Torque3D/Engine/source/forest/forestItem.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

278 lines
7.1 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 _FORESTITEM_H_
#define _FORESTITEM_H_
#ifndef _MMATH_H_
#include "math/mMath.h"
#endif
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
#ifndef _DYNAMIC_CONSOLETYPES_H_
#include "console/dynamicTypes.h"
#endif
#include "T3D/assets/ShapeAsset.h"
class ForestItem;
class ForestCellBatch;
class ForestConvex;
class ForestWindAccumulator;
class Box3F;
class Point3F;
class TSRenderState;
class SceneRenderState;
struct RayInfo;
class AbstractPolyList;
class ForestItemData : public SimDataBlock
{
protected:
typedef SimDataBlock Parent;
static SimSet* smSet;
bool mNeedPreload;
virtual void _preload() {}
public:
DECLARE_SHAPEASSET(ForestItemData, Shape, onShapeChanged);
DECLARE_SHAPEASSET_SETGET(ForestItemData, Shape);
/// This is the radius used during placement to ensure
/// the element isn't crowded up against other trees.
F32 mRadius;
/// Overall scale to the effect of wind.
F32 mWindScale;
/// This is used to control the overall bend amount of the tree by wind and impacts.
F32 mTrunkBendScale;
/// Amplitude of the effect on larger branches.
F32 mWindBranchAmp;
/// Amplitude of the winds effect on leafs/fronds.
F32 mWindDetailAmp;
/// Frequency (speed) of the effect on leafs/fronds.
F32 mWindDetailFreq;
/// Mass used in calculating spring forces.
F32 mMass;
// The rigidity of the tree's trunk.
F32 mRigidity;
// The tightness coefficient of the spring for this tree type's ForestWindAccumulator.
F32 mTightnessCoefficient;
// The damping coefficient.
F32 mDampingCoefficient;
/// Can other objects or spacial queries hit items of this type.
bool mCollidable;
static SimSet* getSet();
static ForestItemData* find( const char *name );
ForestItemData();
virtual ~ForestItemData() {}
DECLARE_CONOBJECT( ForestItemData );
static void consoleInit();
static void initPersistFields();
virtual void onNameChange(const char *name);
virtual bool onAdd();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
/// Called from Forest the first time a datablock is used
/// in order to lazy load content.
void preload()
{
if ( !mNeedPreload )
return;
_preload();
mNeedPreload = false;
}
virtual const Box3F& getObjBox() const { return Box3F::Invalid; }
virtual bool render( TSRenderState *rdata, const ForestItem &item ) const { return false; }
virtual bool canBillboard( const SceneRenderState *state, const ForestItem &item, F32 distToCamera ) const { return false; }
virtual ForestCellBatch* allocateBatch() const { return NULL; }
typedef Signal<void(void)> ReloadSignal;
static ReloadSignal& getReloadSignal()
{
static ReloadSignal theSignal;
return theSignal;
}
void onShapeChanged() {}
};
typedef Vector<ForestItemData*> ForestItemDataVector;
typedef U32 ForestItemKey;
class ForestItem
{
protected:
ForestItemData *mDataBlock;
// The unique identifier used when querying forest items.
ForestItemKey mKey;
MatrixF mTransform;
F32 mScale;
F32 mRadius;
Box3F mWorldBox;
// JCFHACK: change this to an abstract physics-rep.
//NxActor *mActor;
/// If we're currently being effected by one or
/// more wind emitters then we hold the results
/// in this class.
//ForestWindAccumulator *mWind;
public:
// Constructs an invalid item.
ForestItem();
// Note: We keep this non-virtual to save vtable space.
~ForestItem();
static const ForestItem Invalid;
// Comparison operators with other ForestItems.
// Note that this compares only the ForestItemKey, we are not validating
// that any other data like the position actually matches.
bool operator==(const ForestItem&) const;
bool operator!=(const ForestItem&) const;
/// Returns true if this is a valid item.
bool isValid() const { return mKey != 0; }
/// Invalidates the item.
void makeInvalid() { mKey = 0; }
const ForestItemKey& getKey() const { return mKey; };
void setKey( const ForestItemKey &key ) { mKey = key; }
Point3F getPosition() const { return mTransform.getPosition(); }
const MatrixF& getTransform() const { return mTransform; }
F32 getScale() const { return mScale; }
F32 getRadius() const { return mRadius; }
Point3F getCenterPoint() const { return mWorldBox.getCenter(); }
void setTransform( const MatrixF &xfm, F32 scale );
F32 getSqDistanceToPoint( const Point2F &point ) const;
void setData( ForestItemData *data );
const Box3F& getObjBox() const { return mDataBlock->getObjBox(); }
const Box3F& getWorldBox() const { return mWorldBox; }
Point3F getSize() const
{
if ( !mDataBlock )
return Point3F::One;
Box3F size = mDataBlock->getObjBox();
size.scale( mScale );
return size.getExtents();
}
ForestItemData* getData() const { return mDataBlock; };
inline bool canBillboard( const SceneRenderState *state, F32 distToCamera ) const
{
return mDataBlock && mDataBlock->canBillboard( state, *this, distToCamera );
}
/// Collision
/// @{
bool castRay( const Point3F &start, const Point3F &end, RayInfo *outInfo, bool rendered ) const;
bool buildPolyList( AbstractPolyList *polyList, const Box3F &box, const SphereF &sphere ) const;
//ForestConvex* buildConvex( const Box3F &box, Convex *convex ) const;
/// @}
};
typedef Vector<ForestItem> ForestItemVector;
inline F32 ForestItem::getSqDistanceToPoint( const Point2F &point ) const
{
return ( getPosition().asPoint2F() - point ).lenSquared();
}
inline bool ForestItem::operator==(const ForestItem& _test) const
{
return mKey == _test.mKey;
}
inline bool ForestItem::operator!=(const ForestItem& _test) const
{
return mKey != _test.mKey;
}
#endif // _FORESTITEM_H_