Torque3D/Engine/source/ts/tsPartInstance.h
2012-09-19 11:15:01 -04:00

139 lines
5.1 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 _TSPARTINSTANCE_H_
#define _TSPARTINSTANCE_H_
#ifndef _TSSHAPEINSTANCE_H_
#include "ts/tsShapeInstance.h"
#endif
class TSPartInstance
{
/// TSPartInstance assumes ownership (or shared ownership) of the source shape. This means that the source
/// shape cannot be deleted so long as the part instance is still around. This also means that any change
/// to source shapes's transforms or other animation properties will affect how the part instance displays.
/// It is ok (even expected), however, to have many part instances accessing the same shape.
TSShapeInstance * mSourceShape;
/// @name Bounding info
/// @{
Box3F mBounds;
Point3F mCenter;
F32 mRadius;
/// @}
/// detail selection uses the table pointed to by this member
///
/// if this member is blank, then it uses source shape to determine detail...
///
/// detail 0 draws up until size of shape is less than mSizeCutoffs[0], detail 1 until mSizeCutoffs[1], etc.
F32 * mSizeCutoffs;
S32 * mPolyCount;
S32 mNumDetails;
/// @name Detail Levels
/// detail levels on part instance correspond directly
/// to object details on objects -- this is different
/// from shape instances where dl corresponds to a
/// subtree number and object detail. The reason
/// for this is that partinstances are derived from
/// a single subtree of a shape instance, so the subtree
/// is implied (implied by which objects are in the part instance)...
/// @{
S32 mCurrentObjectDetail;
F32 mCurrentIntraDL;
/// @}
Vector<TSShapeInstance::MeshObjectInstance*> mMeshObjects;
static MRandomR250 smRandom;
void addObject(S32 objectIndex);
void updateBounds();
void renderDetailMap(S32 od);
void renderEnvironmentMap(S32 od);
void renderFog(S32 od);
void init(TSShapeInstance *);
static void breakShape(TSShapeInstance *, TSPartInstance *, S32 currentNode,
Vector<TSPartInstance*> & partList, F32 * probShatter,
F32 * probBreak, S32 probDepth);
/// @name Private Detail Selection Methods
/// @{
void selectCurrentDetail(F32 * sizeCutoffs, S32 numDetails, bool ignoreScale);
void selectCurrentDetail(F32 pixelSize, F32 * sizeCutoffs, S32 numDetails);
void computePolyCount();
/// @}
public:
TSPartInstance(TSShapeInstance * source);
TSPartInstance(TSShapeInstance * source, S32 objectIndex);
~TSPartInstance();
const TSShape * getShape() { return mSourceShape->getShape(); }
TSShapeInstance * getSourceShapeInstance(){ return mSourceShape; }
static void breakShape(TSShapeInstance *, S32 subShape, Vector<TSPartInstance*> & partList, F32 * probShatter, F32 * probBreak, S32 probDepth);
Point3F & getCenter() { return mCenter; }
Box3F & getBounds() { return mBounds; }
F32 & getRadius() { return mRadius; }
void render( const TSRenderState &rdata ) { render( mCurrentObjectDetail, rdata ); }
void render( S32 dl, const TSRenderState &rdata );
/// choose detail method -- pass in NULL for first parameter to just use shapes data
void setDetailData(F32 * sizeCutoffs, S32 numDetails);
/// @name Detail Selection
/// @{
/*
void selectCurrentDetail(bool ignoreScale = false);
void selectCurrentDetail(F32 pixelSize);
void selectCurrentDetail2(F32 adjustedDist);
*/
/// @}
/// @name Detail Information Accessors
/// @{
F32 getDetailSize( S32 dl ) const;
S32 getPolyCount( S32 dl );
S32 getNumDetails() const { return mSizeCutoffs ? mNumDetails : mSourceShape->getShape()->mSmallestVisibleDL+1; }
S32 getCurrentObjectDetail() const { return mCurrentObjectDetail; }
void setCurrentObjectDetail(S32 od) { mCurrentObjectDetail = od; }
F32 getCurrentIntraDetail() const { return mCurrentIntraDL; }
void setCurrentIntraDetail(F32 intra) { mCurrentIntraDL = intra; }
/// @}
void *mData; ///< for use by app
};
#endif