Torque3D/Engine/source/forest/ts/tsForestItemData.cpp
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

258 lines
7.5 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "forest/ts/tsForestItemData.h"
#include "forest/ts/tsForestCellBatch.h"
#include "core/resourceManager.h"
#include "ts/tsShapeInstance.h"
#include "ts/tsLastDetail.h"
#include "sim/netConnection.h"
#include "materials/materialManager.h"
#include "forest/windDeformation.h"
using namespace Torque;
IMPLEMENT_CO_DATABLOCK_V1(TSForestItemData);
ConsoleDocClass( TSForestItemData,
"@brief Concrete implementation of ForestItemData which loads and renders "
"dts format shapeFiles.\n\n"
"@ingroup Forest"
);
TSForestItemData::TSForestItemData()
: mIsClientObject( false ),
mShapeInstance( NULL )
{
}
TSForestItemData::~TSForestItemData()
{
}
bool TSForestItemData::preload( bool server, String &errorBuffer )
{
mIsClientObject = !server;
if ( !SimDataBlock::preload( server, errorBuffer ) )
return false;
return true;
}
void TSForestItemData::_updateCollisionDetails()
{
mCollisionDetails.clear();
mLOSDetails.clear();
mShape->findColDetails( false, &mCollisionDetails, &mLOSDetails );
}
bool TSForestItemData::onAdd()
{
if ( !Parent::onAdd() )
return false;
// Register for the resource change signal.
ResourceManager::get().getChangedSignal().notify( this, &TSForestItemData::_onResourceChanged );
return true;
}
void TSForestItemData::onRemove()
{
// Remove the resource change signal.
ResourceManager::get().getChangedSignal().remove( this, &TSForestItemData::_onResourceChanged );
SAFE_DELETE( mShapeInstance );
Parent::onRemove();
}
void TSForestItemData::inspectPostApply()
{
Parent::inspectPostApply();
SAFE_DELETE( mShapeInstance );
_loadShape();
}
void TSForestItemData::_onResourceChanged( const Torque::Path &path )
{
if (mShapeAsset.isNull()) return;
if ( path != Path(mShapeAsset->getShapeFilePath()) )
return;
SAFE_DELETE( mShapeInstance );
_loadShape();
getReloadSignal().trigger();
}
void TSForestItemData::_loadShape()
{
if (mShapeAsset.isNull()) return;
_setShape(mShapeAssetId);
if ( !(bool)mShape )
return;
if ( mIsClientObject &&
!mShape->preloadMaterialList(mShapeAsset->getShapeFilePath()) )
return;
// Lets add an autobillboard detail if don't have one.
//_checkLastDetail();
_updateCollisionDetails();
}
TSShapeInstance* TSForestItemData::_getShapeInstance() const
{
// Create the shape instance if we haven't already.
if ( !mShapeInstance && mShape )
{
// Create the instance.
mShapeInstance = new TSShapeInstance( mShape, true );
// So we can make OpCode collision calls.
mShapeInstance->prepCollision();
// Get the material features adding the wind effect if
// we have a positive wind scale and have vertex color
// data which is used for the weighting.
FeatureSet features = MATMGR->getDefaultFeatures();
if ( mWindScale > 0.0f && mShape->getVertexFormat()->hasColor() )
{
// We create our own cloned material list to
// enable the wind effects.
features.addFeature( MFT_WindEffect );
mShapeInstance->cloneMaterialList( &features );
}
}
return mShapeInstance;
}
void TSForestItemData::_checkLastDetail()
{
if (mShapeAsset.isNull()) return;
const S32 dl = mShape->mSmallestVisibleDL;
const TSDetail *detail = &mShape->details[dl];
// TODO: Expose some real parameters to the datablock maybe?
if ( detail->subShapeNum != -1 )
{
mShape->addImposter(mShapeAsset->getShapeFilePath(), 10, 4, 0, 0, 256, 0, 0 );
// HACK: If i don't do this it crashes!
while ( mShape->detailCollisionAccelerators.size() < mShape->details.size() )
mShape->detailCollisionAccelerators.push_back( NULL );
}
}
TSLastDetail* TSForestItemData::getLastDetail() const
{
// Gotta call this first of the last detail isn't created!
if (!_getShapeInstance())
return NULL;
const S32 dl = mShape->mSmallestVisibleDL;
const TSDetail* detail = &mShape->details[dl];
if ( detail->subShapeNum >= 0 ||
mShape->billboardDetails.size() <= dl )
return NULL;
return mShape->billboardDetails[dl];
}
ForestCellBatch* TSForestItemData::allocateBatch() const
{
TSLastDetail* lastDetail = getLastDetail();
if ( !lastDetail )
return NULL;
return new TSForestCellBatch( lastDetail );
}
bool TSForestItemData::canBillboard( const SceneRenderState *state, const ForestItem &item, F32 distToCamera ) const
{
PROFILE_SCOPE( TSForestItemData_canBillboard );
if ( !mShape )
return false;
// Use the shape instance to do the work it normally does.
TSShapeInstance *shapeInstance = _getShapeInstance();
const S32 dl = shapeInstance->setDetailFromDistance( state, distToCamera / item.getScale() );
// This item has a null LOD... lets consider
// that as being billboarded.
if ( dl < 0 )
return true;
const TSDetail *detail = &mShape->details[dl];
if ( detail->subShapeNum < 0 && dl < mShape->billboardDetails.size() )
return true;
return false;
}
bool TSForestItemData::render( TSRenderState *rdata, const ForestItem &item ) const
{
PROFILE_SCOPE( TSForestItemData_render );
// This shouldn't happen normally at runtime, but during
// development a file change notification on a bad file
// can cause us to get here without a shape.
TSShapeInstance *shapeInst = _getShapeInstance();
if ( !shapeInst )
return false;
const F32 scale = item.getScale();
// Figure out the distance of this item to the camera.
const SceneRenderState *state = rdata->getSceneState();
F32 dist = ( item.getPosition() - state->getDiffuseCameraPosition() ).len();
// TODO: Selecting the lod seems more expensive than
// it should be... we should look to optimize this.
if ( shapeInst->setDetailFromDistance( state, dist / scale ) < 0 )
return false;
// TSShapeInstance::render() uses the
// world matrix for the RenderInst.
MatrixF worldMat = item.getTransform();
worldMat.scale( scale );
GFX->setWorldMatrix( worldMat );
rdata->setMaterialHint( (void*)&item );
// This isn't documented well, but these calls
// don't really render... rather they batch the
// shape to be rendered by the render instance
// manager later on.
shapeInst->animate();
shapeInst->render( *rdata );
return true;
}