Torque3D/Engine/source/T3D/accumulationVolume.h
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00

105 lines
3.8 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 _ACCUMULATIONVOLUME_H_
#define _ACCUMULATIONVOLUME_H_
#ifndef _SCENEPOLYHEDRALSPACE_H_
#include "scene/scenePolyhedralSpace.h"
#endif
#ifndef _MSILHOUETTEEXTRACTOR_H_
#include "math/mSilhouetteExtractor.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
/// A volume in space that blocks visibility.
class AccumulationVolume : public ScenePolyhedralSpace
{
public:
typedef ScenePolyhedralSpace Parent;
protected:
typedef SilhouetteExtractorPerspective< PolyhedronType > SilhouetteExtractorType;
/// Whether the volume's transform has changed and we need to recompute
/// transform-based data.
bool mTransformDirty;
/// World-space points of the volume's polyhedron.
Vector< Point3F > mWSPoints;
/// Silhouette extractor when using perspective projections.
SilhouetteExtractorType mSilhouetteExtractor;
mutable Vector< SceneObject* > mVolumeQueryList;
// SceneSpace.
virtual void _renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat );
DECLARE_IMAGEASSET(AccumulationVolume, Texture, onTextureChanged, GFXStaticTextureSRGBProfile);
DECLARE_ASSET_NET_SETGET(AccumulationVolume, Texture, -1);
void onTextureChanged() {}
public:
AccumulationVolume();
~AccumulationVolume();
// SimObject.
DECLARE_CONOBJECT( AccumulationVolume );
DECLARE_DESCRIPTION( "Allows objects in an area to have accumulation effect applied." );
DECLARE_CATEGORY( "Area" );
virtual bool onAdd();
virtual void onRemove();
void inspectPostApply();
void setTexture( const String& name );
// Static Functions.
static void consoleInit();
static void initPersistFields();
static Vector< SimObjectPtr<SceneObject> > smAccuObjects;
static Vector< SimObjectPtr<AccumulationVolume> > smAccuVolumes;
static void addObject(SimObjectPtr<SceneObject> object);
static void removeObject(SimObjectPtr<SceneObject> object);
static void refreshVolumes();
static bool _setTexture( void *object, const char *index, const char *data );
static void updateObject(SceneObject* object);
// Network
U32 packUpdate( NetConnection *, U32 mask, BitStream *stream );
void unpackUpdate( NetConnection *, BitStream *stream );
// SceneObject.
virtual void buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F >& outPoints );
virtual void setTransform( const MatrixF& mat );
};
#endif // !_AccumulationVolume_H_