mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
308 lines
8.6 KiB
C++
308 lines
8.6 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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#ifndef _CONVEXSHAPE_H_
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#define _CONVEXSHAPE_H_
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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#ifndef _CONVEX_H_
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#include "collision/convex.h"
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#endif
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#include "T3D/assets/MaterialAsset.h"
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class ConvexShape;
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// Crap name, but whatcha gonna do.
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class ConvexShapeCollisionConvex : public Convex
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{
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typedef Convex Parent;
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friend class ConvexShape;
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protected:
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ConvexShape *pShape;
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public:
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ConvexShapeCollisionConvex() { pShape = NULL; mType = ConvexShapeCollisionConvexType; }
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ConvexShapeCollisionConvex( const ConvexShapeCollisionConvex& cv ) {
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mType = ConvexShapeCollisionConvexType;
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mObject = cv.mObject;
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pShape = cv.pShape;
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}
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Point3F support(const VectorF& vec) const override;
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void getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf) override;
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void getPolyList(AbstractPolyList* list) override;
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};
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GFXDeclareVertexFormat( ConvexVert )
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{
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Point3F point;
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GFXVertexColor color;
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Point3F normal;
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Point3F tangent;
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Point2F texCoord;
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};
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class PhysicsBody;
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class ConvexShape : public SceneObject
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{
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typedef SceneObject Parent;
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friend class GuiConvexEditorCtrl;
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friend class GuiConvexEditorUndoAction;
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friend class ConvexShapeCollisionConvex;
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public:
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enum NetBits {
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TransformMask = Parent::NextFreeMask,
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UpdateMask = Parent::NextFreeMask << 1,
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NextFreeMask = Parent::NextFreeMask << 2
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};
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// Declaring these structs directly within ConvexShape to prevent
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// the otherwise excessively deep scoping we had.
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// eg. ConvexShape::Face::Triangle ...
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// Define our vertex format here so we don't have to
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// change it in multiple spots later
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typedef GFXVertexPNTTB VertexType;
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struct Edge
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{
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U32 p0;
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U32 p1;
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};
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struct Triangle
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{
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U32 p0;
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U32 p1;
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U32 p2;
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U32 operator []( U32 index ) const
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{
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AssertFatal( index >= 0 && index <= 2, "index out of range" );
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return *( (&p0) + index );
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}
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};
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struct Face
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{
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Vector< Edge > edges;
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Vector< U32 > points;
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Vector< U32 > winding;
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Vector< Point2F > texcoords;
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Vector< Triangle > triangles;
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Point3F tangent;
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Point3F normal;
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Point3F centroid;
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F32 area;
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S32 id;
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};
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struct surfaceMaterial
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{
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// The name of the Material we will use for rendering
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DECLARE_MATERIALASSET(surfaceMaterial, Material);
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DECLARE_ASSET_SETGET(surfaceMaterial, Material);
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// The actual Material instance
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BaseMatInstance* materialInst;
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surfaceMaterial()
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{
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INIT_ASSET(Material);
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materialInst = NULL;
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}
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};
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struct surfaceUV
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{
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S32 matID;
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Point2F offset;
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Point2F scale;
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float zRot;
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bool horzFlip;
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bool vertFlip;
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surfaceUV() : matID(0), offset(Point2F(0.0f, 0.0f)), scale(Point2F(1.0f, 1.0f)), zRot(0.0f), horzFlip(false), vertFlip(false) {}
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};
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struct surfaceBuffers
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{
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// The GFX vertex and primitive buffers
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GFXVertexBufferHandle< VertexType > mVertexBuffer;
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GFXPrimitiveBufferHandle mPrimitiveBuffer;
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U32 mVertCount;
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U32 mPrimCount;
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};
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struct Geometry
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{
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void generate(const Vector< PlaneF > &planes, const Vector< Point3F > &tangents, const Vector< surfaceMaterial > surfaceTextures, const Vector< Point2F > texOffset, const Vector< Point2F > texScale, const Vector< bool > horzFlip, const Vector< bool > vertFlip);
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Vector< Point3F > points;
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Vector< Face > faces;
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};
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static bool smRenderEdges;
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// To prevent bitpack overflows.
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// This is only indirectly enforced by trucation when serializing.
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static const S32 smMaxSurfaces = 100;
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public:
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ConvexShape();
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virtual ~ConvexShape();
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DECLARE_CONOBJECT( ConvexShape );
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DECLARE_CATEGORY("Object \t Simple");
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// ConsoleObject
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static void initPersistFields();
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// SimObject
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void inspectPostApply() override;
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bool onAdd() override;
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void onRemove() override;
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void writeFields(Stream &stream, U32 tabStop) override;
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bool writeField( StringTableEntry fieldname, const char *value ) override;
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// NetObject
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U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ) override;
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void unpackUpdate( NetConnection *conn, BitStream *stream ) override;
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// SceneObject
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void onScaleChanged() override;
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void setTransform( const MatrixF &mat ) override;
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void prepRenderImage( SceneRenderState *state ) override;
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void buildConvex( const Box3F &box, Convex *convex ) override;
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bool buildPolyList( PolyListContext context, AbstractPolyList *polyList, const Box3F &box, const SphereF &sphere ) override;
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bool buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F &box, const SphereF &) override;
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bool castRay( const Point3F &start, const Point3F &end, RayInfo *info ) override;
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bool collideBox( const Point3F &start, const Point3F &end, RayInfo *info ) override;
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void updateBounds( bool recenter );
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void recenter();
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/// Geometry access.
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/// @{
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MatrixF getSurfaceWorldMat( S32 faceid, bool scaled = false ) const;
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void cullEmptyPlanes( Vector< U32 > *removedPlanes );
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void exportToCollada();
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void resizePlanes( const Point3F &size );
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void getSurfaceLineList( S32 surfId, Vector< Point3F > &lineList );
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Geometry& getGeometry() { return mGeometry; }
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Vector<MatrixF>& getSurfaces() { return mSurfaces; }
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void getSurfaceTriangles( S32 surfId, Vector< Point3F > *outPoints, Vector< Point2F > *outCoords, bool worldSpace );
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/// @}
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/// Geometry Visualization.
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/// @{
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void renderFaceEdges( S32 faceid, const ColorI &color = ColorI::WHITE, F32 lineWidth = 1.0f );
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/// @}
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String getMaterialName() { return mMaterialName; }
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protected:
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void _updateMaterial();
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void _updateGeometry( bool updateCollision = false );
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void _updateCollision();
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void _export( OptimizedPolyList *plist, const Box3F &box, const SphereF &sphere );
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void _renderDebug( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mat );
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static S32 QSORT_CALLBACK _comparePlaneDist( const void *a, const void *b );
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static bool protectedSetSurface( void *object, const char *index, const char *data );
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static bool protectedSetSurfaceTexture( void *object, const char *index, const char *data );
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static bool protectedSetSurfaceUV(void *object, const char *index, const char *data);
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protected:
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DECLARE_MATERIALASSET(ConvexShape, Material);
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DECLARE_ASSET_SETGET(ConvexShape, Material);
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// The actual Material instance
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BaseMatInstance* mMaterialInst;
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// The GFX vertex and primitive buffers
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/*GFXVertexBufferHandle< VertexType > mVertexBuffer;
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GFXPrimitiveBufferHandle mPrimitiveBuffer;
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U32 mVertCount;
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U32 mPrimCount;*/
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Geometry mGeometry;
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Vector< PlaneF > mPlanes;
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Vector< MatrixF > mSurfaces;
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Vector< Point3F > mFaceCenters;
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//this is mostly for storage purposes, so we can save the texture mods
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Vector< surfaceMaterial > mSurfaceTextures;
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Vector< surfaceUV > mSurfaceUVs;
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Vector< surfaceBuffers > mSurfaceBuffers;
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Convex *mConvexList;
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PhysicsBody *mPhysicsRep;
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/// Geometry visualization
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/// @{
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F32 mNormalLength;
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/// @}
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};
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#endif // _CONVEXSHAPE_H_
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