *, BitStream *stream ) override;
// SceneObject.
void buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F >& outPoints ) override;
void setTransform( const MatrixF& mat ) override;
};
#endif // !_AccumulationVolume_H_