Torque3D/Engine/source/T3D/convexShape.h
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

306 lines
8.5 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 _CONVEXSHAPE_H_
#define _CONVEXSHAPE_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
#endif
#ifndef _GFXPRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
#endif
#ifndef _CONVEX_H_
#include "collision/convex.h"
#endif
#include "T3D/assets/MaterialAsset.h"
class ConvexShape;
// Crap name, but whatcha gonna do.
class ConvexShapeCollisionConvex : public Convex
{
typedef Convex Parent;
friend class ConvexShape;
protected:
ConvexShape *pShape;
public:
ConvexShapeCollisionConvex() { pShape = NULL; mType = ConvexShapeCollisionConvexType; }
ConvexShapeCollisionConvex( const ConvexShapeCollisionConvex& cv ) {
mType = ConvexShapeCollisionConvexType;
mObject = cv.mObject;
pShape = cv.pShape;
}
Point3F support(const VectorF& vec) const;
void getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf);
void getPolyList(AbstractPolyList* list);
};
GFXDeclareVertexFormat( ConvexVert )
{
Point3F point;
GFXVertexColor color;
Point3F normal;
Point3F tangent;
Point2F texCoord;
};
class PhysicsBody;
// Define our vertex format here so we don't have to
// change it in multiple spots later
typedef ConvexVert VertexType;
class ConvexShape : public SceneObject
{
typedef SceneObject Parent;
friend class GuiConvexEditorCtrl;
friend class GuiConvexEditorUndoAction;
friend class ConvexShapeCollisionConvex;
public:
enum NetBits {
TransformMask = Parent::NextFreeMask,
UpdateMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2
};
// Declaring these structs directly within ConvexShape to prevent
// the otherwise excessively deep scoping we had.
// eg. ConvexShape::Face::Triangle ...
struct Edge
{
U32 p0;
U32 p1;
};
struct Triangle
{
U32 p0;
U32 p1;
U32 p2;
U32 operator []( U32 index ) const
{
AssertFatal( index >= 0 && index <= 2, "index out of range" );
return *( (&p0) + index );
}
};
struct Face
{
Vector< Edge > edges;
Vector< U32 > points;
Vector< U32 > winding;
Vector< Point2F > texcoords;
Vector< Triangle > triangles;
Point3F tangent;
Point3F normal;
Point3F centroid;
F32 area;
S32 id;
};
struct surfaceMaterial
{
// The name of the Material we will use for rendering
DECLARE_MATERIALASSET(surfaceMaterial, Material);
DECLARE_MATERIALASSET_SETGET(surfaceMaterial, Material);
// The actual Material instance
BaseMatInstance* materialInst;
surfaceMaterial()
{
INIT_MATERIALASSET(Material);
materialInst = NULL;
}
};
struct surfaceUV
{
S32 matID;
Point2F offset;
Point2F scale;
float zRot;
bool horzFlip;
bool vertFlip;
surfaceUV() : matID(0), offset(Point2F(0.0f, 0.0f)), scale(Point2F(1.0f, 1.0f)), zRot(0.0f), horzFlip(false), vertFlip(false) {}
};
struct surfaceBuffers
{
// The GFX vertex and primitive buffers
GFXVertexBufferHandle< VertexType > mVertexBuffer;
GFXPrimitiveBufferHandle mPrimitiveBuffer;
U32 mVertCount;
U32 mPrimCount;
};
struct Geometry
{
void generate(const Vector< PlaneF > &planes, const Vector< Point3F > &tangents, const Vector< surfaceMaterial > surfaceTextures, const Vector< Point2F > texOffset, const Vector< Point2F > texScale, const Vector< bool > horzFlip, const Vector< bool > vertFlip);
Vector< Point3F > points;
Vector< Face > faces;
};
static bool smRenderEdges;
// To prevent bitpack overflows.
// This is only indirectly enforced by trucation when serializing.
static const S32 smMaxSurfaces = 100;
public:
ConvexShape();
virtual ~ConvexShape();
DECLARE_CONOBJECT( ConvexShape );
// ConsoleObject
static void initPersistFields();
// SimObject
virtual void inspectPostApply();
virtual bool onAdd();
virtual void onRemove();
virtual void writeFields(Stream &stream, U32 tabStop);
virtual bool writeField( StringTableEntry fieldname, const char *value );
// NetObject
virtual U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
virtual void unpackUpdate( NetConnection *conn, BitStream *stream );
// SceneObject
virtual void onScaleChanged();
virtual void setTransform( const MatrixF &mat );
virtual void prepRenderImage( SceneRenderState *state );
virtual void buildConvex( const Box3F &box, Convex *convex );
virtual bool buildPolyList( PolyListContext context, AbstractPolyList *polyList, const Box3F &box, const SphereF &sphere );
virtual bool buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F &box, const SphereF &);
virtual bool castRay( const Point3F &start, const Point3F &end, RayInfo *info );
virtual bool collideBox( const Point3F &start, const Point3F &end, RayInfo *info );
void updateBounds( bool recenter );
void recenter();
/// Geometry access.
/// @{
MatrixF getSurfaceWorldMat( S32 faceid, bool scaled = false ) const;
void cullEmptyPlanes( Vector< U32 > *removedPlanes );
void exportToCollada();
void resizePlanes( const Point3F &size );
void getSurfaceLineList( S32 surfId, Vector< Point3F > &lineList );
Geometry& getGeometry() { return mGeometry; }
Vector<MatrixF>& getSurfaces() { return mSurfaces; }
void getSurfaceTriangles( S32 surfId, Vector< Point3F > *outPoints, Vector< Point2F > *outCoords, bool worldSpace );
/// @}
/// Geometry Visualization.
/// @{
void renderFaceEdges( S32 faceid, const ColorI &color = ColorI::WHITE, F32 lineWidth = 1.0f );
/// @}
String getMaterialName() { return mMaterialName; }
protected:
void _updateMaterial();
void _updateGeometry( bool updateCollision = false );
void _updateCollision();
void _export( OptimizedPolyList *plist, const Box3F &box, const SphereF &sphere );
void _renderDebug( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mat );
static S32 QSORT_CALLBACK _comparePlaneDist( const void *a, const void *b );
static bool protectedSetSurface( void *object, const char *index, const char *data );
static bool protectedSetSurfaceTexture( void *object, const char *index, const char *data );
static bool protectedSetSurfaceUV(void *object, const char *index, const char *data);
protected:
DECLARE_MATERIALASSET(ConvexShape, Material);
DECLARE_MATERIALASSET_SETGET(ConvexShape, Material);
// The actual Material instance
BaseMatInstance* mMaterialInst;
// The GFX vertex and primitive buffers
/*GFXVertexBufferHandle< VertexType > mVertexBuffer;
GFXPrimitiveBufferHandle mPrimitiveBuffer;
U32 mVertCount;
U32 mPrimCount;*/
Geometry mGeometry;
Vector< PlaneF > mPlanes;
Vector< MatrixF > mSurfaces;
Vector< Point3F > mFaceCenters;
//this is mostly for storage purposes, so we can save the texture mods
Vector< surfaceMaterial > mSurfaceTextures;
Vector< surfaceUV > mSurfaceUVs;
Vector< surfaceBuffers > mSurfaceBuffers;
Convex *mConvexList;
PhysicsBody *mPhysicsRep;
/// Geometry visualization
/// @{
F32 mNormalLength;
/// @}
};
#endif // _CONVEXSHAPE_H_