mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
822 lines
31 KiB
C++
822 lines
31 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 _TSSHAPEINSTANCE_H_
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#define _TSSHAPEINSTANCE_H_
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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 _TSSHAPE_H_
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#include "ts/tsShape.h"
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#endif
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#ifndef _TSINTEGERSET_H_
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#include "ts/tsIntegerSet.h"
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#endif
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#ifndef _CONSOLE_H_
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#include "console/console.h"
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#endif
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#ifndef _GBITMAP_H_
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#include "gfx/bitmap/gBitmap.h"
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#endif
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#ifndef _TSRENDERDATA_H_
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#include "ts/tsRenderState.h"
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#endif
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#ifndef _TSMATERIALLIST_H_
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#include "ts/tsMaterialList.h"
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#endif
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class RenderItem;
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class TSThread;
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class ConvexFeature;
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class SceneRenderState;
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class FeatureSet;
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//-------------------------------------------------------------------------------------
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// Instance versions of shape objects
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//-------------------------------------------------------------------------------------
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class TSCallback
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{
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public:
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virtual ~TSCallback() {}
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virtual void setNodeTransform(TSShapeInstance * si, S32 nodeIndex, MatrixF & localTransform) = 0;
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};
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/// An instance of a 3space shape.
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///
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/// @section TSShapeInstance_intro Introduction
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///
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/// A 3space model represents a significant amount of data. There are multiple meshes,
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/// skeleton information, as well as animation data. Some of this, like the skeletal
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/// transforms, are unique for each instance of the model (as different instances are
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/// likely to be in different states of animation), while most of it, like texturing
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/// information and vertex data, is the same amongst all instances of the shape.
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///
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/// To keep this data from being replicated for every instance of a 3shape object, Torque
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/// uses the ResManager to instantiate and track TSShape objects. TSShape handles reading
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/// and writing 3space models, as well as keeping track of static model data, as discussed
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/// above. TSShapeInstance keeps track of all instance specific data, such as the currently
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/// playing sequences or the active node transforms.
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///
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/// TSShapeInstance contains all the functionality for 3space models, while TSShape acts as
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/// a repository for common data.
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///
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/// @section TSShapeInstance_functionality What Does TSShapeInstance Do?
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///
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/// TSShapeInstance handles several areas of functionality:
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/// - Collision.
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/// - Rendering.
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/// - Animation.
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/// - Updating skeletal transforms.
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/// - Ballooning (see setShapeBalloon() and getShapeBalloon())
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///
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/// For an excellent example of how to render a TSShape in game, see TSStatic. For examples
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/// of how to procedurally animate models, look at Player::updateLookAnimation().
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class TSShapeInstance
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{
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public:
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struct ObjectInstance;
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friend class TSThread;
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friend class TSLastDetail;
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friend class TSPartInstance;
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/// Base class for all renderable objects, including mesh objects and decal objects.
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///
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/// An ObjectInstance points to the renderable items in the shape...
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struct ObjectInstance
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{
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virtual ~ObjectInstance() {}
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/// this needs to be set before using an objectInstance...tells us where to
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/// look for the transforms...gets set be shape instance 'setStatics' method
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const Vector<MatrixF> *mTransforms;
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S32 nodeIndex;
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/// Gets the transform of this object
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inline const MatrixF& getTransform() const
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{
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return nodeIndex < 0 ? MatrixF::Identity : (*mTransforms)[ nodeIndex ];
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}
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/// @name Render Functions
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/// @{
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/// Render! This draws the base-textured object.
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virtual void render( S32 objectDetail, TSVertexBufferHandle &vb, TSMaterialList *, TSRenderState &rdata, F32 alpha, const char *meshName );
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/// Updates the vertex buffer data for this mesh (used for software skinning)
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virtual void updateVertexBuffer( S32 objectDetail, U8 *buffer );
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virtual bool bufferNeedsUpdate( S32 objectDetail );
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/// @}
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/// @name Collision Routines
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/// @{
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virtual bool buildPolyList( S32 objectDetail, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials );
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virtual bool getFeatures( S32 objectDetail, const MatrixF &mat, const Point3F &n, ConvexFeature *feature, U32 &surfaceKey );
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virtual void support( S32 od, const Point3F &v, F32 *currMaxDP, Point3F *currSupport );
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virtual bool buildPolyListOpcode( S32 objectDetail, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials );
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virtual bool castRayOpcode( S32 objectDetail, const Point3F &start, const Point3F &end, RayInfo *info, TSMaterialList *materials );
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virtual bool buildConvexOpcode( const MatrixF &mat, S32 objectDetail, const Box3F &bounds, Convex *c, Convex *list );
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/// Ray cast for collision detection
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virtual bool castRay( S32 objectDetail, const Point3F &start, const Point3F &end, RayInfo *info, TSMaterialList* materials ) = 0;
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/// @}
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};
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/// These are set up by default based on shape data
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struct MeshObjectInstance : ObjectInstance
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{
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TSMesh * const * meshList; ///< one mesh per detail level... Null entries allowed.
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const TSObject * object;
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S32 frame;
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S32 matFrame;
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F32 visible;
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S32 mLastObjectDetail;
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/// If true this mesh is forced to be hidden
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/// regardless of the animation state.
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bool forceHidden;
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/// The time at which this mesh
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/// was last rendered.
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U32 mLastTime;
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Vector<MatrixF> mActiveTransforms;
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MeshObjectInstance();
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virtual ~MeshObjectInstance() {}
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void render( S32 objectDetail, TSVertexBufferHandle &vb, TSMaterialList *, TSRenderState &rdata, F32 alpha, const char *meshName );
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void updateVertexBuffer( S32 objectDetail, U8 *buffer );
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bool bufferNeedsUpdate(S32 objectDetail);
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/// Gets the mesh with specified detail level
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TSMesh * getMesh(S32 num) const { return num<object->numMeshes ? *(meshList+num) : NULL; }
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/// @name Collision Routines
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/// @{
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bool buildPolyList( S32 objectDetail, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials );
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bool getFeatures( S32 objectDetail, const MatrixF &mat, const Point3F &n, ConvexFeature *feature, U32 &surfaceKey );
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void support( S32 od, const Point3F &v, F32 *currMaxDP, Point3F *currSupport );
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bool castRay( S32 objectDetail, const Point3F &start, const Point3F &end, RayInfo *info, TSMaterialList *materials );
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bool castRayRendered( S32 objectDetail, const Point3F &start, const Point3F &end, RayInfo *info, TSMaterialList *materials );
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bool buildPolyListOpcode( S32 objectDetail, AbstractPolyList *polyList, const Box3F &box, TSMaterialList* materials );
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bool castRayOpcode( S32 objectDetail, const Point3F &start, const Point3F &end, RayInfo *info, TSMaterialList *materials );
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bool buildConvexOpcode( const MatrixF &mat, S32 objectDetail, const Box3F &bounds, Convex *c, Convex *list );
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/// @}
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};
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protected:
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struct TSCallbackRecord
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{
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TSCallback * callback;
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S32 nodeIndex;
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};
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//-------------------------------------------------------------------------------------
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// Lists used for storage of transforms, nodes, objects, etc...
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//-------------------------------------------------------------------------------------
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public:
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Vector<MeshObjectInstance> mMeshObjects;
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/// storage space for node transforms
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Vector<MatrixF> mNodeTransforms;
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/// @name Reference Transform Vectors
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/// unused until first transition
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/// @{
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Vector<Quat16> mNodeReferenceRotations;
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Vector<Point3F> mNodeReferenceTranslations;
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Vector<F32> mNodeReferenceUniformScales;
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Vector<Point3F> mNodeReferenceScaleFactors;
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Vector<Quat16> mNodeReferenceArbitraryScaleRots;
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/// @}
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/// @name Workspace for Node Transforms
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/// @{
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static Vector<QuatF> smNodeCurrentRotations;
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static Vector<Point3F> smNodeCurrentTranslations;
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static Vector<F32> smNodeCurrentUniformScales;
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static Vector<Point3F> smNodeCurrentAlignedScales;
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static Vector<TSScale> smNodeCurrentArbitraryScales;
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static Vector<MatrixF> smNodeLocalTransforms;
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static TSIntegerSet smNodeLocalTransformDirty;
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/// @}
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/// @name Threads
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/// keep track of who controls what on currently animating shape
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/// @{
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static Vector<TSThread*> smRotationThreads;
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static Vector<TSThread*> smTranslationThreads;
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static Vector<TSThread*> smScaleThreads;
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/// @}
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TSMaterialList* mMaterialList; ///< by default, points to hShape material list
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//-------------------------------------------------------------------------------------
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// Misc.
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//-------------------------------------------------------------------------------------
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protected:
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/// @name Ground Transform Data
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/// @{
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MatrixF mGroundTransform;
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TSThread * mGroundThread;
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/// @}
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bool mScaleCurrentlyAnimated;
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S32 mCurrentDetailLevel;
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/// 0-1, how far along from current to next (higher) detail level...
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///
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/// 0=at this dl, 1=at higher detail level, where higher means bigger size on screen
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/// for dl=0, we use twice detail level 0's size as the size of the "next" dl
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F32 mCurrentIntraDetailLevel;
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/// This is only valid when the instance was created from
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/// a resource. Else it is null.
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Resource<TSShape> mShapeResource;
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/// This should always point to a valid shape and should
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/// equal mShapeResource if it was created from a resource.
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TSShape *mShape;
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/// Vertex buffer used for software skinning this instance
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TSVertexBufferHandle mSoftwareVertexBuffer;
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bool mOwnMaterialList; ///< Does this own the material list pointer?
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bool mUseOwnBuffer; ///< Force using our own copy of the vertex buffer
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bool mAlphaAlways;
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F32 mAlphaAlwaysValue;
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bool mUseOverrideTexture;
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U32 debrisRefCount;
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// the threads...
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Vector<TSThread*> mThreadList;
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Vector<TSThread*> mTransitionThreads;
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/// @name Transition nodes
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/// keep track of nodes that are involved in a transition
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///
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/// @note this only tracks nodes we're transitioning from...
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/// nodes we're transitioning to are implicitly handled
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/// (i.e., we don't need to keep track of them)
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/// @{
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TSIntegerSet mTransitionRotationNodes;
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TSIntegerSet mTransitionTranslationNodes;
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TSIntegerSet mTransitionScaleNodes;
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/// @}
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/// keep track of nodes with animation restrictions put on them
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TSIntegerSet mMaskRotationNodes;
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TSIntegerSet mMaskPosXNodes;
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TSIntegerSet mMaskPosYNodes;
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TSIntegerSet mMaskPosZNodes;
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TSIntegerSet mDisableBlendNodes;
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TSIntegerSet mHandsOffNodes; ///< Nodes that aren't animated through threads automatically
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TSIntegerSet mCallbackNodes;
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// node callbacks
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Vector<TSCallbackRecord> mNodeCallbacks;
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/// state variables
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U32 mTriggerStates;
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bool initGround();
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void addPath(TSThread * gt, F32 start, F32 end, MatrixF * mat = NULL);
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public:
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TSShape* getShape() const { return mShape; }
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TSMaterialList* getMaterialList() const { return mMaterialList; }
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/// Set the material list without taking ownership.
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/// @see cloneMaterialList
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void setMaterialList( TSMaterialList *matList );
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/// Call this to own the material list -- i.e., we'll make a copy of the
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/// currently set material list and be responsible for deleting it. You
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/// can pass an optional feature set for initializing the cloned materials.
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void cloneMaterialList( const FeatureSet *features = NULL );
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/// Initializes or re-initializes the material list with
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/// an optional feature set.
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void initMaterialList( const FeatureSet *features = NULL );
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void setUseOwnBuffer();
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bool ownMaterialList() const { return mOwnMaterialList; }
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/// Get the number of material targets in this shape instance
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S32 getTargetCount() const
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{
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if ( mOwnMaterialList )
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return getMaterialList()->size();
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else
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return getShape()->getTargetCount();
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}
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/// Get the indexed material target (may differ from the base TSShape material
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/// list if this instance has been reskinned).
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const String& getTargetName( S32 mapToNameIndex ) const
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{
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if ( mOwnMaterialList )
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{
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if ( mapToNameIndex < 0 || mapToNameIndex >= getMaterialList()->size() )
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return String::EmptyString;
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return getMaterialList()->getMaterialName( mapToNameIndex );
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}
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else
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{
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return getShape()->getTargetName( mapToNameIndex );
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}
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}
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void reSkin( String newBaseName, String oldBaseName = String::EmptyString );
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void resetMaterialList();
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enum
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{
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MaskNodeRotation = 0x01,
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MaskNodePosX = 0x02,
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MaskNodePosY = 0x04,
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MaskNodePosZ = 0x08,
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MaskNodeBlend = 0x10,
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MaskNodeAll = MaskNodeRotation|MaskNodePosX|MaskNodePosY|MaskNodePosZ|MaskNodeBlend,
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MaskNodeAllButBlend = MaskNodeRotation|MaskNodePosX|MaskNodePosY|MaskNodePosZ,
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MaskNodeAllButRotation = MaskNodePosX|MaskNodePosY|MaskNodePosZ|MaskNodeBlend,
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MaskNodeAllButPosX = MaskNodeRotation|MaskNodePosY|MaskNodePosZ|MaskNodeBlend,
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MaskNodeAllButPosY = MaskNodeRotation|MaskNodePosX|MaskNodePosZ|MaskNodeBlend,
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MaskNodeAllButPosZ = MaskNodeRotation|MaskNodePosX|MaskNodePosY|MaskNodeBlend,
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MaskNodeHandsOff = 0x20, ///< meaning, don't even set to default, programmer controls it (blend still applies)
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MaskNodeCallback = 0x40 ///< meaning, get local transform via callback function (see setCallback)
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///< callback data2 is node index, callback return value is pointer to local transform
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///< Note: won't get this callback everytime you animate...application responsibility
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///< to make sure matrix pointer continues to point to valid and updated local transform
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};
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/// @name Node Masking
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/// set node masking...
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/// @{
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void setNodeAnimationState(S32 nodeIndex, U32 animationState, TSCallback * callback = NULL);
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U32 getNodeAnimationState(S32 nodeIndex);
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/// @}
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/// @name Trigger states
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/// check trigger value
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/// @{
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bool getTriggerState(U32 stateNum, bool clearState = true);
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void setTriggerState(U32 stateNum, bool on);
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void setTriggerStateBit(U32 stateBit, bool on);
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/// @}
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/// @name Debris Management
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/// @{
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void incDebrisRefCount() { ++debrisRefCount; }
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void decDebrisRefCount() { debrisRefCount > 0 ? --debrisRefCount : 0; }
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U32 getDebrisRefCount() const { return debrisRefCount; }
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/// @}
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/// @name AlphaAlways
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/// AlphaAlways allows the entire model to become translucent at the same value
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/// @{
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void setAlphaAlways(F32 value) { mAlphaAlways = (value<0.99f); mAlphaAlwaysValue = value; }
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F32 getAlphaAlwaysValue() const { return mAlphaAlways ? mAlphaAlwaysValue : 1.0f; }
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bool getAlphaAlways() const { return mAlphaAlways; }
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/// @}
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//-------------------------------------------------------------------------------------
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// private methods for setting up and affecting animation
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//-------------------------------------------------------------------------------------
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private:
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/// @name Private animation methods
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/// These are private methods for setting up and affecting animation
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/// @{
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void sortThreads();
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void updateTransitions();
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void handleDefaultScale(S32 a, S32 b, TSIntegerSet & scaleBeenSet);
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void updateTransitionNodeTransforms(TSIntegerSet& transitionNodes);
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void handleTransitionNodes(S32 a, S32 b);
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void handleNodeScale(S32 a, S32 b);
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void handleAnimatedScale(TSThread *, S32 a, S32 b, TSIntegerSet &);
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void handleMaskedPositionNode(TSThread *, S32 nodeIndex, S32 offset);
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void handleBlendSequence(TSThread *, S32 a, S32 b);
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void checkScaleCurrentlyAnimated();
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/// @}
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//-------------------------------------------------------------------------------------
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// animate, render, & detail control
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//-------------------------------------------------------------------------------------
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public:
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struct RenderData
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{
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MeshObjectInstance* currentObjectInstance;
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S32 detailLevel;
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S32 materialIndex;
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const Point3F * objectScale;
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};
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/// Scale pixel size by this amount when selecting
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/// detail levels.
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static F32 smDetailAdjust;
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/// If this is set to a positive pixel value shapes
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/// with a smaller pixel size than this will skip
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/// rendering entirely.
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static F32 smSmallestVisiblePixelSize;
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/// never choose detail level number below this value (except if
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/// only way to get a visible detail)
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static S32 smNumSkipRenderDetails;
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/// For debugging / metrics.
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static F32 smLastScreenErrorTolerance;
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static F32 smLastScaledDistance;
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static F32 smLastPixelSize;
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/// Debugging
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/// @{
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/// Renders the vertex normals assuming the GFX state
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/// is setup for rendering in model space.
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void renderDebugNormals( F32 normalScalar, S32 dl );
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/// Render all node transforms as small axis gizmos. It is recommended
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/// that prior to calling this, shapeInstance::animate is called so that
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/// nodes are in object space and that the GFX state is setup for
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/// rendering in model space.
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void renderDebugNodes();
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/// Print mesh data to the console, valid String parameters
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/// are Visible, Hidden, or All.
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void listMeshes( const String &state ) const;
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/// @}
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void render( const TSRenderState &rdata );
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void render( const TSRenderState &rdata, S32 dl, F32 intraDL = 0.0f );
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bool bufferNeedsUpdate(S32 objectDetail, S32 start, S32 end);
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void animate() { animate( mCurrentDetailLevel ); }
|
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void animate(S32 dl);
|
|
void animateNodes(S32 ss);
|
|
void animateVisibility(S32 ss);
|
|
void animateFrame(S32 ss);
|
|
void animateMatFrame(S32 ss);
|
|
void animateSubtrees(bool forceFull = true);
|
|
void animateNodeSubtrees(bool forceFull = true);
|
|
|
|
/// Sets the 'forceHidden' state on the named mesh.
|
|
/// @see MeshObjectInstance::forceHidden
|
|
void setMeshForceHidden( const char *meshName, bool hidden );
|
|
|
|
/// Sets the 'forceHidden' state on a mesh.
|
|
/// @see MeshObjectInstance::forceHidden
|
|
void setMeshForceHidden( S32 meshIndex, bool hidden );
|
|
|
|
/// @name Animation Scale
|
|
/// Query about animated scale
|
|
/// @{
|
|
bool animatesScale() { return (mShape->mFlags & TSShape::AnyScale) != 0; }
|
|
bool animatesUniformScale() { return (mShape->mFlags & TSShape::UniformScale) != 0; }
|
|
bool animatesAlignedScale() { return (mShape->mFlags & TSShape::AlignedScale) != 0; }
|
|
bool animatesArbitraryScale() { return (mShape->mFlags & TSShape::ArbitraryScale) != 0; }
|
|
bool scaleCurrentlyAnimated() { return mScaleCurrentlyAnimated; }
|
|
/// @}
|
|
|
|
//
|
|
bool inTransition() { return !mTransitionThreads.empty(); }
|
|
|
|
/// @name Ground Transforms
|
|
/// The animator of a model can make the bounding box
|
|
/// animate along with the object. Doing so will move the object with the bounding box.
|
|
/// The ground transform turns the world bounding box into the post-animation bounding box
|
|
/// when such a technique is used. However, few models actually use this technique.
|
|
/// @{
|
|
|
|
void animateGround(); ///< clears previous ground transform
|
|
MatrixF & getGroundTransform() { return mGroundTransform; }
|
|
void deltaGround(TSThread *, F32 start, F32 end, MatrixF * mat = NULL);
|
|
void deltaGround1(TSThread *, F32 start, F32 end, MatrixF& mat);
|
|
/// @}
|
|
|
|
U32 getNumDetails() const { return mShape ? mShape->details.size() : 0; }
|
|
|
|
S32 getCurrentDetail() const { return mCurrentDetailLevel; }
|
|
|
|
F32 getCurrentIntraDetail() const { return mCurrentIntraDetailLevel; }
|
|
|
|
void setCurrentDetail( S32 dl, F32 intraDL = 1.0f );
|
|
|
|
/// Helper function which internally calls setDetailFromDistance.
|
|
S32 setDetailFromPosAndScale( const SceneRenderState *state,
|
|
const Point3F &pos,
|
|
const Point3F &scale );
|
|
|
|
/// Selects the current detail level using the scaled
|
|
/// distance between your object and the camera.
|
|
///
|
|
/// @see TSShape::Detail.
|
|
S32 setDetailFromDistance( const SceneRenderState *state, F32 scaledDist );
|
|
|
|
/// Sets the current detail level using the legacy screen error metric.
|
|
S32 setDetailFromScreenError( F32 errorTOL );
|
|
|
|
enum
|
|
{
|
|
TransformDirty = BIT(0),
|
|
VisDirty = BIT(1),
|
|
FrameDirty = BIT(2),
|
|
MatFrameDirty = BIT(3),
|
|
ThreadDirty = BIT(4),
|
|
AllDirtyMask = TransformDirty | VisDirty | FrameDirty | MatFrameDirty | ThreadDirty
|
|
};
|
|
U32 * mDirtyFlags;
|
|
void setDirty(U32 dirty);
|
|
void clearDirty(U32 dirty);
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// collision interface routines
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
public:
|
|
|
|
bool buildPolyList(AbstractPolyList *, S32 dl);
|
|
bool getFeatures(const MatrixF& mat, const Point3F& n, ConvexFeature*, S32 dl);
|
|
bool castRay(const Point3F & start, const Point3F & end, RayInfo *,S32 dl);
|
|
bool castRayRendered(const Point3F & start, const Point3F & end, RayInfo *,S32 dl);
|
|
bool quickLOS(const Point3F & start, const Point3F & end, S32 dl) { return castRay(start,end,NULL,dl); }
|
|
Point3F support(const Point3F & v, S32 dl);
|
|
void computeBounds(S32 dl, Box3F & bounds); ///< uses current transforms to compute bounding box around a detail level
|
|
///< see like named method on shape if you want to use default transforms
|
|
|
|
bool buildPolyListOpcode( S32 dl, AbstractPolyList *polyList, const Box3F &box );
|
|
bool castRayOpcode( S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo *);
|
|
bool buildConvexOpcode( const MatrixF &objMat, const Point3F &objScale, S32 objectDetail, const Box3F &bounds, Convex *c, Convex *list );
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Thread Control
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
/// @name Thread Control
|
|
/// Threads! In order to animate an object, first you need to have an animation in the object.
|
|
/// Then, you need to get the TSShape of the object:
|
|
/// @code
|
|
/// TSShape* shape = mShapeInstance->getShape());
|
|
/// @endcode
|
|
/// Next, get the sequence and store::
|
|
/// @code
|
|
/// S32 seq = shape->findSequence("foo"));
|
|
/// @endcode
|
|
/// Create a new thread (if needed):
|
|
/// @code
|
|
/// TSThread* thread = mShapeInstance->addThread();
|
|
/// @endcode
|
|
/// Finally, set the position in the sequence:
|
|
/// @code
|
|
/// mShapeInstance->setSequence(thread, seq, 0)
|
|
/// @endcode
|
|
/// @{
|
|
|
|
public:
|
|
|
|
TSThread * addThread(); ///< Create a new thread
|
|
TSThread * getThread(S32 threadNumber); ///< @note threads can change order, best to hold
|
|
///< onto a thread from the start
|
|
void destroyThread(TSThread * thread); ///< Destroy a thread!
|
|
U32 threadCount(); ///< How many threads are there?
|
|
|
|
void setSequence(TSThread *, S32 seq, F32 pos);///< Get the thread a sequence
|
|
/// Transition to a sequence
|
|
void transitionToSequence(TSThread *, S32 seq, F32 pos, F32 duration, bool continuePlay);
|
|
void clearTransition(TSThread *); ///< Stop transitions
|
|
U32 getSequence(TSThread *); ///< Get the sequence of the thread
|
|
|
|
void setBlendEnabled(TSThread *, bool blendOn);///< Set whether or not the thread will blend
|
|
bool getBlendEnabled(TSThread *); ///< Does this thread blend?
|
|
|
|
void setPriority(TSThread *, F32 priority); ///< Set thread priority
|
|
F32 getPriority(TSThread * thread); ///< Get thread priority
|
|
|
|
F32 getTime(TSThread * thread); ///< Get how long the thread has been playing
|
|
F32 getPos(TSThread * thread); ///< Get the position in the thread
|
|
|
|
void setTime(TSThread * thread, F32 time); ///< Set how long into the thread to use
|
|
void setPos(TSThread * thread, F32 pos); ///< Set the position of the thread
|
|
|
|
bool isInTransition(TSThread * thread); ///< Is this thread in transition?
|
|
F32 getTimeScale(TSThread * thread); ///< Get the time scale of the thread
|
|
void setTimeScale(TSThread * thread, F32); ///< Set the time scale of the thread
|
|
|
|
F32 getDuration(TSThread * thread); ///< Get the duration of the thread
|
|
F32 getScaledDuration(TSThread * thread); ///< Get the duration of the thread with the scale factored in
|
|
|
|
S32 getKeyframeCount(TSThread * thread); ///< Get the number of keyframes
|
|
S32 getKeyframeNumber(TSThread * thread); ///< Get which keyframe the thread is on
|
|
/// Set which keyframe the thread is on
|
|
void setKeyframeNumber(TSThread * thread, S32 kf);
|
|
|
|
void advanceTime(F32 delta, TSThread *); ///< advance time on a particular thread
|
|
void advanceTime(F32 delta); ///< advance time on all threads
|
|
void advancePos(F32 delta, TSThread *); ///< advance pos on a particular thread
|
|
void advancePos(F32 delta); ///< advance pos on all threads
|
|
/// @}
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// constructors, destructors, initialization, io
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
TSShapeInstance( const Resource<TSShape> & shape, bool loadMaterials = true);
|
|
TSShapeInstance( TSShape * pShape, bool loadMaterials = true);
|
|
~TSShapeInstance();
|
|
|
|
void buildInstanceData(TSShape *, bool loadMaterials);
|
|
void initNodeTransforms();
|
|
void initMeshObjects();
|
|
|
|
void dump(Stream &);
|
|
void dumpNode(Stream &, S32 level, S32 nodeIndex, Vector<S32> & detailSizes);
|
|
|
|
void *mData; ///< available for use by app...initialized to 0
|
|
|
|
void prepCollision();
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// accumulation
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
bool hasAccumulation();
|
|
// provides access to full mTriggerStates mask.
|
|
U32 getTriggerStateMask() const { return mTriggerStates; }
|
|
};
|
|
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Thread class
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
/// 3space animation thread.
|
|
///
|
|
/// An animation thread: runtime data associated with a single sequence that is
|
|
/// running (or two sequences if in transition between them).
|
|
///
|
|
/// A shape instance can have multiple threads running. When multiple threads are running,
|
|
/// which thread/sequence controls which node or object is determined based
|
|
/// on priority of the sequence.
|
|
///
|
|
/// @note all thread data and methods are private (but TSShapeInstance is a friend).
|
|
/// Users should treat thread pointers like keys -- they are used to ID
|
|
/// the thread when interfacing with the shape, but are not manipulated
|
|
/// by anything but the TSShapeInstance. See "Thread control" methods
|
|
/// for more info on controlling threads.
|
|
class TSThread
|
|
{
|
|
friend class TSShapeInstance;
|
|
|
|
S32 priority;
|
|
|
|
TSShapeInstance * mShapeInstance; ///< Instance of the shape that this thread animates
|
|
|
|
S32 sequence; ///< Sequence this thread will perform
|
|
F32 mSeqPos;
|
|
|
|
F32 timeScale; ///< How fast to play through the sequence
|
|
|
|
S32 keyNum1; ///< Keyframe at or before current position
|
|
S32 keyNum2; ///< Keyframe at or after current position
|
|
F32 keyPos;
|
|
|
|
bool blendDisabled; ///< Blend with other sequences?
|
|
|
|
/// if in transition...
|
|
struct TransitionData
|
|
{
|
|
bool inTransition;
|
|
|
|
F32 duration;
|
|
F32 pos;
|
|
F32 direction;
|
|
F32 targetScale; ///< time scale for sequence we are transitioning to (during transition only)
|
|
///< this is either 1 or 0 (if 1 target sequence plays as we transition, if 0 it doesn't)
|
|
TSIntegerSet oldRotationNodes; ///< nodes controlled by this thread pre-transition
|
|
TSIntegerSet oldTranslationNodes; ///< nodes controlled by this thread pre-transition
|
|
TSIntegerSet oldScaleNodes; ///< nodes controlled by this thread pre-transition
|
|
U32 oldSequence; ///< sequence that was set before transition began
|
|
F32 oldPos; ///< position of sequence before transition began
|
|
} transitionData;
|
|
|
|
struct
|
|
{
|
|
F32 start;
|
|
F32 end;
|
|
S32 loop;
|
|
} path;
|
|
bool makePath;
|
|
|
|
/// given a position on the thread, choose correct keyframes
|
|
/// slight difference between one-shot and cyclic sequences -- see comments below for details
|
|
void selectKeyframes(F32 pos, const TSSequence * seq, S32 * k1, S32 * k2, F32 * kpos);
|
|
|
|
void getGround(F32 p, MatrixF * pMat);
|
|
|
|
/// @name Triggers
|
|
/// Triggers are used to do something once a certain animation point has been reached.
|
|
///
|
|
/// For example, when the player's foot animation hits the ground, a foot puff and
|
|
/// foot print are triggered from the thread.
|
|
///
|
|
/// These are called by advancePos()
|
|
/// @{
|
|
void animateTriggers();
|
|
void activateTriggers(F32 a, F32 b);
|
|
/// @}
|
|
|
|
TSThread(TSShapeInstance*);
|
|
TSThread() {}
|
|
|
|
void setSequence(S32 seq, F32 pos);
|
|
void transitionToSequence(S32 seq, F32 pos, F32 duration, bool continuePlay);
|
|
|
|
void advanceTime(F32 delta);
|
|
void advancePos(F32 delta);
|
|
|
|
F32 getTime();
|
|
F32 getPos();
|
|
|
|
void setTime(F32);
|
|
void setPos(F32);
|
|
|
|
bool isInTransition();
|
|
F32 getTimeScale();
|
|
void setTimeScale(F32);
|
|
|
|
F32 getDuration();
|
|
F32 getScaledDuration();
|
|
|
|
S32 getKeyframeCount();
|
|
S32 getKeyframeNumber();
|
|
void setKeyframeNumber(S32 kf);
|
|
|
|
public:
|
|
|
|
TSShapeInstance * getShapeInstance() { return mShapeInstance; }
|
|
bool hasSequence() const { return sequence >= 0; }
|
|
U32 getSeqIndex() const { return sequence; }
|
|
const TSSequence* getSequence() const { return &(mShapeInstance->mShape->sequences[sequence]); }
|
|
const String& getSequenceName() const { return mShapeInstance->mShape->getSequenceName(sequence); }
|
|
S32 operator<(const TSThread &) const;
|
|
};
|
|
|
|
typedef TSShapeInstance::ObjectInstance TSObjectInstance;
|
|
|
|
#endif // _TSSHAPEINSTANCE_H_
|