mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
SceneObject now defaults to a category of "misc" getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
660 lines
19 KiB
C++
660 lines
19 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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _MESHROAD_H_
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#define _MESHROAD_H_
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _GFXTEXTUREHANDLE_H_
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#include "gfx/gfxTextureHandle.h"
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#endif
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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#ifndef _CLIPPEDPOLYLIST_H_
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#include "collision/clippedPolyList.h"
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#endif
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#ifndef _MATINSTANCE_H_
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#include "materials/matInstance.h"
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#endif
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#ifndef _CONVEX_H_
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#include "collision/convex.h"
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#endif
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#include "math/util/decomposePoly.h"
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#include "T3D/assets/MaterialAsset.h"
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//extern U32 gIdxArray[6][2][3];
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struct MeshRoadHitSegment
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{
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U32 idx;
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F32 t;
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};
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class MeshRoad;
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class MeshRoadProfileNode
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{
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private:
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Point3F mPos; // The position of the node. Only x and y are used.
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bool mSmooth; // Is the node smoothed? Determines the normal at the node.
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public:
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MeshRoadProfileNode() { mSmooth = false; }
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MeshRoadProfileNode(Point3F p) { mPos = p; mSmooth = false; }
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void setPosition(F32 x, F32 y) { mPos.x = x; mPos.y = y; mPos.z = 0.0f; }
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Point3F getPosition() { return mPos; }
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void setSmoothing(bool isSmooth) { mSmooth = isSmooth; }
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bool isSmooth() { return mSmooth; }
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};
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//-------------------------------------------------------------------------
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// MeshRoadProfile Class
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//-------------------------------------------------------------------------
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class MeshRoadProfile
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{
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private:
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friend class GuiMeshRoadEditorCtrl;
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friend class MeshRoad;
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friend class GuiMeshRoadEditorUndoAction;
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protected:
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MeshRoad* mRoad; // A pointer to the Road this profile belongs to
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Vector<MeshRoadProfileNode> mNodes; // The list of nodes in the profile
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Vector<VectorF> mNodeNormals; // The list of normals for each node
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Vector<U8> mSegMtrls; // The list of segment materials
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MatrixF mObjToSlice; // Transform profile from obj to slice space
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MatrixF mSliceToObj; // Transform profile from slice to obj space
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Point3F mStartPos; // Start position of profile in world space
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decompPoly mCap; // The polygon that caps the ends
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public:
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MeshRoadProfile();
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S32 clickOnLine(Point3F &p); // In profile space
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void addPoint(U32 nodeId, Point3F &p); // In profile space
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void removePoint(U32 nodeId);
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void setNodePosition(U32 nodeId, Point3F pos); // In profile space
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void toggleSmoothing(U32 nodeId);
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void toggleSegMtrl(U32 seg); // Toggle between top, bottom, side
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void generateNormals();
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void generateEndCap(F32 width);
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void setProfileDepth(F32 depth);
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void setTransform(const MatrixF &mat, const Point3F &p); // Object to slice space transform
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void getNodeWorldPos(U32 nodeId, Point3F &p); // Get node position in world space
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void getNormToSlice(U32 normId, VectorF &n); // Get normal vector in slice space
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void getNormWorldPos(U32 normId, Point3F &p); // Get normal end pos in world space
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void worldToObj(Point3F &p); // Transform from world to obj space
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void objToWorld(Point3F &p); // Transform from obj to world space
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F32 getProfileLen();
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F32 getNodePosPercent(U32 nodeId);
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Vector<MeshRoadProfileNode> getNodes() { return mNodes; }
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void resetProfile(F32 defaultDepth); // Reset profile to 2 default nodes
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};
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//-------------------------------------------------------------------------
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// MeshRoadConvex Class
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//-------------------------------------------------------------------------
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class MeshRoadConvex : public Convex
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{
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typedef Convex Parent;
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friend class MeshRoad;
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protected:
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MeshRoad *pRoad;
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public:
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U32 faceId;
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U32 triangleId;
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U32 segmentId;
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Point3F verts[4];
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PlaneF normal;
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Box3F box;
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public:
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MeshRoadConvex():pRoad(NULL), faceId(0), triangleId(0), segmentId(0) { mType = MeshRoadConvexType; }
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MeshRoadConvex( const MeshRoadConvex& cv ) {
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mType = MeshRoadConvexType;
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mObject = cv.mObject;
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pRoad = cv.pRoad;
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faceId = cv.faceId;
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triangleId = cv.triangleId;
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segmentId = cv.segmentId;
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verts[0] = cv.verts[0];
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verts[1] = cv.verts[1];
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verts[2] = cv.verts[2];
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verts[3] = cv.verts[3];
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normal = cv.normal;
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box = cv.box;
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}
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const MatrixF& getTransform() const;
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Box3F getBoundingBox() const;
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Box3F getBoundingBox(const MatrixF& mat, const Point3F& scale) const;
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Point3F support(const VectorF& vec) const;
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void getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf);
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void getPolyList(AbstractPolyList* list);
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};
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//-------------------------------------------------------------------------
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// MeshRoadSplineNode Class
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//-------------------------------------------------------------------------
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class Path;
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class TerrainBlock;
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struct ObjectRenderInst;
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class MeshRoadSplineNode
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{
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public:
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MeshRoadSplineNode() :x(0.0f), y(0.0f), z(0.0f), width(0.0f), depth(0.0f) {}
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F32 x;
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F32 y;
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F32 z;
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F32 width;
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F32 depth;
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VectorF normal;
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MeshRoadSplineNode& operator=(const MeshRoadSplineNode&);
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MeshRoadSplineNode operator+(const MeshRoadSplineNode&) const;
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MeshRoadSplineNode operator-(const MeshRoadSplineNode&) const;
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MeshRoadSplineNode operator*(const F32) const;
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F32 len();
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Point3F getPosition() const { return Point3F(x,y,z); };
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};
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inline F32 MeshRoadSplineNode::len()
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{
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return mSqrt(F32(x*x + y*y + z*z));
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}
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inline MeshRoadSplineNode& MeshRoadSplineNode::operator=(const MeshRoadSplineNode &_node)
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{
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x = _node.x;
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y = _node.y;
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z = _node.z;
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width = _node.width;
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depth = _node.depth;
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normal = _node.normal;
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return *this;
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}
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inline MeshRoadSplineNode MeshRoadSplineNode::operator+(const MeshRoadSplineNode& _add) const
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{
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MeshRoadSplineNode result;
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result.x = x + _add.x;
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result.y = y + _add.y;
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result.z = z + _add.z;
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result.width = width + _add.width;
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result.depth = depth + _add.depth;
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result.normal = normal + _add.normal;
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return result;
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}
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inline MeshRoadSplineNode MeshRoadSplineNode::operator-(const MeshRoadSplineNode& _rSub) const
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{
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MeshRoadSplineNode result;
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result.x = x - _rSub.x;
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result.y = y - _rSub.y;
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result.z = z - _rSub.z;
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result.width = width - _rSub.width;
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result.depth = depth - _rSub.depth;
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result.normal = normal - _rSub.normal;
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return result;
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}
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inline MeshRoadSplineNode operator*(const F32 mul, const MeshRoadSplineNode& multiplicand)
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{
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return multiplicand * mul;
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}
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inline MeshRoadSplineNode MeshRoadSplineNode::operator*(const F32 _mul) const
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{
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MeshRoadSplineNode result;
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result.x = x * _mul;
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result.y = y * _mul;
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result.z = z * _mul;
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result.width = width * _mul;
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result.depth = depth * _mul;
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result.normal = normal * _mul;
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return result;
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}
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//-------------------------------------------------------------------------
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// Structures
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//-------------------------------------------------------------------------
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struct MeshRoadRenderBatch
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{
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U32 startSegmentIdx;
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U32 endSegmentIdx;
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U32 startVert;
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U32 endVert;
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U32 startIndex;
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U32 endIndex;
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U32 totalRows;
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U32 indexCount;
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U32 vertCount;
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U32 triangleCount;
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};
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typedef Vector<MeshRoadRenderBatch> MeshRoadBatchVector;
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struct MeshRoadNode
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{
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// The 3D position of the node
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Point3F point;
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// The width of the River at this node (meters)
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F32 width;
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// The depth of the River at this node (meters)
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F32 depth;
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VectorF normal;
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};
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typedef Vector<MeshRoadNode> MeshRoadNodeVector;
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struct MeshRoadSlice
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{
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MeshRoadSlice()
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{
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p0.zero();
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p1.zero();
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p2.zero();
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pb0.zero();
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pb2.zero();
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uvec.zero();
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fvec.zero();
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rvec.zero();
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width = 0.0f;
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depth = 0.0f;
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normal.set(0,0,1);
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texCoordV = 0.0f;
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t = 0.0f;
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parentNodeIdx = -1;
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};
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Point3F p0; // upper left
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Point3F p1; // upper center
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Point3F p2; // upper right
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Point3F pb0; // bottom left
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Point3F pb2; // bottom right
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VectorF uvec;
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VectorF fvec;
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VectorF rvec;
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F32 width;
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F32 depth;
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Point3F normal;
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F32 t;
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F32 texCoordV;
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U32 parentNodeIdx;
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Vector<Point3F> verts;
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Vector<VectorF> norms;
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};
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typedef Vector<MeshRoadSlice> MeshRoadSliceVector;
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//-------------------------------------------------------------------------
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// MeshRoadSegment Class
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//-------------------------------------------------------------------------
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class MeshRoadSegment
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{
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public:
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MeshRoadSegment();
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MeshRoadSegment( MeshRoadSlice *rs0, MeshRoadSlice *rs1, const MatrixF &roadMat );
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void set( MeshRoadSlice *rs0, MeshRoadSlice *rs1 );
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F32 TexCoordStart() const { return slice0->texCoordV; }
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F32 TexCoordEnd() const { return slice1->texCoordV; }
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const Point3F& getP00() const { return slice0->p0; }
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const Point3F& getP01() const { return slice1->p0; }
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const Point3F& getP11() const { return slice1->p2; }
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const Point3F& getP10() const { return slice0->p2; }
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Point3F getSurfaceCenter() const { return ( slice0->p1 + slice1->p1 ) / 2.0f; }
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Point3F getSurfaceNormal() const { return -mPlanes[4].getNormal(); }
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bool intersectBox( const Box3F &bounds ) const;
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bool containsPoint( const Point3F &pnt ) const;
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F32 distanceToSurface( const Point3F &pnt ) const;
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F32 length() const { return ( slice1->p1 - slice0->p1 ).len(); }
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// Quick access to the segment's points
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Point3F& operator[](U32);
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const Point3F& operator[](U32) const;
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Point3F& operator[](S32 i) { return operator[](U32(i)); }
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const Point3F& operator[](S32 i ) const { return operator[](U32(i)); }
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const Box3F& getWorldBounds() const { return worldbounds; }
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MeshRoadSlice *slice0;
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MeshRoadSlice *slice1;
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protected:
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PlaneF mPlanes[6];
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U32 mPlaneCount;
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U32 columns;
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U32 rows;
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U32 startVert;
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U32 endVert;
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U32 startIndex;
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U32 endIndex;
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U32 numVerts;
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U32 numTriangles;
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Box3F objectbounds;
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Box3F worldbounds;
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};
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typedef Vector<MeshRoadSegment> MeshRoadSegmentVector;
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inline Point3F& MeshRoadSegment::operator[](U32 index)
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{
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AssertFatal(index < 8, "MeshRoadSegment::operator[] - out of bounds array access!");
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MeshRoadSlice *slice = NULL;
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if ( index > 3 )
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{
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slice = slice1;
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index -= 4;
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}
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else
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{
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slice = slice0;
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}
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if ( index == 0 )
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return slice->p0;
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if ( index == 1 )
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return slice->p2;
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if ( index == 2 )
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return slice->pb0;
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else //( index == 3 )
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return slice->pb2;
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}
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inline const Point3F& MeshRoadSegment::operator[](U32 index) const
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{
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AssertFatal(index < 8, "MeshRoadSegment::operator[] - out of bounds array access!");
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MeshRoadSlice *slice = NULL;
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if ( index > 3 )
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{
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slice = slice1;
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index -= 4;
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}
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else
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{
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slice = slice0;
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}
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if ( index == 0 )
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return slice->p0;
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if ( index == 1 )
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return slice->p2;
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if ( index == 2 )
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return slice->pb0;
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else// ( index == 3 )
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return slice->pb2;
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}
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//------------------------------------------------------------------------------
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// MeshRoad Class
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//------------------------------------------------------------------------------
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class PhysicsBody;
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struct MeshRoadNodeList;
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class MeshRoad : public SceneObject
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{
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private:
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friend class GuiMeshRoadEditorCtrl;
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friend class GuiMeshRoadEditorUndoAction;
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friend class MeshRoadConvex;
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friend class MeshRoadProfile;
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typedef SceneObject Parent;
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enum
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{
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MeshRoadMask = Parent::NextFreeMask,
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NodeMask = Parent::NextFreeMask << 1,
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RegenMask = Parent::NextFreeMask << 2,
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InitialUpdateMask = Parent::NextFreeMask << 3,
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SelectedMask = Parent::NextFreeMask << 4,
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MaterialMask = Parent::NextFreeMask << 5,
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ProfileMask = Parent::NextFreeMask << 6,
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NextFreeMask = Parent::NextFreeMask << 7,
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};
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public:
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MeshRoad();
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~MeshRoad();
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DECLARE_CONOBJECT(MeshRoad);
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DECLARE_CATEGORY("Environment \t BackGround");
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// ConObject.
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static void initPersistFields();
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static void consoleInit();
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// SimObject
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bool onAdd();
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void onRemove();
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void onEditorEnable();
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void onEditorDisable();
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void inspectPostApply();
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void onStaticModified(const char* slotName, const char*newValue = NULL);
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void writeFields(Stream &stream, U32 tabStop);
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bool writeField( StringTableEntry fieldname, const char *value );
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// NetObject
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U32 packUpdate(NetConnection *, U32, BitStream *);
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void unpackUpdate(NetConnection *, BitStream *);
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// SceneObject
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virtual void prepRenderImage( SceneRenderState* sceneState );
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virtual void setTransform( const MatrixF &mat );
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virtual void setScale( const VectorF &scale );
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// SceneObject - Collision
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virtual void buildConvex(const Box3F& box,Convex* convex);
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virtual bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere);
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virtual bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
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virtual bool collideBox(const Point3F &start, const Point3F &end, RayInfo* info);
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// MeshRoad
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void regenerate();
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void setBatchSize( U32 level );
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void setTextureFile( StringTableEntry file );
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void setTextureRepeat( F32 meters );
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bool collideRay( const Point3F &origin, const Point3F &direction, U32 *nodeIdx = NULL, Point3F *collisionPnt = NULL );
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bool buildSegmentPolyList( AbstractPolyList* polyList, U32 startSegIdx, U32 endSegIdx, bool capFront, bool capEnd );
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void buildNodesFromList( MeshRoadNodeList* list );
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U32 insertNode( const Point3F &pos, const F32 &width, const F32 &depth, const Point3F &normal, const U32 &idx );
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U32 addNode( const Point3F &pos, const F32 &width, const F32 &depth, const Point3F &normal );
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void deleteNode( U32 idx );
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void setNode( const Point3F &pos, const F32 &width, const F32 &depth, const Point3F &normal, const U32 &idx );
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const MeshRoadNode& getNode( U32 idx );
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VectorF getNodeNormal( U32 idx );
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void setNodeNormal( U32 idx, const VectorF &normal );
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Point3F getNodePosition( U32 idx );
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void setNodePosition( U32 idx, const Point3F &pos );
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F32 getNodeWidth( U32 idx );
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void setNodeWidth( U32 idx, F32 width );
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F32 getNodeDepth( U32 idx );
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void setNodeDepth( U32 idx, F32 depth );
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MatrixF getNodeTransform( U32 idx );
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void calcSliceTransform( U32 idx, MatrixF &mat );
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bool isEndNode( U32 idx ) { return ( mNodes.size() > 0 && ( idx == 0 || idx == mNodes.size() - 1 ) ); }
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U32 getSegmentCount() { return mSegments.size(); }
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const MeshRoadSegment& getSegment( U32 idx ) { return mSegments[idx]; }
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F32 getRoadLength() const;
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static SimSet* getServerSet();
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/// Protected 'Component' Field setter that will add a component to the list.
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static bool addNodeFromField( void *object, const char *index, const char *data );
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static bool addProfileNodeFromField(void *obj, const char *index, const char* data);
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static bool smEditorOpen;
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static bool smWireframe;
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static bool smShowBatches;
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static bool smShowSpline;
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static bool smShowRoad;
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static bool smShowRoadProfile;
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static SimObjectPtr<SimSet> smServerMeshRoadSet;
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protected:
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void _initMaterial();
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void _debugRender( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* );
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U32 _insertNode( const Point3F &pos, const F32 &width, const F32 &depth, const Point3F &normal, const U32 &idx );
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U32 _addNode( const Point3F &pos, const F32 &width, const F32 &depth, const Point3F &normal );
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void _regenerate();
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void _generateSlices();
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void _generateSegments();
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void _generateVerts();
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protected:
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MeshRoadSliceVector mSlices;
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MeshRoadNodeVector mNodes;
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MeshRoadSegmentVector mSegments;
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MeshRoadBatchVector mBatches;
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static GFXStateBlockRef smWireframeSB;
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enum {
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Top = 0,
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Bottom = 1,
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Side = 2,
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SurfaceCount = 3
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};
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GFXVertexBufferHandle<GFXVertexPNTT> mVB[SurfaceCount];
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GFXPrimitiveBufferHandle mPB[SurfaceCount];
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DECLARE_MATERIALASSET(MeshRoad, TopMaterial);
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DECLARE_ASSET_NET_SETGET(MeshRoad, TopMaterial, MeshRoadMask);
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DECLARE_MATERIALASSET(MeshRoad, BottomMaterial);
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DECLARE_ASSET_NET_SETGET(MeshRoad, BottomMaterial, MeshRoadMask);
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DECLARE_MATERIALASSET(MeshRoad, SideMaterial);
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DECLARE_ASSET_NET_SETGET(MeshRoad, SideMaterial, MeshRoadMask);
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//String mMaterialName[SurfaceCount];
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SimObjectPtr<Material> mMaterial[SurfaceCount];
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BaseMatInstance *mMatInst[SurfaceCount];
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U32 mVertCount[SurfaceCount];
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U32 mTriangleCount[SurfaceCount];
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MeshRoadProfile mSideProfile;
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// Fields.
|
|
F32 mTextureLength;
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F32 mBreakAngle;
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S32 mWidthSubdivisions;
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|
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// Collision and Physics.
|
|
Convex* mConvexList;
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|
Vector<MeshRoadConvex*> mDebugConvex;
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|
PhysicsBody *mPhysicsRep;
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|
private:
|
|
static bool buildPolyList_TopSurfaceOnly;
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|
public:
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|
bool buildTopPolyList(PolyListContext, AbstractPolyList*);
|
|
};
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#endif // _MESHROAD_H_
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