mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-22 05:34:46 +00:00
clustering work for datablocks for both consistent scanning for object parameters, as well as an eye towards orgainizing things to make reviewing what variations of components we'll be needing down the line clearer
171 lines
5.7 KiB
C++
171 lines
5.7 KiB
C++
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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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// 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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#ifndef _AFX_MODEL_H_
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#define _AFX_MODEL_H_
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#include "renderInstance/renderPassManager.h"
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#include "T3D/assets/ShapeAsset.h"
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class ParticleEmitterData;
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class ParticleEmitter;
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class ExplosionData;
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class TSPartInstance;
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class TSShapeInstance;
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class TSShape;
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxModel Data
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struct afxModelData : public GameBaseData
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{
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typedef GameBaseData Parent;
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DECLARE_SHAPEASSET(afxModelData, Shape, onShapeChanged);
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DECLARE_ASSET_SETGET(afxModelData, Shape);
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StringTableEntry sequence;
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F32 seq_rate;
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F32 seq_offset;
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F32 alpha_mult;
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bool use_vertex_alpha;
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U32 force_on_material_flags;
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U32 force_off_material_flags;
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bool texture_filtering;
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F32 fog_mult;
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struct TextureTagRemapping
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{
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char* old_tag;
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char* new_tag;
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};
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char* remap_buffer;
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Vector<TextureTagRemapping> txr_tag_remappings;
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StringTableEntry remap_txr_tags;
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bool overrideLightingOptions;
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bool receiveSunLight;
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bool receiveLMLighting;
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bool useAdaptiveSelfIllumination;
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bool useCustomAmbientLighting;
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bool customAmbientForSelfIllumination;
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LinearColorF customAmbientLighting;
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U32 shadowSize;
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F32 shadowMaxVisibleDistance;
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F32 shadowProjectionDistance;
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F32 shadowSphereAdjust;
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public:
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/*C*/ afxModelData();
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/*C*/ afxModelData(const afxModelData&, bool = false);
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/*D*/ ~afxModelData();
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bool preload(bool server, String &errorStr);
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void packData(BitStream* stream);
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void unpackData(BitStream* stream);
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virtual void onPerformSubstitutions();
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virtual bool allowSubstitutions() const { return true; }
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static void initPersistFields();
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void onShapeChanged() {}
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void onSequenceChanged() {}
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DECLARE_CONOBJECT(afxModelData);
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DECLARE_CATEGORY("AFX");
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxModel
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class afxModel : public GameBase
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{
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typedef GameBase Parent;
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private:
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afxModelData* mDataBlock;
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TSShapeInstance* shape_inst;
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TSThread* main_seq_thread;
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S32 main_seq_id;
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F32 seq_rate_factor;
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bool seq_animates_vis;
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U32 last_anim_tag;
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F32 fade_amt;
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bool is_visible;
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S8 sort_priority;
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struct BlendThread
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{
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TSThread* thread;
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U32 tag;
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};
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Vector<BlendThread> blend_clips;
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static U32 unique_anim_tag_counter;
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protected:
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Vector<S32> mCollisionDetails;
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Vector<S32> mLOSDetails;
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bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
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virtual void advanceTime(F32 dt);
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virtual void prepRenderImage(SceneRenderState*);
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void renderObject(SceneRenderState*);
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virtual bool onAdd();
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virtual void onRemove();
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public:
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/*C*/ afxModel();
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/*D*/ ~afxModel();
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virtual bool onNewDataBlock(GameBaseData* dptr, bool reload);
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void setFadeAmount(F32 amt) { fade_amt = amt; }
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void setSequenceRateFactor(F32 factor);
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void setSortPriority(S8 priority) { sort_priority = priority; }
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const char* getShapeFileName() const { return mDataBlock->getShape(); }
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void setVisibility(bool flag) { is_visible = flag; }
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TSShape* getTSShape() { return mDataBlock->getShapeResource(); }
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TSShapeInstance* getTSShapeInstance() { return shape_inst; }
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U32 setAnimClip(const char* clip, F32 pos, F32 rate, F32 trans);
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void resetAnimation(U32 tag);
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F32 getAnimClipDuration(const char* clip);
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DECLARE_CONOBJECT(afxModel);
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DECLARE_CATEGORY("AFX");
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#endif // _AFX_MODEL_H_
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