Torque3D/Engine/source/forest/ts/tsForestItemData.h
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

97 lines
3.1 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _TSFORESTITEMDATA_H_
#define _TSFORESTITEMDATA_H_
#ifndef _FORESTITEM_H_
#include "forest/forestItem.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef _RESOURCEMANAGER_H_
#include "core/resourceManager.h"
#endif
class TSShapeInstance;
class TSLastDetail;
class TSForestItemData : public ForestItemData
{
protected:
typedef ForestItemData Parent;
bool mIsClientObject;
// This is setup during forest creation.
mutable TSShapeInstance *mShapeInstance;
Vector<S32> mCollisionDetails;
Vector<S32> mLOSDetails;
TSShapeInstance* _getShapeInstance() const;
void _loadShape();
void _onResourceChanged( const Torque::Path &path );
void _checkLastDetail();
void _updateCollisionDetails();
// ForestItemData
void _preload() { _loadShape(); }
public:
DECLARE_CONOBJECT(TSForestItemData);
TSForestItemData();
virtual ~TSForestItemData();
bool preload( bool server, String &errorBuffer );
void onRemove();
bool onAdd();
virtual void inspectPostApply();
TSLastDetail* getLastDetail() const;
// JCF: need access to this to build convex(s) in ForestConvex
TSShapeInstance* getShapeInstance() const { return _getShapeInstance(); }
const Vector<S32>& getCollisionDetails() const { return mCollisionDetails; }
const Vector<S32>& getLOSDetails() const { return mLOSDetails; }
// ForestItemData
const Box3F& getObjBox() const { return mShape ? mShape->mBounds : Box3F::Zero; }
bool render( TSRenderState *rdata, const ForestItem& item ) const;
ForestCellBatch* allocateBatch() const;
bool canBillboard( const SceneRenderState *state, const ForestItem &item, F32 distToCamera ) const;
bool buildPolyList( const ForestItem& item, AbstractPolyList *polyList, const Box3F *box ) const { return false; }
};
#endif // _TSFORESTITEMDATA_H_