mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
1148 lines
34 KiB
C++
1148 lines
34 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 "platform/platform.h"
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#include "T3D/tsStatic.h"
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#include "core/resourceManager.h"
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#include "core/stream/bitStream.h"
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#include "scene/sceneRenderState.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneObjectLightingPlugin.h"
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#include "lighting/lightManager.h"
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#include "math/mathIO.h"
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#include "ts/tsShapeInstance.h"
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#include "ts/tsMaterialList.h"
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#include "console/consoleTypes.h"
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#include "T3D/shapeBase.h"
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#include "sim/netConnection.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxTransformSaver.h"
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#include "ts/tsRenderState.h"
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#include "collision/boxConvex.h"
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#include "T3D/physics/physicsPlugin.h"
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#include "T3D/physics/physicsBody.h"
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#include "T3D/physics/physicsCollision.h"
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#include "materials/materialDefinition.h"
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#include "materials/materialManager.h"
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#include "materials/matInstance.h"
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#include "materials/materialFeatureData.h"
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#include "materials/materialFeatureTypes.h"
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#include "console/engineAPI.h"
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extern bool gEditingMission;
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IMPLEMENT_CO_NETOBJECT_V1(TSStatic);
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ConsoleDocClass( TSStatic,
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"@brief A static object derived from a 3D model file and placed within the game world.\n\n"
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"TSStatic is the most basic 3D shape in Torque. Unlike StaticShape it doesn't make use of "
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"a datablock. It derrives directly from SceneObject. This makes TSStatic extremely light "
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"weight, which is why the Tools use this class when you want to drop in a DTS or DAE object.\n\n"
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"While a TSStatic doesn't provide any motion -- it stays were you initally put it -- it does allow for "
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"a single ambient animation sequence to play when the object is first added to the scene.\n\n"
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"@tsexample\n"
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"new TSStatic(Team1Base) {\n"
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" shapeName = \"art/shapes/desertStructures/station01.dts\";\n"
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" playAmbient = \"1\";\n"
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" receiveSunLight = \"1\";\n"
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" receiveLMLighting = \"1\";\n"
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" useCustomAmbientLighting = \"0\";\n"
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" customAmbientLighting = \"0 0 0 1\";\n"
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" collisionType = \"Visible Mesh\";\n"
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" decalType = \"Collision Mesh\";\n"
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" allowPlayerStep = \"1\";\n"
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" renderNormals = \"0\";\n"
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" forceDetail = \"-1\";\n"
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" position = \"315.18 -180.418 244.313\";\n"
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" rotation = \"0 0 1 195.952\";\n"
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" scale = \"1 1 1\";\n"
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" isRenderEnabled = \"true\";\n"
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" canSaveDynamicFields = \"1\";\n"
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"};\n"
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"@endtsexample\n"
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"@ingroup gameObjects\n"
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);
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TSStatic::TSStatic()
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{
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mNetFlags.set(Ghostable | ScopeAlways);
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mTypeMask |= StaticObjectType | StaticShapeObjectType;
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mShapeName = "";
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mShapeInstance = NULL;
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mPlayAmbient = true;
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mAmbientThread = NULL;
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mAllowPlayerStep = true;
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mConvexList = new Convex;
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mRenderNormalScalar = 0;
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mForceDetail = -1;
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mMeshCulling = false;
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mUseOriginSort = false;
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mPhysicsRep = NULL;
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mCollisionType = CollisionMesh;
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mDecalType = CollisionMesh;
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}
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TSStatic::~TSStatic()
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{
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delete mConvexList;
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mConvexList = NULL;
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}
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ImplementEnumType( TSMeshType,
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"Type of mesh data available in a shape.\n"
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"@ingroup gameObjects" )
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{ TSStatic::None, "None", "No mesh data." },
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{ TSStatic::Bounds, "Bounds", "Bounding box of the shape." },
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{ TSStatic::CollisionMesh, "Collision Mesh", "Specifically desingated \"collision\" meshes." },
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{ TSStatic::VisibleMesh, "Visible Mesh", "Rendered mesh polygons." },
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EndImplementEnumType;
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void TSStatic::initPersistFields()
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{
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addGroup("Media");
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addField("shapeName", TypeShapeFilename, Offset( mShapeName, TSStatic ),
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"%Path and filename of the model file (.DTS, .DAE) to use for this TSStatic." );
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addProtectedField( "skin", TypeRealString, Offset( mAppliedSkinName, TSStatic ), &_setFieldSkin, &_getFieldSkin,
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"@brief The skin applied to the shape.\n\n"
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"'Skinning' the shape effectively renames the material targets, allowing "
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"different materials to be used on different instances of the same model.\n\n"
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"Any material targets that start with the old skin name have that part "
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"of the name replaced with the new skin name. The initial old skin name is "
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"\"base\". For example, if a new skin of \"blue\" was applied to a model "
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"that had material targets <i>base_body</i> and <i>face</i>, the new targets "
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"would be <i>blue_body</i> and <i>face</i>. Note that <i>face</i> was not "
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"renamed since it did not start with the old skin name of \"base\".\n\n"
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"To support models that do not use the default \"base\" naming convention, "
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"you can also specify the part of the name to replace in the skin field "
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"itself. For example, if a model had a material target called <i>shapemat</i>, "
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"we could apply a new skin \"shape=blue\", and the material target would be "
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"renamed to <i>bluemat</i> (note \"shape\" has been replaced with \"blue\").\n\n"
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"Multiple skin updates can also be applied at the same time by separating "
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"them with a semicolon. For example: \"base=blue;face=happy_face\".\n\n"
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"Material targets are only renamed if an existing Material maps to that "
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"name, or if there is a diffuse texture in the model folder with the same "
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"name as the new target.\n\n" );
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endGroup("Media");
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addGroup("Rendering");
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addField( "playAmbient", TypeBool, Offset( mPlayAmbient, TSStatic ),
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"Enables automatic playing of the animation sequence named \"ambient\" (if it exists) when the TSStatic is loaded.");
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addField( "meshCulling", TypeBool, Offset( mMeshCulling, TSStatic ),
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"Enables detailed culling of meshes within the TSStatic. Should only be used "
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"with large complex shapes like buildings which contain many submeshes." );
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addField( "originSort", TypeBool, Offset( mUseOriginSort, TSStatic ),
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"Enables translucent sorting of the TSStatic by its origin instead of the bounds." );
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endGroup("Rendering");
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addGroup("Collision");
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addField( "collisionType", TypeTSMeshType, Offset( mCollisionType, TSStatic ),
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"The type of mesh data to use for collision queries." );
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addField( "decalType", TypeTSMeshType, Offset( mDecalType, TSStatic ),
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"The type of mesh data used to clip decal polygons against." );
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addField( "allowPlayerStep", TypeBool, Offset( mAllowPlayerStep, TSStatic ),
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"@brief Allow a Player to walk up sloping polygons in the TSStatic (based on the collisionType).\n\n"
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"When set to false, the slightest bump will stop the player from walking on top of the object.\n");
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endGroup("Collision");
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addGroup("Debug");
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addField( "renderNormals", TypeF32, Offset( mRenderNormalScalar, TSStatic ),
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"Debug rendering mode shows the normals for each point in the TSStatic's mesh." );
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addField( "forceDetail", TypeS32, Offset( mForceDetail, TSStatic ),
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"Forces rendering to a particular detail level." );
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endGroup("Debug");
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Parent::initPersistFields();
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}
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bool TSStatic::_setFieldSkin( void *object, const char *index, const char *data )
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{
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TSStatic *ts = static_cast<TSStatic*>( object );
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if ( ts )
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ts->setSkinName( data );
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return false;
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}
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const char *TSStatic::_getFieldSkin( void *object, const char *data )
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{
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TSStatic *ts = static_cast<TSStatic*>( object );
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return ts ? ts->mSkinNameHandle.getString() : "";
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}
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void TSStatic::inspectPostApply()
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{
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// Apply any transformations set in the editor
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Parent::inspectPostApply();
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if(isServerObject())
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{
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setMaskBits(AdvancedStaticOptionsMask);
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prepCollision();
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}
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_updateShouldTick();
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}
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bool TSStatic::onAdd()
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{
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PROFILE_SCOPE(TSStatic_onAdd);
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if ( isServerObject() )
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{
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// Handle the old "usePolysoup" field
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SimFieldDictionary* fieldDict = getFieldDictionary();
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if ( fieldDict )
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{
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StringTableEntry slotName = StringTable->insert( "usePolysoup" );
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SimFieldDictionary::Entry * entry = fieldDict->findDynamicField( slotName );
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if ( entry )
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{
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// Was "usePolysoup" set?
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bool usePolysoup = dAtob( entry->value );
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// "usePolysoup" maps to the new VisibleMesh type
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if ( usePolysoup )
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mCollisionType = VisibleMesh;
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// Remove the field in favor on the new "collisionType" field
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fieldDict->setFieldValue( slotName, "" );
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}
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}
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}
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if ( !Parent::onAdd() )
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return false;
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// Setup the shape.
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if ( !_createShape() )
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{
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Con::errorf( "TSStatic::onAdd() - Shape creation failed!" );
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return false;
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}
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setRenderTransform(mObjToWorld);
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// Register for the resource change signal.
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ResourceManager::get().getChangedSignal().notify( this, &TSStatic::_onResourceChanged );
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addToScene();
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_updateShouldTick();
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return true;
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}
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bool TSStatic::_createShape()
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{
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// Cleanup before we create.
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mCollisionDetails.clear();
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mLOSDetails.clear();
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SAFE_DELETE( mPhysicsRep );
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SAFE_DELETE( mShapeInstance );
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mAmbientThread = NULL;
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mShape = NULL;
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if (!mShapeName || mShapeName[0] == '\0')
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{
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Con::errorf( "TSStatic::_createShape() - No shape name!" );
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return false;
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}
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mShapeHash = _StringTable::hashString(mShapeName);
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mShape = ResourceManager::get().load(mShapeName);
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if ( bool(mShape) == false )
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{
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Con::errorf( "TSStatic::_createShape() - Unable to load shape: %s", mShapeName );
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return false;
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}
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if ( isClientObject() &&
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!mShape->preloadMaterialList(mShape.getPath()) &&
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NetConnection::filesWereDownloaded() )
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return false;
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mObjBox = mShape->bounds;
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resetWorldBox();
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mShapeInstance = new TSShapeInstance( mShape, isClientObject() );
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if( isGhost() )
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{
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// Reapply the current skin
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mAppliedSkinName = "";
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reSkin();
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}
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prepCollision();
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// Find the "ambient" animation if it exists
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S32 ambientSeq = mShape->findSequence("ambient");
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if ( ambientSeq > -1 && !mAmbientThread )
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mAmbientThread = mShapeInstance->addThread();
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if ( mAmbientThread )
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mShapeInstance->setSequence( mAmbientThread, ambientSeq, 0);
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return true;
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}
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void TSStatic::prepCollision()
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{
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// Let the client know that the collision was updated
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setMaskBits( UpdateCollisionMask );
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// Allow the ShapeInstance to prep its collision if it hasn't already
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if ( mShapeInstance )
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mShapeInstance->prepCollision();
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// Cleanup any old collision data
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mCollisionDetails.clear();
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mLOSDetails.clear();
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mConvexList->nukeList();
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if ( mCollisionType == CollisionMesh || mCollisionType == VisibleMesh )
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mShape->findColDetails( mCollisionType == VisibleMesh, &mCollisionDetails, &mLOSDetails );
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_updatePhysics();
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}
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void TSStatic::_updatePhysics()
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{
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SAFE_DELETE( mPhysicsRep );
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if ( !PHYSICSMGR || mCollisionType == None )
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return;
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PhysicsCollision *colShape = NULL;
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if ( mCollisionType == Bounds )
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{
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MatrixF offset( true );
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offset.setPosition( mShape->center );
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colShape = PHYSICSMGR->createCollision();
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colShape->addBox( getObjBox().getExtents() * 0.5f * mObjScale, offset );
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}
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else
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colShape = mShape->buildColShape( mCollisionType == VisibleMesh, getScale() );
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if ( colShape )
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{
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PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
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mPhysicsRep = PHYSICSMGR->createBody();
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mPhysicsRep->init( colShape, 0, 0, this, world );
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mPhysicsRep->setTransform( getTransform() );
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}
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}
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void TSStatic::onRemove()
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{
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SAFE_DELETE( mPhysicsRep );
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mConvexList->nukeList();
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removeFromScene();
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// Remove the resource change signal.
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ResourceManager::get().getChangedSignal().remove( this, &TSStatic::_onResourceChanged );
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delete mShapeInstance;
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mShapeInstance = NULL;
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mAmbientThread = NULL;
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Parent::onRemove();
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}
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void TSStatic::_onResourceChanged( const Torque::Path &path )
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{
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if ( path != Path( mShapeName ) )
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return;
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_createShape();
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_updateShouldTick();
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}
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void TSStatic::setSkinName( const char *name )
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{
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if ( !isGhost() )
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{
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if ( name[0] != '\0' )
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{
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// Use tags for better network performance
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// Should be a tag, but we'll convert to one if it isn't.
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if ( name[0] == StringTagPrefixByte )
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mSkinNameHandle = NetStringHandle( U32(dAtoi(name + 1)) );
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else
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mSkinNameHandle = NetStringHandle( name );
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}
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else
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mSkinNameHandle = NetStringHandle();
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setMaskBits( SkinMask );
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}
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}
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void TSStatic::reSkin()
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{
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if ( isGhost() && mShapeInstance && mSkinNameHandle.isValidString() )
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{
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Vector<String> skins;
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String(mSkinNameHandle.getString()).split( ";", skins );
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for (int i = 0; i < skins.size(); i++)
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{
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String oldSkin( mAppliedSkinName.c_str() );
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String newSkin( skins[i] );
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// Check if the skin handle contains an explicit "old" base string. This
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// allows all models to support skinning, even if they don't follow the
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// "base_xxx" material naming convention.
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S32 split = newSkin.find( '=' ); // "old=new" format skin?
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if ( split != String::NPos )
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{
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oldSkin = newSkin.substr( 0, split );
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newSkin = newSkin.erase( 0, split+1 );
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}
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mShapeInstance->reSkin( newSkin, oldSkin );
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mAppliedSkinName = newSkin;
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}
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}
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}
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void TSStatic::processTick( const Move *move )
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{
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AssertFatal( mPlayAmbient && mAmbientThread, "TSSTatic::adanceTime called with nothing to play." );
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if ( isServerObject() )
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mShapeInstance->advanceTime( TickSec, mAmbientThread );
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}
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void TSStatic::interpolateTick( F32 delta )
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{
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}
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void TSStatic::advanceTime( F32 dt )
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{
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AssertFatal( mPlayAmbient && mAmbientThread, "TSSTatic::advanceTime called with nothing to play." );
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mShapeInstance->advanceTime( dt, mAmbientThread );
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}
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void TSStatic::_updateShouldTick()
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{
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bool shouldTick = mPlayAmbient && mAmbientThread;
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if ( isTicking() != shouldTick )
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setProcessTick( shouldTick );
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}
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void TSStatic::prepRenderImage( SceneRenderState* state )
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{
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if( !mShapeInstance )
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return;
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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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F32 invScale = (1.0f/getMax(getMax(mObjScale.x,mObjScale.y),mObjScale.z));
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if ( mForceDetail == -1 )
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mShapeInstance->setDetailFromDistance( state, dist * invScale );
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else
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mShapeInstance->setCurrentDetail( mForceDetail );
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if ( mShapeInstance->getCurrentDetail() < 0 )
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return;
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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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rdata.setOriginSort( mUseOriginSort );
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|
|
// If we have submesh culling enabled then prepare
|
|
// the object space frustum to pass to the shape.
|
|
Frustum culler;
|
|
if ( mMeshCulling )
|
|
{
|
|
culler = state->getFrustum();
|
|
MatrixF xfm( true );
|
|
xfm.scale( Point3F::One / getScale() );
|
|
xfm.mul( getRenderWorldTransform() );
|
|
xfm.mul( culler.getTransform() );
|
|
culler.setTransform( xfm );
|
|
rdata.setCuller( &culler );
|
|
}
|
|
|
|
// We might have some forward lit materials
|
|
// so pass down a query to gather lights.
|
|
LightQuery query;
|
|
query.init( getWorldSphere() );
|
|
rdata.setLightQuery( &query );
|
|
|
|
MatrixF mat = getRenderTransform();
|
|
mat.scale( mObjScale );
|
|
GFX->setWorldMatrix( mat );
|
|
|
|
mShapeInstance->animate();
|
|
mShapeInstance->render( rdata );
|
|
|
|
if ( mRenderNormalScalar > 0 )
|
|
{
|
|
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
|
|
ri->renderDelegate.bind( this, &TSStatic::_renderNormals );
|
|
ri->type = RenderPassManager::RIT_Editor;
|
|
state->getRenderPass()->addInst( ri );
|
|
}
|
|
}
|
|
|
|
void TSStatic::_renderNormals( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
|
|
{
|
|
PROFILE_SCOPE( TSStatic_RenderNormals );
|
|
|
|
GFXTransformSaver saver;
|
|
|
|
MatrixF mat = getRenderTransform();
|
|
mat.scale( mObjScale );
|
|
GFX->multWorld( mat );
|
|
|
|
S32 dl = mShapeInstance->getCurrentDetail();
|
|
mShapeInstance->renderDebugNormals( mRenderNormalScalar, dl );
|
|
}
|
|
|
|
void TSStatic::onScaleChanged()
|
|
{
|
|
Parent::onScaleChanged();
|
|
|
|
if ( mPhysicsRep )
|
|
{
|
|
// If the editor is enabled delay the scale operation
|
|
// by a few milliseconds so that we're not rebuilding
|
|
// during an active scale drag operation.
|
|
if ( gEditingMission )
|
|
mPhysicsRep->queueCallback( 500, Delegate<void()>( this, &TSStatic::_updatePhysics ) );
|
|
else
|
|
_updatePhysics();
|
|
}
|
|
}
|
|
|
|
void TSStatic::setTransform(const MatrixF & mat)
|
|
{
|
|
Parent::setTransform(mat);
|
|
setMaskBits( TransformMask );
|
|
|
|
if ( mPhysicsRep )
|
|
mPhysicsRep->setTransform( mat );
|
|
|
|
// Since this is a static it's render transform changes 1
|
|
// to 1 with it's collision transform... no interpolation.
|
|
setRenderTransform(mat);
|
|
}
|
|
|
|
U32 TSStatic::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
|
|
{
|
|
U32 retMask = Parent::packUpdate(con, mask, stream);
|
|
|
|
mathWrite( *stream, getTransform() );
|
|
mathWrite( *stream, getScale() );
|
|
stream->writeString( mShapeName );
|
|
|
|
if ( stream->writeFlag( mask & UpdateCollisionMask ) )
|
|
stream->write( (U32)mCollisionType );
|
|
|
|
if ( stream->writeFlag( mask & SkinMask ) )
|
|
con->packNetStringHandleU( stream, mSkinNameHandle );
|
|
|
|
stream->write( (U32)mDecalType );
|
|
|
|
stream->writeFlag( mAllowPlayerStep );
|
|
stream->writeFlag( mMeshCulling );
|
|
stream->writeFlag( mUseOriginSort );
|
|
|
|
stream->write( mRenderNormalScalar );
|
|
|
|
stream->write( mForceDetail );
|
|
|
|
stream->writeFlag( mPlayAmbient );
|
|
|
|
if ( mLightPlugin )
|
|
retMask |= mLightPlugin->packUpdate(this, AdvancedStaticOptionsMask, con, mask, stream);
|
|
|
|
return retMask;
|
|
}
|
|
|
|
void TSStatic::unpackUpdate(NetConnection *con, BitStream *stream)
|
|
{
|
|
Parent::unpackUpdate(con, stream);
|
|
|
|
MatrixF mat;
|
|
Point3F scale;
|
|
mathRead( *stream, &mat );
|
|
mathRead( *stream, &scale );
|
|
setScale( scale);
|
|
setTransform(mat);
|
|
|
|
mShapeName = stream->readSTString();
|
|
|
|
if ( stream->readFlag() ) // UpdateCollisionMask
|
|
{
|
|
U32 collisionType = CollisionMesh;
|
|
|
|
stream->read( &collisionType );
|
|
|
|
// Handle it if we have changed CollisionType's
|
|
if ( (MeshType)collisionType != mCollisionType )
|
|
{
|
|
mCollisionType = (MeshType)collisionType;
|
|
|
|
if ( isProperlyAdded() && mShapeInstance )
|
|
prepCollision();
|
|
}
|
|
}
|
|
|
|
if (stream->readFlag()) // SkinMask
|
|
{
|
|
NetStringHandle skinDesiredNameHandle = con->unpackNetStringHandleU(stream);;
|
|
if (mSkinNameHandle != skinDesiredNameHandle)
|
|
{
|
|
mSkinNameHandle = skinDesiredNameHandle;
|
|
reSkin();
|
|
}
|
|
}
|
|
|
|
stream->read( (U32*)&mDecalType );
|
|
|
|
mAllowPlayerStep = stream->readFlag();
|
|
mMeshCulling = stream->readFlag();
|
|
mUseOriginSort = stream->readFlag();
|
|
|
|
stream->read( &mRenderNormalScalar );
|
|
|
|
stream->read( &mForceDetail );
|
|
|
|
mPlayAmbient = stream->readFlag();
|
|
|
|
if ( mLightPlugin )
|
|
{
|
|
mLightPlugin->unpackUpdate(this, con, stream);
|
|
}
|
|
|
|
if ( isProperlyAdded() )
|
|
_updateShouldTick();
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
bool TSStatic::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
|
|
{
|
|
if ( mCollisionType == None )
|
|
return false;
|
|
|
|
if ( !mShapeInstance )
|
|
return false;
|
|
|
|
if ( mCollisionType == Bounds )
|
|
{
|
|
F32 st, et, fst = 0.0f, fet = 1.0f;
|
|
F32 *bmin = &mObjBox.minExtents.x;
|
|
F32 *bmax = &mObjBox.maxExtents.x;
|
|
F32 const *si = &start.x;
|
|
F32 const *ei = &end.x;
|
|
|
|
for ( U32 i = 0; i < 3; i++ )
|
|
{
|
|
if (*si < *ei)
|
|
{
|
|
if ( *si > *bmax || *ei < *bmin )
|
|
return false;
|
|
F32 di = *ei - *si;
|
|
st = ( *si < *bmin ) ? ( *bmin - *si ) / di : 0.0f;
|
|
et = ( *ei > *bmax ) ? ( *bmax - *si ) / di : 1.0f;
|
|
}
|
|
else
|
|
{
|
|
if ( *ei > *bmax || *si < *bmin )
|
|
return false;
|
|
F32 di = *ei - *si;
|
|
st = ( *si > *bmax ) ? ( *bmax - *si ) / di : 0.0f;
|
|
et = ( *ei < *bmin ) ? ( *bmin - *si ) / di : 1.0f;
|
|
}
|
|
if ( st > fst ) fst = st;
|
|
if ( et < fet ) fet = et;
|
|
if ( fet < fst )
|
|
return false;
|
|
bmin++; bmax++;
|
|
si++; ei++;
|
|
}
|
|
|
|
info->normal = start - end;
|
|
info->normal.normalizeSafe();
|
|
getTransform().mulV( info->normal );
|
|
|
|
info->t = fst;
|
|
info->object = this;
|
|
info->point.interpolate( start, end, fst );
|
|
info->material = NULL;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
RayInfo shortest = *info;
|
|
RayInfo localInfo;
|
|
shortest.t = 1e8f;
|
|
localInfo.generateTexCoord = info->generateTexCoord;
|
|
|
|
for ( U32 i = 0; i < mLOSDetails.size(); i++ )
|
|
{
|
|
mShapeInstance->animate( mLOSDetails[i] );
|
|
|
|
if ( mShapeInstance->castRayOpcode( mLOSDetails[i], start, end, &localInfo ) )
|
|
{
|
|
localInfo.object = this;
|
|
|
|
if (localInfo.t < shortest.t)
|
|
shortest = localInfo;
|
|
}
|
|
}
|
|
|
|
if (shortest.object == this)
|
|
{
|
|
// Copy out the shortest time...
|
|
*info = shortest;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool TSStatic::castRayRendered(const Point3F &start, const Point3F &end, RayInfo *info)
|
|
{
|
|
if ( !mShapeInstance )
|
|
return false;
|
|
|
|
// Cast the ray against the currently visible detail
|
|
RayInfo localInfo;
|
|
bool res = mShapeInstance->castRayOpcode( mShapeInstance->getCurrentDetail(), start, end, &localInfo );
|
|
|
|
if ( res )
|
|
{
|
|
*info = localInfo;
|
|
info->object = this;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool TSStatic::buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &)
|
|
{
|
|
if ( !mShapeInstance )
|
|
return false;
|
|
|
|
// This is safe to set even if we're not outputing
|
|
polyList->setTransform( &mObjToWorld, mObjScale );
|
|
polyList->setObject( this );
|
|
|
|
if ( context == PLC_Export )
|
|
{
|
|
// Use highest detail level
|
|
S32 dl = 0;
|
|
|
|
// Try to call on the client so we can export materials
|
|
if ( isServerObject() && getClientObject() )
|
|
dynamic_cast<TSStatic*>(getClientObject())->mShapeInstance->buildPolyList( polyList, dl );
|
|
else
|
|
mShapeInstance->buildPolyList( polyList, dl );
|
|
}
|
|
else if ( context == PLC_Selection )
|
|
{
|
|
// Use the last rendered detail level
|
|
S32 dl = mShapeInstance->getCurrentDetail();
|
|
mShapeInstance->buildPolyListOpcode( dl, polyList, box );
|
|
}
|
|
else
|
|
{
|
|
// Figure out the mesh type we're looking for.
|
|
MeshType meshType = ( context == PLC_Decal ) ? mDecalType : mCollisionType;
|
|
|
|
if ( meshType == None )
|
|
return false;
|
|
else if ( meshType == Bounds )
|
|
polyList->addBox( mObjBox );
|
|
else if ( meshType == VisibleMesh )
|
|
mShapeInstance->buildPolyList( polyList, 0 );
|
|
else
|
|
{
|
|
// Everything else is done from the collision meshes
|
|
// which may be built from either the visual mesh or
|
|
// special collision geometry.
|
|
for ( U32 i = 0; i < mCollisionDetails.size(); i++ )
|
|
mShapeInstance->buildPolyListOpcode( mCollisionDetails[i], polyList, box );
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void TSStatic::buildConvex(const Box3F& box, Convex* convex)
|
|
{
|
|
if ( mCollisionType == None )
|
|
return;
|
|
|
|
if ( mShapeInstance == NULL )
|
|
return;
|
|
|
|
// These should really come out of a pool
|
|
mConvexList->collectGarbage();
|
|
|
|
if ( mCollisionType == Bounds )
|
|
{
|
|
// Just return a box convex for the entire shape...
|
|
Convex* cc = 0;
|
|
CollisionWorkingList& wl = convex->getWorkingList();
|
|
for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext)
|
|
{
|
|
if (itr->mConvex->getType() == BoxConvexType &&
|
|
itr->mConvex->getObject() == this)
|
|
{
|
|
cc = itr->mConvex;
|
|
break;
|
|
}
|
|
}
|
|
if (cc)
|
|
return;
|
|
|
|
// Create a new convex.
|
|
BoxConvex* cp = new BoxConvex;
|
|
mConvexList->registerObject(cp);
|
|
convex->addToWorkingList(cp);
|
|
cp->init(this);
|
|
|
|
mObjBox.getCenter(&cp->mCenter);
|
|
cp->mSize.x = mObjBox.len_x() / 2.0f;
|
|
cp->mSize.y = mObjBox.len_y() / 2.0f;
|
|
cp->mSize.z = mObjBox.len_z() / 2.0f;
|
|
}
|
|
else // CollisionMesh || VisibleMesh
|
|
{
|
|
TSStaticPolysoupConvex::smCurObject = this;
|
|
|
|
for (U32 i = 0; i < mCollisionDetails.size(); i++)
|
|
mShapeInstance->buildConvexOpcode( mObjToWorld, mObjScale, mCollisionDetails[i], box, convex, mConvexList );
|
|
|
|
TSStaticPolysoupConvex::smCurObject = NULL;
|
|
}
|
|
}
|
|
|
|
SceneObject* TSStaticPolysoupConvex::smCurObject = NULL;
|
|
|
|
TSStaticPolysoupConvex::TSStaticPolysoupConvex()
|
|
: box( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f ),
|
|
normal( 0.0f, 0.0f, 0.0f, 0.0f ),
|
|
idx( 0 ),
|
|
mesh( NULL )
|
|
{
|
|
mType = TSPolysoupConvexType;
|
|
|
|
for ( U32 i = 0; i < 4; ++i )
|
|
{
|
|
verts[i].set( 0.0f, 0.0f, 0.0f );
|
|
}
|
|
}
|
|
|
|
Point3F TSStaticPolysoupConvex::support(const VectorF& vec) const
|
|
{
|
|
F32 bestDot = mDot( verts[0], vec );
|
|
|
|
const Point3F *bestP = &verts[0];
|
|
for(S32 i=1; i<4; i++)
|
|
{
|
|
F32 newD = mDot(verts[i], vec);
|
|
if(newD > bestDot)
|
|
{
|
|
bestDot = newD;
|
|
bestP = &verts[i];
|
|
}
|
|
}
|
|
|
|
return *bestP;
|
|
}
|
|
|
|
Box3F TSStaticPolysoupConvex::getBoundingBox() const
|
|
{
|
|
Box3F wbox = box;
|
|
wbox.minExtents.convolve( mObject->getScale() );
|
|
wbox.maxExtents.convolve( mObject->getScale() );
|
|
mObject->getTransform().mul(wbox);
|
|
return wbox;
|
|
}
|
|
|
|
Box3F TSStaticPolysoupConvex::getBoundingBox(const MatrixF& mat, const Point3F& scale) const
|
|
{
|
|
AssertISV(false, "TSStaticPolysoupConvex::getBoundingBox(m,p) - Not implemented. -- XEA");
|
|
return box;
|
|
}
|
|
|
|
void TSStaticPolysoupConvex::getPolyList(AbstractPolyList *list)
|
|
{
|
|
// Transform the list into object space and set the pointer to the object
|
|
MatrixF i( mObject->getTransform() );
|
|
Point3F iS( mObject->getScale() );
|
|
list->setTransform(&i, iS);
|
|
list->setObject(mObject);
|
|
|
|
// Add only the original collision triangle
|
|
S32 base = list->addPoint(verts[0]);
|
|
list->addPoint(verts[2]);
|
|
list->addPoint(verts[1]);
|
|
|
|
list->begin(0, (U32)idx ^ (U32)mesh);
|
|
list->vertex(base + 2);
|
|
list->vertex(base + 1);
|
|
list->vertex(base + 0);
|
|
list->plane(base + 0, base + 1, base + 2);
|
|
list->end();
|
|
}
|
|
|
|
void TSStaticPolysoupConvex::getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf)
|
|
{
|
|
cf->material = 0;
|
|
cf->object = mObject;
|
|
|
|
// For a tetrahedron this is pretty easy... first
|
|
// convert everything into world space.
|
|
Point3F tverts[4];
|
|
mat.mulP(verts[0], &tverts[0]);
|
|
mat.mulP(verts[1], &tverts[1]);
|
|
mat.mulP(verts[2], &tverts[2]);
|
|
mat.mulP(verts[3], &tverts[3]);
|
|
|
|
// points...
|
|
S32 firstVert = cf->mVertexList.size();
|
|
cf->mVertexList.increment(); cf->mVertexList.last() = tverts[0];
|
|
cf->mVertexList.increment(); cf->mVertexList.last() = tverts[1];
|
|
cf->mVertexList.increment(); cf->mVertexList.last() = tverts[2];
|
|
cf->mVertexList.increment(); cf->mVertexList.last() = tverts[3];
|
|
|
|
// edges...
|
|
cf->mEdgeList.increment();
|
|
cf->mEdgeList.last().vertex[0] = firstVert+0;
|
|
cf->mEdgeList.last().vertex[1] = firstVert+1;
|
|
|
|
cf->mEdgeList.increment();
|
|
cf->mEdgeList.last().vertex[0] = firstVert+1;
|
|
cf->mEdgeList.last().vertex[1] = firstVert+2;
|
|
|
|
cf->mEdgeList.increment();
|
|
cf->mEdgeList.last().vertex[0] = firstVert+2;
|
|
cf->mEdgeList.last().vertex[1] = firstVert+0;
|
|
|
|
cf->mEdgeList.increment();
|
|
cf->mEdgeList.last().vertex[0] = firstVert+3;
|
|
cf->mEdgeList.last().vertex[1] = firstVert+0;
|
|
|
|
cf->mEdgeList.increment();
|
|
cf->mEdgeList.last().vertex[0] = firstVert+3;
|
|
cf->mEdgeList.last().vertex[1] = firstVert+1;
|
|
|
|
cf->mEdgeList.increment();
|
|
cf->mEdgeList.last().vertex[0] = firstVert+3;
|
|
cf->mEdgeList.last().vertex[1] = firstVert+2;
|
|
|
|
// triangles...
|
|
cf->mFaceList.increment();
|
|
cf->mFaceList.last().normal = PlaneF(tverts[2], tverts[1], tverts[0]);
|
|
cf->mFaceList.last().vertex[0] = firstVert+2;
|
|
cf->mFaceList.last().vertex[1] = firstVert+1;
|
|
cf->mFaceList.last().vertex[2] = firstVert+0;
|
|
|
|
cf->mFaceList.increment();
|
|
cf->mFaceList.last().normal = PlaneF(tverts[1], tverts[0], tverts[3]);
|
|
cf->mFaceList.last().vertex[0] = firstVert+1;
|
|
cf->mFaceList.last().vertex[1] = firstVert+0;
|
|
cf->mFaceList.last().vertex[2] = firstVert+3;
|
|
|
|
cf->mFaceList.increment();
|
|
cf->mFaceList.last().normal = PlaneF(tverts[2], tverts[1], tverts[3]);
|
|
cf->mFaceList.last().vertex[0] = firstVert+2;
|
|
cf->mFaceList.last().vertex[1] = firstVert+1;
|
|
cf->mFaceList.last().vertex[2] = firstVert+3;
|
|
|
|
cf->mFaceList.increment();
|
|
cf->mFaceList.last().normal = PlaneF(tverts[0], tverts[2], tverts[3]);
|
|
cf->mFaceList.last().vertex[0] = firstVert+0;
|
|
cf->mFaceList.last().vertex[1] = firstVert+2;
|
|
cf->mFaceList.last().vertex[2] = firstVert+3;
|
|
|
|
// All done!
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
//These functions are duplicated in tsStatic, shapeBase, and interiorInstance.
|
|
//They each function a little differently; but achieve the same purpose of gathering
|
|
//target names/counts without polluting simObject.
|
|
|
|
DefineEngineMethod( TSStatic, getTargetName, const char*, ( S32 index ),(0),
|
|
"Get the name of the indexed shape material.\n"
|
|
"@param index index of the material to get (valid range is 0 - getTargetCount()-1).\n"
|
|
"@return the name of the indexed material.\n"
|
|
"@see getTargetCount()\n")
|
|
{
|
|
TSStatic *obj = dynamic_cast< TSStatic* > ( object );
|
|
if(obj)
|
|
{
|
|
// Try to use the client object (so we get the reskinned targets in the Material Editor)
|
|
if ((TSStatic*)obj->getClientObject())
|
|
obj = (TSStatic*)obj->getClientObject();
|
|
|
|
return obj->getShapeInstance()->getTargetName(index);
|
|
}
|
|
|
|
return "";
|
|
}
|
|
|
|
DefineEngineMethod( TSStatic, getTargetCount, S32,(),,
|
|
"Get the number of materials in the shape.\n"
|
|
"@return the number of materials in the shape.\n"
|
|
"@see getTargetName()\n")
|
|
{
|
|
TSStatic *obj = dynamic_cast< TSStatic* > ( object );
|
|
if(obj)
|
|
{
|
|
// Try to use the client object (so we get the reskinned targets in the Material Editor)
|
|
if ((TSStatic*)obj->getClientObject())
|
|
obj = (TSStatic*)obj->getClientObject();
|
|
|
|
return obj->getShapeInstance()->getTargetCount();
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
// This method is able to change materials per map to with others. The material that is being replaced is being mapped to
|
|
// unmapped_mat as a part of this transition
|
|
|
|
DefineEngineMethod( TSStatic, changeMaterial, void, ( const char* mapTo, Material* oldMat, Material* newMat ),("",NULL,NULL),
|
|
"@brief Change one of the materials on the shape.\n\n"
|
|
|
|
"This method changes materials per mapTo with others. The material that "
|
|
"is being replaced is mapped to unmapped_mat as a part of this transition.\n"
|
|
|
|
"@note Warning, right now this only sort of works. It doesn't do a live "
|
|
"update like it should.\n"
|
|
|
|
"@param mapTo the name of the material target to remap (from getTargetName)\n"
|
|
"@param oldMat the old Material that was mapped \n"
|
|
"@param newMat the new Material to map\n\n"
|
|
|
|
"@tsexample\n"
|
|
"// remap the first material in the shape\n"
|
|
"%mapTo = %obj.getTargetName( 0 );\n"
|
|
"%obj.changeMaterial( %mapTo, 0, MyMaterial );\n"
|
|
"@endtsexample\n" )
|
|
{
|
|
// if no valid new material, theres no reason for doing this
|
|
if( !newMat )
|
|
{
|
|
Con::errorf("TSShape::changeMaterial failed: New material does not exist!");
|
|
return;
|
|
}
|
|
|
|
// Check the mapTo name exists for this shape
|
|
S32 matIndex = object->getShape()->materialList->getMaterialNameList().find_next(String(mapTo));
|
|
if (matIndex < 0)
|
|
{
|
|
Con::errorf("TSShape::changeMaterial failed: Invalid mapTo name '%s'", mapTo);
|
|
return;
|
|
}
|
|
|
|
// Lets remap the old material off, so as to let room for our current material room to claim its spot
|
|
if( oldMat )
|
|
oldMat->mMapTo = String("unmapped_mat");
|
|
|
|
newMat->mMapTo = mapTo;
|
|
|
|
// Map the material in the in the matmgr
|
|
MATMGR->mapMaterial( mapTo, newMat->mMapTo );
|
|
|
|
// Replace instances with the new material being traded in. Lets make sure that we only
|
|
// target the specific targets per inst, this is actually doing more than we thought
|
|
delete object->getShape()->materialList->mMatInstList[matIndex];
|
|
object->getShape()->materialList->mMatInstList[matIndex] = newMat->createMatInstance();
|
|
|
|
// Finish up preparing the material instances for rendering
|
|
const GFXVertexFormat *flags = getGFXVertexFormat<GFXVertexPNTTB>();
|
|
FeatureSet features = MATMGR->getDefaultFeatures();
|
|
object->getShape()->materialList->getMaterialInst(matIndex)->init( features, flags );
|
|
}
|
|
|
|
DefineEngineMethod( TSStatic, getModelFile, const char *, (),,
|
|
"@brief Get the model filename used by this shape.\n\n"
|
|
|
|
"@return the shape filename\n\n"
|
|
"@tsexample\n"
|
|
"// Acquire the model filename used on this shape.\n"
|
|
"%modelFilename = %obj.getModelFile();\n"
|
|
"@endtsexample\n"
|
|
)
|
|
{
|
|
return object->getShapeFileName();
|
|
} |