Torque3D/Engine/source/T3D/fx/fxShapeReplicator.cpp
2013-04-05 12:39:26 -04:00

760 lines
29 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/fx/fxShapeReplicator.h"
#include "gfx/gfxDevice.h"
#include "gfx/primBuilder.h"
#include "console/consoleTypes.h"
#include "core/stream/bitStream.h"
#include "math/mRandom.h"
#include "math/mathIO.h"
#include "T3D/gameBase/gameConnection.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "renderInstance/renderPassManager.h"
#include "console/engineAPI.h"
//------------------------------------------------------------------------------
//
// Put this in /example/common/editor/editor.cs in function [Editor::create()] (around line 66).
//
// // Ignore Replicated fxStatic Instances.
// EWorldEditor.ignoreObjClass("fxShapeReplicatedStatic");
//
//------------------------------------------------------------------------------
//
// Put this in /example/common/editor/EditorGui.cs in [function Creator::init( %this )]
//
// %Environment_Item[8] = "fxShapeReplicator"; <-- ADD THIS.
//
//------------------------------------------------------------------------------
//
// Put the function in /example/common/editor/ObjectBuilderGui.gui [around line 458] ...
//
// function ObjectBuilderGui::buildfxShapeReplicator(%this)
// {
// %this.className = "fxShapeReplicator";
// %this.process();
// }
//
//------------------------------------------------------------------------------
//
// Put this in /example/common/client/missionDownload.cs in [function clientCmdMissionStartPhase3(%seq,%missionName)] (line 65)
// after codeline 'onPhase2Complete();'.
//
// StartClientReplication();
//
//------------------------------------------------------------------------------
//
// Put this in /engine/console/simBase.h (around line 509) in
//
// namespace Sim
// {
// DeclareNamedSet(fxReplicatorSet) <-- ADD THIS (Note no semi-colon).
//
//------------------------------------------------------------------------------
//
// Put this in /engine/console/simBase.cc (around line 19) in
//
// ImplementNamedSet(fxReplicatorSet) <-- ADD THIS
//
//------------------------------------------------------------------------------
//
// Put this in /engine/console/simManager.cc [function void init()] (around line 269).
//
// namespace Sim
// {
// InstantiateNamedSet(fxReplicatorSet); <-- ADD THIS
//
//------------------------------------------------------------------------------
extern bool gEditingMission;
//------------------------------------------------------------------------------
IMPLEMENT_CO_NETOBJECT_V1(fxShapeReplicator);
IMPLEMENT_CO_NETOBJECT_V1(fxShapeReplicatedStatic);
ConsoleDocClass( fxShapeReplicator,
"@brief An emitter for objects to replicate across an area.\n"
"@ingroup Foliage\n"
);
ConsoleDocClass( fxShapeReplicatedStatic,
"@brief The object definition for shapes that will be replicated across an area using an fxShapeReplicator.\n"
"@ingroup Foliage\n"
);
//------------------------------------------------------------------------------
// Class: fxShapeReplicator
//------------------------------------------------------------------------------
fxShapeReplicator::fxShapeReplicator()
{
// Setup NetObject.
mTypeMask |= StaticObjectType;
mNetFlags.set(Ghostable | ScopeAlways);
// Reset Shape Count.
mCurrentShapeCount = 0;
// Reset Creation Area Angle Animation.
mCreationAreaAngle = 0;
// Reset Last Render Time.
mLastRenderTime = 0;
mPlacementSB = NULL;
}
//------------------------------------------------------------------------------
fxShapeReplicator::~fxShapeReplicator()
{
mPlacementSB = NULL;
}
//------------------------------------------------------------------------------
void fxShapeReplicator::initPersistFields()
{
// Add out own persistent fields.
addGroup( "Debugging" ); // MM: Added Group Header.
addField( "HideReplications", TypeBool, Offset( mFieldData.mHideReplications, fxShapeReplicator ), "Replicated shapes are hidden when set to true." );
addField( "ShowPlacementArea", TypeBool, Offset( mFieldData.mShowPlacementArea, fxShapeReplicator ), "Draw placement rings when set to true." );
addField( "PlacementAreaHeight", TypeS32, Offset( mFieldData.mPlacementBandHeight, fxShapeReplicator ), "Height of the placement ring in world units." );
addField( "PlacementColour", TypeColorF, Offset( mFieldData.mPlaceAreaColour, fxShapeReplicator ), "Color of the placement ring." );
endGroup( "Debugging" ); // MM: Added Group Footer.
addGroup( "Media" ); // MM: Added Group Header.
addField( "ShapeFile", TypeShapeFilename, Offset( mFieldData.mShapeFile, fxShapeReplicator ), "Filename of shape to replicate." );
endGroup( "Media" ); // MM: Added Group Footer.
addGroup( "Replications" ); // MM: Added Group Header.
addField( "Seed", TypeS32, Offset( mFieldData.mSeed, fxShapeReplicator ), "Random seed for shape placement." );
addField( "ShapeCount", TypeS32, Offset( mFieldData.mShapeCount, fxShapeReplicator ), "Maximum shape instance count." );
addField( "ShapeRetries", TypeS32, Offset( mFieldData.mShapeRetries, fxShapeReplicator ), "Number of times to try placing a shape instance before giving up." );
endGroup( "Replications" ); // MM: Added Group Footer.
addGroup( "Placement Radius" ); // MM: Added Group Header.
addField( "InnerRadiusX", TypeS32, Offset( mFieldData.mInnerRadiusX, fxShapeReplicator ), "Placement area inner radius on the X axis" );
addField( "InnerRadiusY", TypeS32, Offset( mFieldData.mInnerRadiusY, fxShapeReplicator ), "Placement area inner radius on the Y axis" );
addField( "OuterRadiusX", TypeS32, Offset( mFieldData.mOuterRadiusX, fxShapeReplicator ), "Placement area outer radius on the X axis" );
addField( "OuterRadiusY", TypeS32, Offset( mFieldData.mOuterRadiusY, fxShapeReplicator ), "Placement area outer radius on the Y axis" );
endGroup( "Placement Radius" ); // MM: Added Group Footer.
addGroup( "Restraints" ); // MM: Added Group Header.
addField( "AllowOnTerrain", TypeBool, Offset( mFieldData.mAllowOnTerrain, fxShapeReplicator ), "Shapes will be placed on terrain when set." );
addField( "AllowOnStatics", TypeBool, Offset( mFieldData.mAllowStatics, fxShapeReplicator ), "Shapes will be placed on Static shapes when set." );
addField( "AllowOnWater", TypeBool, Offset( mFieldData.mAllowOnWater, fxShapeReplicator ), "Shapes will be placed on/under water when set." );
addField( "AllowWaterSurface", TypeBool, Offset( mFieldData.mAllowWaterSurface, fxShapeReplicator ), "Shapes will be placed on water when set. Requires AllowOnWater." );
addField( "AlignToTerrain", TypeBool, Offset( mFieldData.mAlignToTerrain, fxShapeReplicator ), "Align shapes to surface normal when set." );
addField( "Interactions", TypeBool, Offset( mFieldData.mInteractions, fxShapeReplicator ), "Allow physics interactions with shapes." );
addField( "AllowedTerrainSlope", TypeS32, Offset( mFieldData.mAllowedTerrainSlope, fxShapeReplicator ), "Maximum surface angle allowed for shape instances." );
addField( "TerrainAlignment", TypePoint3F, Offset( mFieldData.mTerrainAlignment, fxShapeReplicator ), "Surface normals will be multiplied by these values when AlignToTerrain is enabled." );
endGroup( "Restraints" ); // MM: Added Group Footer.
addGroup( "Object Transforms" ); // MM: Added Group Header.
addField( "ShapeScaleMin", TypePoint3F, Offset( mFieldData.mShapeScaleMin, fxShapeReplicator ), "Minimum shape scale." );
addField( "ShapeScaleMax", TypePoint3F, Offset( mFieldData.mShapeScaleMax, fxShapeReplicator ), "Maximum shape scale." );
addField( "ShapeRotateMin", TypePoint3F, Offset( mFieldData.mShapeRotateMin, fxShapeReplicator ), "Minimum shape rotation angles.");
addField( "ShapeRotateMax", TypePoint3F, Offset( mFieldData.mShapeRotateMax, fxShapeReplicator ), "Maximum shape rotation angles." );
addField( "OffsetZ", TypeS32, Offset( mFieldData.mOffsetZ, fxShapeReplicator ), "Offset shapes by this amount vertically." );
endGroup( "Object Transforms" ); // MM: Added Group Footer.
// Initialise parents' persistent fields.
Parent::initPersistFields();
}
//------------------------------------------------------------------------------
void fxShapeReplicator::CreateShapes(void)
{
F32 HypX, HypY;
F32 Angle;
U32 RelocationRetry;
Point3F ShapePosition;
Point3F ShapeStart;
Point3F ShapeEnd;
Point3F ShapeScale;
EulerF ShapeRotation;
QuatF QRotation;
bool CollisionResult;
RayInfo RayEvent;
TSShape* pShape;
// Don't create shapes if we are hiding replications.
if (mFieldData.mHideReplications) return;
// Cannot continue without shapes!
if (dStrcmp(mFieldData.mShapeFile, "") == 0) return;
// Check that we can position somewhere!
if (!( mFieldData.mAllowOnTerrain ||
mFieldData.mAllowStatics ||
mFieldData.mAllowOnWater))
{
// Problem ...
Con::warnf(ConsoleLogEntry::General, "[%s] - Could not place object, All alloweds are off!", getName());
// Return here.
return;
}
// Check Shapes.
AssertFatal(mCurrentShapeCount==0,"Shapes already present, this should not be possible!")
// Check that we have a shape...
if (!mFieldData.mShapeFile) return;
// Set Seed.
RandomGen.setSeed(mFieldData.mSeed);
// Set shape vector.
mReplicatedShapes.clear();
// Add shapes.
for (U32 idx = 0; idx < mFieldData.mShapeCount; idx++)
{
fxShapeReplicatedStatic* fxStatic;
// Create our static shape.
fxStatic = new fxShapeReplicatedStatic();
// Set the 'shapeName' field.
fxStatic->setField("shapeName", mFieldData.mShapeFile);
// Is this Replicator on the Server?
if (isServerObject())
// Yes, so stop it from Ghosting. (Hack, Hack, Hack!)
fxStatic->touchNetFlags(Ghostable, false);
else
// No, so flag as ghost object. (Another damn Hack!)
fxStatic->touchNetFlags(IsGhost, true);
// Register the Object.
if (!fxStatic->registerObject())
{
// Problem ...
Con::warnf(ConsoleLogEntry::General, "[%s] - Could not load shape file '%s'!", getName(), mFieldData.mShapeFile);
// Destroy Shape.
delete fxStatic;
// Destroy existing hapes.
DestroyShapes();
// Quit.
return;
}
// Get Allocated Shape.
pShape = fxStatic->getShape();
// Reset Relocation Retry.
RelocationRetry = mFieldData.mShapeRetries;
// Find it a home ...
do
{
// Get the Replicator Position.
ShapePosition = getPosition();
// Calculate a random offset
HypX = RandomGen.randF(mFieldData.mInnerRadiusX, mFieldData.mOuterRadiusX);
HypY = RandomGen.randF(mFieldData.mInnerRadiusY, mFieldData.mOuterRadiusY);
Angle = RandomGen.randF(0, (F32)M_2PI);
// Calcualte the new position.
ShapePosition.x += HypX * mCos(Angle);
ShapePosition.y += HypY * mSin(Angle);
// Initialise RayCast Search Start/End Positions.
ShapeStart = ShapeEnd = ShapePosition;
ShapeStart.z = 2000.f;
ShapeEnd.z= -2000.f;
// Is this the Server?
if (isServerObject())
// Perform Ray Cast Collision on Server Terrain.
CollisionResult = gServerContainer.castRay(ShapeStart, ShapeEnd, FXREPLICATOR_COLLISION_MASK, &RayEvent);
else
// Perform Ray Cast Collision on Client Terrain.
CollisionResult = gClientContainer.castRay( ShapeStart, ShapeEnd, FXREPLICATOR_COLLISION_MASK, &RayEvent);
// Did we hit anything?
if (CollisionResult)
{
// For now, let's pretend we didn't get a collision.
CollisionResult = false;
// Yes, so get it's type.
U32 CollisionType = RayEvent.object->getTypeMask();
// Check Illegal Placements.
if (((CollisionType & TerrainObjectType) && !mFieldData.mAllowOnTerrain) ||
((CollisionType & StaticShapeObjectType) && !mFieldData.mAllowStatics) ||
((CollisionType & WaterObjectType) && !mFieldData.mAllowOnWater) ) continue;
// If we collided with water and are not allowing on the water surface then let's find the
// terrain underneath and pass this on as the original collision else fail.
//
// NOTE:- We need to do this on the server/client as appropriate.
if ((CollisionType & WaterObjectType) && !mFieldData.mAllowWaterSurface)
{
// Is this the Server?
if (isServerObject())
{
// Yes, so do it on the server container.
if (!gServerContainer.castRay( ShapeStart, ShapeEnd, FXREPLICATOR_NOWATER_COLLISION_MASK, &RayEvent)) continue;
}
else
{
// No, so do it on the client container.
if (!gClientContainer.castRay( ShapeStart, ShapeEnd, FXREPLICATOR_NOWATER_COLLISION_MASK, &RayEvent)) continue;
}
}
// We passed with flying colours so carry on.
CollisionResult = true;
}
// Invalidate if we are below Allowed Terrain Angle.
if (RayEvent.normal.z < mSin(mDegToRad(90.0f-mFieldData.mAllowedTerrainSlope))) CollisionResult = false;
// Wait until we get a collision.
} while(!CollisionResult && --RelocationRetry);
// Check for Relocation Problem.
if (RelocationRetry > 0)
{
// Adjust Impact point.
RayEvent.point.z += mFieldData.mOffsetZ;
// Set New Position.
ShapePosition = RayEvent.point;
}
else
{
// Warning.
Con::warnf(ConsoleLogEntry::General, "[%s] - Could not find satisfactory position for shape '%s' on %s!", getName(), mFieldData.mShapeFile,isServerObject()?"Server":"Client");
// Unregister Object.
fxStatic->unregisterObject();
// Destroy Shape.
delete fxStatic;
// Skip to next.
continue;
}
// Get Shape Transform.
MatrixF XForm = fxStatic->getTransform();
// Are we aligning to Terrain?
if (mFieldData.mAlignToTerrain)
{
// Yes, so set rotation to Terrain Impact Normal.
ShapeRotation = RayEvent.normal * mFieldData.mTerrainAlignment;
}
else
{
// No, so choose a new Rotation (in Radians).
ShapeRotation.set( mDegToRad(RandomGen.randF(mFieldData.mShapeRotateMin.x, mFieldData.mShapeRotateMax.x)),
mDegToRad(RandomGen.randF(mFieldData.mShapeRotateMin.y, mFieldData.mShapeRotateMax.y)),
mDegToRad(RandomGen.randF(mFieldData.mShapeRotateMin.z, mFieldData.mShapeRotateMax.z)));
}
// Set Quaternion Roation.
QRotation.set(ShapeRotation);
// Set Transform Rotation.
QRotation.setMatrix(&XForm);
// Set Position.
XForm.setColumn(3, ShapePosition);
// Set Shape Position / Rotation.
fxStatic->setTransform(XForm);
// Choose a new Scale.
ShapeScale.set( RandomGen.randF(mFieldData.mShapeScaleMin.x, mFieldData.mShapeScaleMax.x),
RandomGen.randF(mFieldData.mShapeScaleMin.y, mFieldData.mShapeScaleMax.y),
RandomGen.randF(mFieldData.mShapeScaleMin.z, mFieldData.mShapeScaleMax.z));
// Set Shape Scale.
fxStatic->setScale(ShapeScale);
// Lock it.
fxStatic->setLocked(true);
// Store Shape in Replicated Shapes Vector.
//mReplicatedShapes[mCurrentShapeCount++] = fxStatic;
mReplicatedShapes.push_back(fxStatic);
}
mCurrentShapeCount = mReplicatedShapes.size();
// Take first Timestamp.
mLastRenderTime = Platform::getVirtualMilliseconds();
}
//------------------------------------------------------------------------------
void fxShapeReplicator::DestroyShapes(void)
{
// Finish if we didn't create any shapes.
if (mCurrentShapeCount == 0) return;
// Remove shapes.
for (U32 idx = 0; idx < mCurrentShapeCount; idx++)
{
fxShapeReplicatedStatic* fxStatic;
// Fetch the Shape Object.
fxStatic = mReplicatedShapes[idx];
// Got a Shape?
if (fxStatic)
{
// Unlock it.
fxStatic->setLocked(false);
// Unregister the object.
fxStatic->unregisterObject();
// Delete it.
delete fxStatic;
}
}
// Empty the Replicated Shapes Vector.
mReplicatedShapes.clear();
// Reset Shape Count.
mCurrentShapeCount = 0;
}
//------------------------------------------------------------------------------
void fxShapeReplicator::RenewShapes(void)
{
// Destroy any shapes.
DestroyShapes();
// Don't create shapes on the Server if we don't need interactions.
if (isServerObject() && !mFieldData.mInteractions) return;
// Create Shapes.
CreateShapes();
}
//------------------------------------------------------------------------------
void fxShapeReplicator::StartUp(void)
{
RenewShapes();
}
//------------------------------------------------------------------------------
bool fxShapeReplicator::onAdd()
{
if(!Parent::onAdd())
return(false);
// Add the Replicator to the Replicator Set.
dynamic_cast<SimSet*>(Sim::findObject("fxReplicatorSet"))->addObject(this);
// Set Default Object Box.
mObjBox.minExtents.set( -0.5, -0.5, -0.5 );
mObjBox.maxExtents.set( 0.5, 0.5, 0.5 );
resetWorldBox();
// Add to Scene.
setRenderTransform(mObjToWorld);
addToScene();
// Register for notification when GhostAlways objects are done loading
NetConnection::smGhostAlwaysDone.notify( this, &fxShapeReplicator::onGhostAlwaysDone );
return true;
}
//------------------------------------------------------------------------------
void fxShapeReplicator::onRemove()
{
// Remove the Replicator from the Replicator Set.
dynamic_cast<SimSet*>(Sim::findObject("fxReplicatorSet"))->removeObject(this);
NetConnection::smGhostAlwaysDone.remove( this, &fxShapeReplicator::onGhostAlwaysDone );
removeFromScene();
// Destroy Shapes.
DestroyShapes();
// Do Parent.
Parent::onRemove();
}
//------------------------------------------------------------------------------
void fxShapeReplicator::onGhostAlwaysDone()
{
RenewShapes();
}
//------------------------------------------------------------------------------
void fxShapeReplicator::inspectPostApply()
{
// Set Parent.
Parent::inspectPostApply();
// Renew Shapes.
RenewShapes();
// Set Replication Mask.
setMaskBits(ReplicationMask);
}
//------------------------------------------------------------------------------
DefineEngineFunction(StartClientReplication, void, (),, "Activates the shape replicator.\n"
"@tsexample\n"
"// Call the function\n"
"StartClientReplication()\n"
"@endtsexample\n"
"@ingroup Foliage"
)
{
// Find the Replicator Set.
SimSet *fxReplicatorSet = dynamic_cast<SimSet*>(Sim::findObject("fxReplicatorSet"));
// Return if Error.
if (!fxReplicatorSet) return;
// StartUp Replication Object.
for (SimSetIterator itr(fxReplicatorSet); *itr; ++itr)
{
// Fetch the Replicator Object.
fxShapeReplicator* Replicator = static_cast<fxShapeReplicator*>(*itr);
// Start Client Objects Only.
if (Replicator->isClientObject()) Replicator->StartUp();
}
// Info ...
Con::printf("Client Replication Startup has Happened!");
}
//------------------------------------------------------------------------------
void fxShapeReplicator::prepRenderImage( SceneRenderState* state )
{
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind(this, &fxShapeReplicator::renderObject);
// The fxShapeReplicator isn't technically foliage but our debug
// effect seems to render best as a Foliage type (translucent,
// renders itself, no sorting)
ri->type = RenderPassManager::RIT_Foliage;
state->getRenderPass()->addInst( ri );
}
//------------------------------------------------------------------------------
// Renders a triangle stripped oval
void fxShapeReplicator::renderArc(const F32 fRadiusX, const F32 fRadiusY)
{
PrimBuild::begin(GFXTriangleStrip, 720);
for (U32 Angle = mCreationAreaAngle; Angle < (mCreationAreaAngle+360); Angle++)
{
F32 XPos, YPos;
// Calculate Position.
XPos = fRadiusX * mCos(mDegToRad(-(F32)Angle));
YPos = fRadiusY * mSin(mDegToRad(-(F32)Angle));
// Set Colour.
PrimBuild::color4f(mFieldData.mPlaceAreaColour.red,
mFieldData.mPlaceAreaColour.green,
mFieldData.mPlaceAreaColour.blue,
AREA_ANIMATION_ARC * (Angle-mCreationAreaAngle));
PrimBuild::vertex3f(XPos, YPos, -(F32)mFieldData.mPlacementBandHeight/2.0f);
PrimBuild::vertex3f(XPos, YPos, +(F32)mFieldData.mPlacementBandHeight/2.0f);
}
PrimBuild::end();
}
// This currently uses the primbuilder, could convert out, but why allocate the buffer if we
// never edit the misison?
void fxShapeReplicator::renderPlacementArea(const F32 ElapsedTime)
{
if (gEditingMission && mFieldData.mShowPlacementArea)
{
GFX->pushWorldMatrix();
GFX->multWorld(getTransform());
if (!mPlacementSB)
{
GFXStateBlockDesc transparent;
transparent.setCullMode(GFXCullNone);
transparent.alphaTestEnable = true;
transparent.setZReadWrite(true);
transparent.zWriteEnable = false;
transparent.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
mPlacementSB = GFX->createStateBlock( transparent );
}
GFX->setStateBlock(mPlacementSB);
// Do we need to draw the Outer Radius?
if (mFieldData.mOuterRadiusX || mFieldData.mOuterRadiusY)
renderArc((F32) mFieldData.mOuterRadiusX, (F32) mFieldData.mOuterRadiusY);
// Inner radius?
if (mFieldData.mInnerRadiusX || mFieldData.mInnerRadiusY)
renderArc((F32) mFieldData.mInnerRadiusX, (F32) mFieldData.mInnerRadiusY);
GFX->popWorldMatrix();
mCreationAreaAngle = (U32)(mCreationAreaAngle + (1000 * ElapsedTime));
mCreationAreaAngle = mCreationAreaAngle % 360;
}
}
//------------------------------------------------------------------------------
void fxShapeReplicator::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
{
if (overrideMat)
return;
// Return if placement area not needed.
if (!mFieldData.mShowPlacementArea)
return;
// Calculate Elapsed Time and take new Timestamp.
S32 Time = Platform::getVirtualMilliseconds();
F32 ElapsedTime = (Time - mLastRenderTime) * 0.001f;
mLastRenderTime = Time;
renderPlacementArea(ElapsedTime);
}
//------------------------------------------------------------------------------
U32 fxShapeReplicator::packUpdate(NetConnection * con, U32 mask, BitStream * stream)
{
// Pack Parent.
U32 retMask = Parent::packUpdate(con, mask, stream);
// Write Replication Flag.
if (stream->writeFlag(mask & ReplicationMask))
{
stream->writeAffineTransform(mObjToWorld); // Replicator Position.
stream->writeInt(mFieldData.mSeed, 32); // Replicator Seed.
stream->writeInt(mFieldData.mShapeCount, 32); // Shapes Count.
stream->writeInt(mFieldData.mShapeRetries, 32); // Shapes Retries.
stream->writeString(mFieldData.mShapeFile);
stream->writeInt(mFieldData.mInnerRadiusX, 32); // Shapes Inner Radius X.
stream->writeInt(mFieldData.mInnerRadiusY, 32); // Shapes Inner Radius Y.
stream->writeInt(mFieldData.mOuterRadiusX, 32); // Shapes Outer Radius X.
stream->writeInt(mFieldData.mOuterRadiusY, 32); // Shapes Outer Radius Y.
mathWrite(*stream, mFieldData.mShapeScaleMin); // Shapes Scale Min.
mathWrite(*stream, mFieldData.mShapeScaleMax); // Shapes Scale Max.
mathWrite(*stream, mFieldData.mShapeRotateMin); // Shapes Rotate Min.
mathWrite(*stream, mFieldData.mShapeRotateMax); // Shapes Rotate Max.
stream->writeSignedInt(mFieldData.mOffsetZ, 32); // Shapes Offset Z.
stream->writeFlag(mFieldData.mAllowOnTerrain); // Allow on Terrain.
stream->writeFlag(mFieldData.mAllowStatics); // Allow on Statics.
stream->writeFlag(mFieldData.mAllowOnWater); // Allow on Water.
stream->writeFlag(mFieldData.mAllowWaterSurface); // Allow on Water Surface.
stream->writeSignedInt(mFieldData.mAllowedTerrainSlope, 32); // Shapes Offset Z.
stream->writeFlag(mFieldData.mAlignToTerrain); // Shapes AlignToTerrain.
mathWrite(*stream, mFieldData.mTerrainAlignment); // Write Terrain Alignment.
stream->writeFlag(mFieldData.mHideReplications); // Hide Replications.
stream->writeFlag(mFieldData.mInteractions); // Shape Interactions.
stream->writeFlag(mFieldData.mShowPlacementArea); // Show Placement Area Flag.
stream->writeInt(mFieldData.mPlacementBandHeight, 32); // Placement Area Height.
stream->write(mFieldData.mPlaceAreaColour);
}
// Were done ...
return(retMask);
}
//------------------------------------------------------------------------------
void fxShapeReplicator::unpackUpdate(NetConnection * con, BitStream * stream)
{
// Unpack Parent.
Parent::unpackUpdate(con, stream);
// Read Replication Details.
if(stream->readFlag())
{
MatrixF ReplicatorObjectMatrix;
stream->readAffineTransform(&ReplicatorObjectMatrix); // Replication Position.
mFieldData.mSeed = stream->readInt(32); // Replicator Seed.
mFieldData.mShapeCount = stream->readInt(32); // Shapes Count.
mFieldData.mShapeRetries = stream->readInt(32); // Shapes Retries.
mFieldData.mShapeFile = stream->readSTString(); // Shape File.
mFieldData.mInnerRadiusX = stream->readInt(32); // Shapes Inner Radius X.
mFieldData.mInnerRadiusY = stream->readInt(32); // Shapes Inner Radius Y.
mFieldData.mOuterRadiusX = stream->readInt(32); // Shapes Outer Radius X.
mFieldData.mOuterRadiusY = stream->readInt(32); // Shapes Outer Radius Y.
mathRead(*stream, &mFieldData.mShapeScaleMin); // Shapes Scale Min.
mathRead(*stream, &mFieldData.mShapeScaleMax); // Shapes Scale Max.
mathRead(*stream, &mFieldData.mShapeRotateMin); // Shapes Rotate Min.
mathRead(*stream, &mFieldData.mShapeRotateMax); // Shapes Rotate Max.
mFieldData.mOffsetZ = stream->readSignedInt(32); // Shapes Offset Z.
mFieldData.mAllowOnTerrain = stream->readFlag(); // Allow on Terrain.
mFieldData.mAllowStatics = stream->readFlag(); // Allow on Statics.
mFieldData.mAllowOnWater = stream->readFlag(); // Allow on Water.
mFieldData.mAllowWaterSurface = stream->readFlag(); // Allow on Water Surface.
mFieldData.mAllowedTerrainSlope = stream->readSignedInt(32); // Allowed Terrain Slope.
mFieldData.mAlignToTerrain = stream->readFlag(); // Read AlignToTerrain.
mathRead(*stream, &mFieldData.mTerrainAlignment); // Read Terrain Alignment.
mFieldData.mHideReplications = stream->readFlag(); // Hide Replications.
mFieldData.mInteractions = stream->readFlag(); // Read Interactions.
mFieldData.mShowPlacementArea = stream->readFlag(); // Show Placement Area Flag.
mFieldData.mPlacementBandHeight = stream->readInt(32); // Placement Area Height.
stream->read(&mFieldData.mPlaceAreaColour);
// Set Transform.
setTransform(ReplicatorObjectMatrix);
RenewShapes();
}
}