mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
325 lines
9.5 KiB
C++
325 lines
9.5 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 _TSSTATIC_H_
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#define _TSSTATIC_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 _CONVEX_H_
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#include "collision/convex.h"
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#endif
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#ifndef __RESOURCE_H__
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#include "core/resource.h"
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#endif
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#ifndef _NETSTRINGTABLE_H_
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#include "sim/netStringTable.h"
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#endif
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#ifndef _TSSHAPE_H_
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#include "ts/tsShape.h"
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#endif
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#ifndef _REFLECTOR_H_
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#include "scene/reflector.h"
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#endif
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#ifndef _COLLADA_UTILS_H_
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#include "ts/collada/colladaUtils.h"
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#endif
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#ifndef _ASSET_PTR_H_
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#include "assets/assetPtr.h"
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#endif
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#ifndef SHAPEASSET_H
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#include "T3D/assets/ShapeAsset.h"
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#endif
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class TSShapeInstance;
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class TSThread;
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class TSStatic;
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class PhysicsBody;
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struct ObjectRenderInst;
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class TSStaticPolysoupConvex : public Convex
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{
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typedef Convex Parent;
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friend class TSMesh;
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public:
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TSStaticPolysoupConvex();
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~TSStaticPolysoupConvex() {};
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public:
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Box3F box;
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Point3F verts[4];
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PlaneF normal;
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S32 idx;
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TSMesh* mesh;
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static SceneObject* smCurObject;
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public:
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// Returns the bounding box in world coordinates
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Box3F getBoundingBox() const;
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Box3F getBoundingBox(const MatrixF& mat, const Point3F& scale) const;
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void getFeatures(const MatrixF& mat, const VectorF& n, ConvexFeature* cf);
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// This returns a list of convex faces to collide against
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void getPolyList(AbstractPolyList* list);
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// This returns the furthest point from the input vector
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Point3F support(const VectorF& v) const;
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};
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/// A simple mesh shape with optional ambient animation.
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class TSStatic : public SceneObject
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{
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typedef SceneObject Parent;
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static U32 smUniqueIdentifier;
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enum MaskBits
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{
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TransformMask = Parent::NextFreeMask << 0,
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AdvancedStaticOptionsMask = Parent::NextFreeMask << 1,
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UpdateCollisionMask = Parent::NextFreeMask << 2,
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SkinMask = Parent::NextFreeMask << 3,
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MaterialMask = Parent::NextFreeMask << 4,
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NextFreeMask = Parent::NextFreeMask << 5
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};
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public:
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void setAlphaFade(bool enable, F32 start, F32 end, bool inverse)
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{
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mUseAlphaFade = enable;
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mAlphaFadeStart = start;
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mAlphaFadeEnd = end;
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mInvertAlphaFade = inverse;
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}
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/// The different types of mesh data types
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enum MeshType
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{
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None = 0, ///< No mesh
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Bounds = 1, ///< Bounding box of the shape
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CollisionMesh = 2, ///< Specifically designated collision meshes
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VisibleMesh = 3 ///< Rendered mesh polygons
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};
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protected:
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bool mUseAlphaFade;
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F32 mAlphaFadeStart;
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F32 mAlphaFadeEnd;
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F32 mAlphaFade;
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bool mInvertAlphaFade;
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struct matMap
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{
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MaterialAsset* matAsset;
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String assetId;
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U32 slot;
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};
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Vector<matMap> mChangingMaterials;
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Vector<matMap> mMaterials;
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bool onAdd();
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void onRemove();
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// Collision
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void prepCollision();
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bool castRay(const Point3F& start, const Point3F& end, RayInfo* info);
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bool castRayRendered(const Point3F& start, const Point3F& end, RayInfo* info);
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bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere);
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bool buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F& box, const SphereF&);
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void buildConvex(const Box3F& box, Convex* convex);
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bool setShapeAsset(const StringTableEntry shapeAssetId);
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bool _createShape();
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void _updatePhysics();
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void _renderNormals(ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat);
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void _onResourceChanged(const Torque::Path& path);
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void _onAssetChanged();
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// ProcessObject
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virtual void processTick(const Move* move);
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virtual void interpolateTick(F32 delta);
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virtual void advanceTime(F32 dt);
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virtual void onDynamicModified(const char* slotName, const char* newValue);
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/// Start or stop processing ticks depending on our state.
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void _updateShouldTick();
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String cubeDescName;
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U32 cubeDescId;
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ReflectorDesc* reflectorDesc;
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CubeReflector mCubeReflector;
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protected:
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Convex* mConvexList;
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StringTableEntry mShapeName;
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U32 mShapeHash;
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Resource<TSShape> mShape;
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Vector<S32> mCollisionDetails;
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Vector<S32> mLOSDetails;
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TSShapeInstance* mShapeInstance;
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AssetPtr<ShapeAsset> mShapeAsset;
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StringTableEntry mShapeAssetId;
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NetStringHandle mSkinNameHandle;
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String mAppliedSkinName;
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bool mPlayAmbient;
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TSThread* mAmbientThread;
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F32 mAnimOffset;
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F32 mAnimSpeed;
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/// The type of mesh data to return for collision queries.
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MeshType mCollisionType;
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/// The type of mesh data to return for decal polylist queries.
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MeshType mDecalType;
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bool mAllowPlayerStep;
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/// If true each submesh within the TSShape is culled
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/// against the object space frustum.
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bool mMeshCulling;
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/// If true the shape is sorted by the origin of the
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/// model instead of the nearest point of the bounds.
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bool mUseOriginSort;
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PhysicsBody* mPhysicsRep;
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LinearColorF mOverrideColor;
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// Debug stuff
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F32 mRenderNormalScalar;
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S32 mForceDetail;
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public:
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TSStatic();
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~TSStatic();
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DECLARE_CONOBJECT(TSStatic);
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static void initPersistFields();
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static void consoleInit();
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static bool _setShapeAsset(void* obj, const char* index, const char* data);
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static bool _setShapeName(void* obj, const char* index, const char* data);
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static bool _setFieldSkin(void* object, const char* index, const char* data);
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static const char* _getFieldSkin(void* object, const char* data);
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// Skinning
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void setSkinName(const char* name);
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void reSkin();
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// NetObject
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U32 packUpdate(NetConnection* conn, U32 mask, BitStream* stream);
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void unpackUpdate(NetConnection* conn, BitStream* stream);
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// SceneObject
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void setTransform(const MatrixF& mat);
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void onScaleChanged();
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void prepRenderImage(SceneRenderState* state);
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void inspectPostApply();
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virtual void onMount(SceneObject* obj, S32 node);
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virtual void onUnmount(SceneObject* obj, S32 node);
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/// The type of mesh data use for collision queries.
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MeshType getCollisionType() const { return mCollisionType; }
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bool allowPlayerStep() const { return mAllowPlayerStep; }
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Resource<TSShape> getShape() const { return mShape; }
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StringTableEntry getShapeFileName() { return mShapeName; }
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void setShapeFileName(StringTableEntry shapeName) { mShapeName = shapeName; }
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TSShapeInstance* getShapeInstance() const { return mShapeInstance; }
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U32 getNumDetails();
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const Vector<S32>& getCollisionDetails() const { return mCollisionDetails; }
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const Vector<S32>& getLOSDetails() const { return mLOSDetails; }
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bool hasAnim() { return mAmbientThread != NULL; }
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virtual void onInspect(GuiInspector*);
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void updateMaterials();
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bool isAnimated() { return mPlayAmbient; }
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virtual void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList);
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private:
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virtual void onStaticModified(const char* slotName, const char* newValue = NULL);
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protected:
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Vector<S32> mDecalDetails;
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Vector<S32>* mDecalDetailsPtr;
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///Indicates if all statics should utilize the distance-based object fadeout logic
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static bool smUseStaticObjectFade;
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///Distance at which static object fading begins if smUseStaticObjectFade is on
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static F32 smStaticObjectFadeStart;
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///Distance at which static object fading should have fully faded if smUseStaticObjectFade is on
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static F32 smStaticObjectFadeEnd;
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///Size of object where if the bounds is at or bigger than this, it will be ignored in the smUseStaticObjectFade logic. Useful for very large, distance-important objects
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static F32 smStaticObjectUnfadeableSize;
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public:
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bool mIgnoreZodiacs;
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bool mHasGradients;
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bool mInvertGradientRange;
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Point2F mGradientRangeUser;
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Point2F mGradientRange;
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private:
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void set_special_typing();
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virtual void setSelectionFlags(U8 flags);
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};
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typedef TSStatic::MeshType TSMeshType;
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DefineEnumType(TSMeshType);
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#endif // _H_TSSTATIC
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