//----------------------------------------------------------------------------- // V12 Engine // // Copyright (c) 2001 GarageGames.Com // Portions Copyright (c) 2001 by Sierra Online, Inc. //----------------------------------------------------------------------------- #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; 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; // 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 mMeshObjects; Vector mDecalObjects; 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 & partList, F32 * probShatter, F32 * probBreak, S32 probDepth); // private detail selectiong 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 & partList, F32 * probShatter, F32 * probBreak, S32 probDepth); Point3F & getCenter() { return mCenter; } Box3F & getBounds() { return mBounds; } F32 & getRadius() { return mRadius; } void render(const Point3F * objectScale = NULL) { render(mCurrentObjectDetail,objectScale); } void render(S32 dl, const Point3F * objectScale = NULL); // choose detail method -- pass in NULL for first parameter to just use shapes data void setDetailData(F32 * sizeCutoffs, S32 numDetails); // detail selection void selectCurrentDetail(bool ignoreScale = false); void selectCurrentDetail(F32 pixelSize); void selectCurrentDetail2(F32 adjustedDist); // get information about details... S32 getDetailSize(S32 dl); S32 getPolyCount(S32 dl); S32 getNumDetails() { return mSizeCutoffs ? mNumDetails : mSourceShape->getShape()->mSmallestVisibleDL+1; } S32 getCurrentObjectDetail() { return mCurrentObjectDetail; } void setCurrentObjectDetail(S32 od) { mCurrentObjectDetail = od; } F32 getCurrentIntraDetail() { return mCurrentIntraDL; } void setCurrentIntraDetail(F32 intra) { mCurrentIntraDL = intra; } U32 mData; // for use by app }; #endif