mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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262 lines
7.9 KiB
C++
262 lines
7.9 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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#include "T3D/examples/renderShapeExample.h"
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#include "math/mathIO.h"
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#include "sim/netConnection.h"
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#include "scene/sceneRenderState.h"
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#include "console/consoleTypes.h"
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#include "core/resourceManager.h"
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#include "core/stream/bitStream.h"
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#include "gfx/gfxTransformSaver.h"
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#include "renderInstance/renderPassManager.h"
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#include "lighting/lightQuery.h"
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IMPLEMENT_CO_NETOBJECT_V1(RenderShapeExample);
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ConsoleDocClass( RenderShapeExample,
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"@brief An example scene object which renders a DTS.\n\n"
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"This class implements a basic SceneObject that can exist in the world at a "
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"3D position and render itself. There are several valid ways to render an "
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"object in Torque. This class makes use of the 'TS' (three space) shape "
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"system. TS manages loading the various mesh formats supported by Torque as "
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"well was rendering those meshes (including LOD and animation...though this "
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"example doesn't include any animation over time).\n\n"
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"See the C++ code for implementation details.\n\n"
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"@ingroup Examples\n" );
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//-----------------------------------------------------------------------------
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// Object setup and teardown
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//-----------------------------------------------------------------------------
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RenderShapeExample::RenderShapeExample()
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{
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// Flag this object so that it will always
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// be sent across the network to clients
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mNetFlags.set( Ghostable | ScopeAlways );
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// Set it as a "static" object.
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mTypeMask |= StaticObjectType | StaticShapeObjectType;
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// Make sure to initialize our TSShapeInstance to NULL
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mShapeInstance = NULL;
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}
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RenderShapeExample::~RenderShapeExample()
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{
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}
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//-----------------------------------------------------------------------------
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// Object Editing
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//-----------------------------------------------------------------------------
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void RenderShapeExample::initPersistFields()
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{
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addGroup( "Rendering" );
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INITPERSISTFIELD_SHAPEASSET(Shape, RenderShapeExample, "The path to the shape file.")
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endGroup( "Rendering" );
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// SceneObject already handles exposing the transform
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Parent::initPersistFields();
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}
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void RenderShapeExample::inspectPostApply()
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{
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Parent::inspectPostApply();
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// Flag the network mask to send the updates
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// to the client object
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setMaskBits( UpdateMask );
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}
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bool RenderShapeExample::onAdd()
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{
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if ( !Parent::onAdd() )
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return false;
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// Set up a 1x1x1 bounding box
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mObjBox.set( Point3F( -0.5f, -0.5f, -0.5f ),
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Point3F( 0.5f, 0.5f, 0.5f ) );
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resetWorldBox();
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// Add this object to the scene
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addToScene();
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// Setup the shape.
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createShape();
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return true;
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}
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void RenderShapeExample::onRemove()
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{
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// Remove this object from the scene
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removeFromScene();
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// Remove our TSShapeInstance
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if ( mShapeInstance )
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SAFE_DELETE( mShapeInstance );
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Parent::onRemove();
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}
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void RenderShapeExample::setTransform(const MatrixF & mat)
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{
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// Let SceneObject handle all of the matrix manipulation
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Parent::setTransform( mat );
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// Dirty our network mask so that the new transform gets
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// transmitted to the client object
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setMaskBits( TransformMask );
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}
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U32 RenderShapeExample::packUpdate( NetConnection *conn, U32 mask, BitStream *stream )
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{
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// Allow the Parent to get a crack at writing its info
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U32 retMask = Parent::packUpdate( conn, mask, stream );
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// Write our transform information
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if ( stream->writeFlag( mask & TransformMask ) )
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{
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mathWrite(*stream, getTransform());
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mathWrite(*stream, getScale());
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}
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// Write out any of the updated editable properties
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if ( stream->writeFlag( mask & UpdateMask ) )
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{
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PACK_ASSET(conn, Shape);
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// Allow the server object a chance to handle a new shape
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createShape();
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}
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return retMask;
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}
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void RenderShapeExample::unpackUpdate(NetConnection *conn, BitStream *stream)
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{
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// Let the Parent read any info it sent
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Parent::unpackUpdate(conn, stream);
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if ( stream->readFlag() ) // TransformMask
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{
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mathRead(*stream, &mObjToWorld);
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mathRead(*stream, &mObjScale);
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setTransform( mObjToWorld );
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}
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if ( stream->readFlag() ) // UpdateMask
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{
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UNPACK_ASSET(conn, Shape);
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if ( isProperlyAdded() )
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createShape();
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}
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}
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//-----------------------------------------------------------------------------
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// Object Rendering
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//-----------------------------------------------------------------------------
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void RenderShapeExample::createShape()
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{
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if ( getShape() == StringTable->EmptyString() )
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return;
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// If this is the same shape then no reason to update it
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if ( mShapeInstance && getShape() == StringTable->insert(mShape.getPath().getFullPath().c_str()) )
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return;
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// Clean up our previous shape
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if ( mShapeInstance )
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SAFE_DELETE( mShapeInstance );
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// Attempt to preload the Materials for this shape
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if ( isClientObject() &&
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!mShape->preloadMaterialList( mShape.getPath() ) &&
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NetConnection::filesWereDownloaded() )
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{
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return;
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}
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// Update the bounding box
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mObjBox = mShape->mBounds;
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resetWorldBox();
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setRenderTransform(mObjToWorld);
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// Create the TSShapeInstance
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mShapeInstance = new TSShapeInstance( mShape, isClientObject() );
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}
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void RenderShapeExample::prepRenderImage( SceneRenderState *state )
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{
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// Make sure we have a TSShapeInstance
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if ( !mShapeInstance )
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return;
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// Calculate the distance of this object from the camera
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Point3F cameraOffset;
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getRenderTransform().getColumn( 3, &cameraOffset );
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cameraOffset -= state->getDiffuseCameraPosition();
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F32 dist = cameraOffset.len();
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if ( dist < 0.01f )
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dist = 0.01f;
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// Set up the LOD for the shape
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F32 invScale = ( 1.0f / getMax( getMax( mObjScale.x, mObjScale.y ), mObjScale.z ) );
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mShapeInstance->setDetailFromDistance( state, dist * invScale );
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// Make sure we have a valid level of detail
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if ( mShapeInstance->getCurrentDetail() < 0 )
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return;
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// GFXTransformSaver is a handy helper class that restores
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// the current GFX matrices to their original values when
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// it goes out of scope at the end of the function
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GFXTransformSaver saver;
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// Set up our TS render state
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TSRenderState rdata;
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rdata.setSceneState( state );
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rdata.setFadeOverride( 1.0f );
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// We might have some forward lit materials
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// so pass down a query to gather lights.
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LightQuery query;
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query.init( getWorldSphere() );
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rdata.setLightQuery( &query );
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// Set the world matrix to the objects render transform
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MatrixF mat = getRenderTransform();
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mat.scale( mObjScale );
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GFX->setWorldMatrix( mat );
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// Animate the the shape
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mShapeInstance->animate();
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// Allow the shape to submit the RenderInst(s) for itself
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mShapeInstance->render( rdata );
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}
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