mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
82 lines
3.3 KiB
C++
82 lines
3.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _TSSORTEDMESH_H_
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#define _TSSORTEDMESH_H_
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#ifndef _TSMESH_H_
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#include "ts/tsMesh.h"
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#endif
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/// TSSortedMesh is for meshes that need sorting (obviously). Such meshes
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/// are usually partially or completely composed of translucent/parent polygons.
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class TSSortedMesh : public TSMesh
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{
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public:
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typedef TSMesh Parent;
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/// This is a group of primitives that belong "together" in the rendering sequence.
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/// For example, if a player model had a helmet with a translucent visor, the visor
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/// would be a Cluster.
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struct Cluster
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{
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S32 startPrimitive;
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S32 endPrimitive;
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Point3F normal;
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F32 k;
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S32 frontCluster; ///< go to this cluster if in front of plane, if frontCluster<0, no cluster
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S32 backCluster; ///< go to this cluster if in back of plane, if backCluster<0, no cluster
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///< if frontCluster==backCluster, no plane to test against...
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};
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Vector<Cluster> clusters; ///< All of the clusters of primitives to be drawn
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Vector<S32> startCluster; ///< indexed by frame number
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Vector<S32> firstVerts; ///< indexed by frame number
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Vector<S32> numVerts; ///< indexed by frame number
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Vector<S32> firstTVerts; ///< indexed by frame number or matFrame number, depending on which one animates (never both)
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/// sometimes, we want to write the depth value to the frame buffer even when object is translucent
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bool alwaysWriteDepth;
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// render methods..
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void render(S32 frame, S32 matFrame, TSMaterialList *);
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bool buildPolyList( S32 frame, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials ) override;
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bool castRay( S32 frame, const Point3F &start, const Point3F &end, RayInfo *rayInfo, TSMaterialList *materials ) override;
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bool buildConvexHull() override; ///< does nothing, skins don't use this
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///
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/// @returns false ALWAYS
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S32 getNumPolys();
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void assemble(bool skip) override;
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void disassemble() override;
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TSSortedMesh() {
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alwaysWriteDepth = false;
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mMeshType = SortedMeshType;
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}
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};
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#endif // _TS_SORTED_MESH
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