Torque3D/Engine/source/T3D/examples/renderShapeExample.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

122 lines
5.1 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 _RENDERSHAPEEXAMPLE_H_
#define _RENDERSHAPEEXAMPLE_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _TSSHAPEINSTANCE_H_
#include "ts/tsShapeInstance.h"
#endif
#include "T3D/assets/ShapeAsset.h"
//-----------------------------------------------------------------------------
// This class implements a basic SceneObject that can exist in the world at a
// 3D position and render itself. There are several valid ways to render an
// object in Torque. This class makes use of the "TS" (three space) shape
// system. TS manages loading the various mesh formats supported by Torque as
// well was rendering those meshes (including LOD and animation...though this
// example doesn't include any animation over time).
//-----------------------------------------------------------------------------
class RenderShapeExample : public SceneObject
{
typedef SceneObject Parent;
// Networking masks
// We need to implement a mask specifically to handle
// updating our transform from the server object to its
// client-side "ghost". We also need to implement a
// maks for handling editor updates to our properties
// (like material).
enum MaskBits
{
TransformMask = Parent::NextFreeMask << 0,
UpdateMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2
};
//--------------------------------------------------------------------------
// Rendering variables
//--------------------------------------------------------------------------
DECLARE_SHAPEASSET(RenderShapeExample, Shape, onShapeChanged);
DECLARE_SHAPEASSET_SETGET(RenderShapeExample, Shape);
// The actual shape instance
TSShapeInstance* mShapeInstance;
void onShapeChanged() {}
public:
RenderShapeExample();
virtual ~RenderShapeExample();
// Declare this object as a ConsoleObject so that we can
// instantiate it into the world and network it
DECLARE_CONOBJECT(RenderShapeExample);
//--------------------------------------------------------------------------
// Object Editing
// Since there is always a server and a client object in Torque and we
// actually edit the server object we need to implement some basic
// networking functions
//--------------------------------------------------------------------------
// Set up any fields that we want to be editable (like position)
static void initPersistFields();
// Allows the object to update its editable settings
// from the server object to the client
virtual void inspectPostApply();
// Handle when we are added to the scene and removed from the scene
bool onAdd();
void onRemove();
// Override this so that we can dirty the network flag when it is called
void setTransform( const MatrixF &mat );
// This function handles sending the relevant data from the server
// object to the client object
U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
// This function handles receiving relevant data from the server
// object and applying it to the client object
void unpackUpdate( NetConnection *conn, BitStream *stream );
//--------------------------------------------------------------------------
// Object Rendering
// Torque utilizes a "batch" rendering system. This means that it builds a
// list of objects that need to render (via RenderInst's) and then renders
// them all in one batch. This allows it to optimized on things like
// minimizing texture, state, and shader switching by grouping objects that
// use the same Materials.
//--------------------------------------------------------------------------
// Create the geometry for rendering
void createShape();
// This is the function that allows this object to submit itself for rendering
void prepRenderImage( SceneRenderState *state );
};
#endif // _RENDERSHAPEEXAMPLE_H_