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+//-----------------------------------------------------------------------------
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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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+
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+#include "platform/platform.h"
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+#include "T3D/tsStatic.h"
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+
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+#include "core/resourceManager.h"
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+#include "core/stream/bitStream.h"
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+#include "scene/sceneRenderState.h"
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+#include "scene/sceneManager.h"
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+#include "scene/sceneObjectLightingPlugin.h"
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+#include "lighting/lightManager.h"
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+#include "math/mathIO.h"
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+#include "ts/tsShapeInstance.h"
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+#include "ts/tsMaterialList.h"
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+#include "console/consoleTypes.h"
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+#include "T3D/shapeBase.h"
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+#include "sim/netConnection.h"
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+#include "gfx/gfxDevice.h"
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+#include "gfx/gfxTransformSaver.h"
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+#include "ts/tsRenderState.h"
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+#include "collision/boxConvex.h"
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+#include "T3D/physics/physicsPlugin.h"
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+#include "T3D/physics/physicsBody.h"
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+#include "T3D/physics/physicsCollision.h"
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+#include "materials/materialDefinition.h"
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+#include "materials/materialManager.h"
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+#include "materials/matInstance.h"
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+#include "materials/materialFeatureData.h"
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+#include "materials/materialFeatureTypes.h"
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+#include "console/engineAPI.h"
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+#include "T3D/accumulationVolume.h"
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+
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+using namespace Torque;
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+
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+extern bool gEditingMission;
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+
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+IMPLEMENT_CO_NETOBJECT_V1(TSStatic);
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+
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+ConsoleDocClass( TSStatic,
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+ "@brief A static object derived from a 3D model file and placed within the game world.\n\n"
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+
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+ "TSStatic is the most basic 3D shape in Torque. Unlike StaticShape it doesn't make use of "
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+ "a datablock. It derrives directly from SceneObject. This makes TSStatic extremely light "
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+ "weight, which is why the Tools use this class when you want to drop in a DTS or DAE object.\n\n"
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+
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+ "While a TSStatic doesn't provide any motion -- it stays were you initally put it -- it does allow for "
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+ "a single ambient animation sequence to play when the object is first added to the scene.\n\n"
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+
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+ "@tsexample\n"
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+ "new TSStatic(Team1Base) {\n"
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+ " shapeName = \"art/shapes/desertStructures/station01.dts\";\n"
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+ " playAmbient = \"1\";\n"
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+ " receiveSunLight = \"1\";\n"
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+ " receiveLMLighting = \"1\";\n"
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+ " useCustomAmbientLighting = \"0\";\n"
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+ " customAmbientLighting = \"0 0 0 1\";\n"
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+ " collisionType = \"Visible Mesh\";\n"
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+ " decalType = \"Collision Mesh\";\n"
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+ " allowPlayerStep = \"1\";\n"
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+ " renderNormals = \"0\";\n"
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+ " forceDetail = \"-1\";\n"
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+ " position = \"315.18 -180.418 244.313\";\n"
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+ " rotation = \"0 0 1 195.952\";\n"
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+ " scale = \"1 1 1\";\n"
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+ " isRenderEnabled = \"true\";\n"
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+ " canSaveDynamicFields = \"1\";\n"
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+ "};\n"
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+ "@endtsexample\n"
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+
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+ "@ingroup gameObjects\n"
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+);
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+
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+TSStatic::TSStatic()
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+:
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+ cubeDescId( 0 ),
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+ reflectorDesc( NULL )
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+{
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+ mNetFlags.set(Ghostable | ScopeAlways);
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+
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+ mTypeMask |= StaticObjectType | StaticShapeObjectType;
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+
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+ mShapeName = "";
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+ mShapeInstance = NULL;
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+
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+ mPlayAmbient = true;
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+ mAmbientThread = NULL;
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+
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+ mAllowPlayerStep = false;
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+
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+ mConvexList = new Convex;
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+
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+ mRenderNormalScalar = 0;
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+ mForceDetail = -1;
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+
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+ mMeshCulling = false;
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+ mUseOriginSort = false;
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+
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+ mUseAlphaFade = false;
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+ mAlphaFadeStart = 100.0f;
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+ mAlphaFadeEnd = 150.0f;
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+ mInvertAlphaFade = false;
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+ mAlphaFade = 1.0f;
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+ mPhysicsRep = NULL;
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+
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+ mCollisionType = CollisionMesh;
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+ mDecalType = CollisionMesh;
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+}
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+
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+TSStatic::~TSStatic()
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+{
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+ delete mConvexList;
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+ mConvexList = NULL;
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+}
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+
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+ImplementEnumType( TSMeshType,
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+ "Type of mesh data available in a shape.\n"
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+ "@ingroup gameObjects" )
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+ { TSStatic::None, "None", "No mesh data." },
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+ { TSStatic::Bounds, "Bounds", "Bounding box of the shape." },
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+ { TSStatic::CollisionMesh, "Collision Mesh", "Specifically desingated \"collision\" meshes." },
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+ { TSStatic::VisibleMesh, "Visible Mesh", "Rendered mesh polygons." },
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+EndImplementEnumType;
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+
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+
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+void TSStatic::initPersistFields()
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+{
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+ addGroup("Media");
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+
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+ addField("shapeName", TypeShapeFilename, Offset( mShapeName, TSStatic ),
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+ "%Path and filename of the model file (.DTS, .DAE) to use for this TSStatic." );
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+
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+ addProtectedField( "skin", TypeRealString, Offset( mAppliedSkinName, TSStatic ), &_setFieldSkin, &_getFieldSkin,
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+ "@brief The skin applied to the shape.\n\n"
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+
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+ "'Skinning' the shape effectively renames the material targets, allowing "
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+ "different materials to be used on different instances of the same model.\n\n"
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+
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+ "Any material targets that start with the old skin name have that part "
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+ "of the name replaced with the new skin name. The initial old skin name is "
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+ "\"base\". For example, if a new skin of \"blue\" was applied to a model "
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+ "that had material targets <i>base_body</i> and <i>face</i>, the new targets "
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+ "would be <i>blue_body</i> and <i>face</i>. Note that <i>face</i> was not "
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+ "renamed since it did not start with the old skin name of \"base\".\n\n"
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+
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+ "To support models that do not use the default \"base\" naming convention, "
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+ "you can also specify the part of the name to replace in the skin field "
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+ "itself. For example, if a model had a material target called <i>shapemat</i>, "
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+ "we could apply a new skin \"shape=blue\", and the material target would be "
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+ "renamed to <i>bluemat</i> (note \"shape\" has been replaced with \"blue\").\n\n"
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+
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+ "Multiple skin updates can also be applied at the same time by separating "
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+ "them with a semicolon. For example: \"base=blue;face=happy_face\".\n\n"
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+
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+ "Material targets are only renamed if an existing Material maps to that "
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+ "name, or if there is a diffuse texture in the model folder with the same "
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+ "name as the new target.\n\n" );
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+
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+ endGroup("Media");
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+
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+ addGroup("Rendering");
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+
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+ addField( "playAmbient", TypeBool, Offset( mPlayAmbient, TSStatic ),
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+ "Enables automatic playing of the animation sequence named \"ambient\" (if it exists) when the TSStatic is loaded.");
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+ addField( "meshCulling", TypeBool, Offset( mMeshCulling, TSStatic ),
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+ "Enables detailed culling of meshes within the TSStatic. Should only be used "
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+ "with large complex shapes like buildings which contain many submeshes." );
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+ addField( "originSort", TypeBool, Offset( mUseOriginSort, TSStatic ),
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+ "Enables translucent sorting of the TSStatic by its origin instead of the bounds." );
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+
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+ endGroup("Rendering");
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+
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+ addGroup( "Reflection" );
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+ addField( "cubeReflectorDesc", TypeRealString, Offset( cubeDescName, TSStatic ),
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+ "References a ReflectorDesc datablock that defines performance and quality properties for dynamic reflections.\n");
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+ endGroup( "Reflection" );
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+
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+ addGroup("Collision");
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+
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+ addField( "collisionType", TypeTSMeshType, Offset( mCollisionType, TSStatic ),
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+ "The type of mesh data to use for collision queries." );
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+ addField( "decalType", TypeTSMeshType, Offset( mDecalType, TSStatic ),
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+ "The type of mesh data used to clip decal polygons against." );
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+ addField( "allowPlayerStep", TypeBool, Offset( mAllowPlayerStep, TSStatic ),
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+ "@brief Allow a Player to walk up sloping polygons in the TSStatic (based on the collisionType).\n\n"
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+ "When set to false, the slightest bump will stop the player from walking on top of the object.\n");
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+
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+ endGroup("Collision");
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+
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+ addGroup( "AlphaFade" );
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+ addField( "alphaFadeEnable", TypeBool, Offset(mUseAlphaFade, TSStatic), "Turn on/off Alpha Fade" );
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+ addField( "alphaFadeStart", TypeF32, Offset(mAlphaFadeStart, TSStatic), "Distance of start Alpha Fade" );
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+ addField( "alphaFadeEnd", TypeF32, Offset(mAlphaFadeEnd, TSStatic), "Distance of end Alpha Fade" );
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+ addField( "alphaFadeInverse", TypeBool, Offset(mInvertAlphaFade, TSStatic), "Invert Alpha Fade's Start & End Distance" );
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+ endGroup( "AlphaFade" );
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+
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+ addGroup("Debug");
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+
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+ addField( "renderNormals", TypeF32, Offset( mRenderNormalScalar, TSStatic ),
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+ "Debug rendering mode shows the normals for each point in the TSStatic's mesh." );
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+ addField( "forceDetail", TypeS32, Offset( mForceDetail, TSStatic ),
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+ "Forces rendering to a particular detail level." );
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+
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+ endGroup("Debug");
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+
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+ Parent::initPersistFields();
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+}
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+
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+bool TSStatic::_setFieldSkin( void *object, const char *index, const char *data )
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+{
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+ TSStatic *ts = static_cast<TSStatic*>( object );
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+ if ( ts )
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+ ts->setSkinName( data );
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+ return false;
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+}
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+
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+const char *TSStatic::_getFieldSkin( void *object, const char *data )
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+{
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+ TSStatic *ts = static_cast<TSStatic*>( object );
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+ return ts ? ts->mSkinNameHandle.getString() : "";
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+}
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+
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+void TSStatic::inspectPostApply()
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+{
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+ // Apply any transformations set in the editor
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+ Parent::inspectPostApply();
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+
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+ if(isServerObject())
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+ {
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+ setMaskBits(AdvancedStaticOptionsMask);
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+ prepCollision();
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+ }
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+
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+ _updateShouldTick();
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+}
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+
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+bool TSStatic::onAdd()
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+{
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+ PROFILE_SCOPE(TSStatic_onAdd);
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+
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+ if ( isServerObject() )
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+ {
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+ // Handle the old "usePolysoup" field
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+ SimFieldDictionary* fieldDict = getFieldDictionary();
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+
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+ if ( fieldDict )
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+ {
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+ StringTableEntry slotName = StringTable->insert( "usePolysoup" );
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+
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+ SimFieldDictionary::Entry * entry = fieldDict->findDynamicField( slotName );
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+
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+ if ( entry )
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+ {
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+ // Was "usePolysoup" set?
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+ bool usePolysoup = dAtob( entry->value );
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+
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+ // "usePolysoup" maps to the new VisibleMesh type
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+ if ( usePolysoup )
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+ mCollisionType = VisibleMesh;
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+
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+ // Remove the field in favor on the new "collisionType" field
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+ fieldDict->setFieldValue( slotName, "" );
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+ }
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+ }
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+ }
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+
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+ if ( !Parent::onAdd() )
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+ return false;
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+
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+ // Setup the shape.
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+ if ( !_createShape() )
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+ {
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+ Con::errorf( "TSStatic::onAdd() - Shape creation failed!" );
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+ return false;
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+ }
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+
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+ setRenderTransform(mObjToWorld);
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+
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+ // Register for the resource change signal.
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+ ResourceManager::get().getChangedSignal().notify( this, &TSStatic::_onResourceChanged );
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+
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+ addToScene();
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+
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+ if ( isClientObject() )
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+ {
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+ mCubeReflector.unregisterReflector();
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+
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+ if ( reflectorDesc )
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+ mCubeReflector.registerReflector( this, reflectorDesc );
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+ }
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+
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+ _updateShouldTick();
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+
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+ // Accumulation and environment mapping
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+ if (isClientObject() && mShapeInstance)
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+ {
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+ AccumulationVolume::addObject(this);
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+ }
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+
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+ return true;
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+}
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+
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+bool TSStatic::_createShape()
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+{
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+ // Cleanup before we create.
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+ mCollisionDetails.clear();
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+ mLOSDetails.clear();
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+ SAFE_DELETE( mPhysicsRep );
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+ SAFE_DELETE( mShapeInstance );
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+ mAmbientThread = NULL;
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+ mShape = NULL;
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+
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+ if (!mShapeName || mShapeName[0] == '\0')
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+ {
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+ Con::errorf( "TSStatic::_createShape() - No shape name!" );
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+ return false;
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+ }
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+
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+ mShapeHash = _StringTable::hashString(mShapeName);
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+
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+ mShape = ResourceManager::get().load(mShapeName);
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+ if ( bool(mShape) == false )
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+ {
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+ Con::errorf( "TSStatic::_createShape() - Unable to load shape: %s", mShapeName );
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+ return false;
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+ }
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+
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+ if ( isClientObject() &&
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+ !mShape->preloadMaterialList(mShape.getPath()) &&
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+ NetConnection::filesWereDownloaded() )
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+ return false;
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+
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+ mObjBox = mShape->bounds;
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+ resetWorldBox();
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+
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+ mShapeInstance = new TSShapeInstance( mShape, isClientObject() );
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+
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+ if( isGhost() )
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+ {
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+ // Reapply the current skin
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+ mAppliedSkinName = "";
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+ reSkin();
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+ }
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+
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+ prepCollision();
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+
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+ // Find the "ambient" animation if it exists
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+ S32 ambientSeq = mShape->findSequence("ambient");
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+
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+ if ( ambientSeq > -1 && !mAmbientThread )
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+ mAmbientThread = mShapeInstance->addThread();
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+
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+ if ( mAmbientThread )
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+ mShapeInstance->setSequence( mAmbientThread, ambientSeq, 0);
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+
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+ // Resolve CubeReflectorDesc.
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+ if ( cubeDescName.isNotEmpty() )
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+ {
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+ Sim::findObject( cubeDescName, reflectorDesc );
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+ }
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+ else if( cubeDescId > 0 )
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+ {
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+ Sim::findObject( cubeDescId, reflectorDesc );
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+ }
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+
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+ return true;
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+}
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+
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+void TSStatic::prepCollision()
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+{
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+ // Let the client know that the collision was updated
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+ setMaskBits( UpdateCollisionMask );
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+
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+ // Allow the ShapeInstance to prep its collision if it hasn't already
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+ if ( mShapeInstance )
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+ mShapeInstance->prepCollision();
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+
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|
+ // Cleanup any old collision data
|
|
|
+ mCollisionDetails.clear();
|
|
|
+ mLOSDetails.clear();
|
|
|
+ mConvexList->nukeList();
|
|
|
+
|
|
|
+ if ( mCollisionType == CollisionMesh || mCollisionType == VisibleMesh )
|
|
|
+ mShape->findColDetails( mCollisionType == VisibleMesh, &mCollisionDetails, &mLOSDetails );
|
|
|
+
|
|
|
+ _updatePhysics();
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::_updatePhysics()
|
|
|
+{
|
|
|
+ SAFE_DELETE( mPhysicsRep );
|
|
|
+
|
|
|
+ if ( !PHYSICSMGR || mCollisionType == None )
|
|
|
+ return;
|
|
|
+
|
|
|
+ PhysicsCollision *colShape = NULL;
|
|
|
+ if ( mCollisionType == Bounds )
|
|
|
+ {
|
|
|
+ MatrixF offset( true );
|
|
|
+ offset.setPosition( mShape->center );
|
|
|
+ colShape = PHYSICSMGR->createCollision();
|
|
|
+ colShape->addBox( getObjBox().getExtents() * 0.5f * mObjScale, offset );
|
|
|
+ }
|
|
|
+ else
|
|
|
+ colShape = mShape->buildColShape( mCollisionType == VisibleMesh, getScale() );
|
|
|
+
|
|
|
+ if ( colShape )
|
|
|
+ {
|
|
|
+ PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
|
|
|
+ mPhysicsRep = PHYSICSMGR->createBody();
|
|
|
+ mPhysicsRep->init( colShape, 0, 0, this, world );
|
|
|
+ mPhysicsRep->setTransform( getTransform() );
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::onRemove()
|
|
|
+{
|
|
|
+ SAFE_DELETE( mPhysicsRep );
|
|
|
+
|
|
|
+ // Accumulation
|
|
|
+ if ( isClientObject() && mShapeInstance )
|
|
|
+ {
|
|
|
+ if ( mShapeInstance->hasAccumulation() )
|
|
|
+ AccumulationVolume::removeObject(this);
|
|
|
+ }
|
|
|
+
|
|
|
+ mConvexList->nukeList();
|
|
|
+
|
|
|
+ removeFromScene();
|
|
|
+
|
|
|
+ // Remove the resource change signal.
|
|
|
+ ResourceManager::get().getChangedSignal().remove( this, &TSStatic::_onResourceChanged );
|
|
|
+
|
|
|
+ delete mShapeInstance;
|
|
|
+ mShapeInstance = NULL;
|
|
|
+
|
|
|
+ mAmbientThread = NULL;
|
|
|
+ if ( isClientObject() )
|
|
|
+ mCubeReflector.unregisterReflector();
|
|
|
+
|
|
|
+ Parent::onRemove();
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::_onResourceChanged( const Torque::Path &path )
|
|
|
+{
|
|
|
+ if ( path != Path( mShapeName ) )
|
|
|
+ return;
|
|
|
+
|
|
|
+ _createShape();
|
|
|
+ _updateShouldTick();
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::setSkinName( const char *name )
|
|
|
+{
|
|
|
+ if ( !isGhost() )
|
|
|
+ {
|
|
|
+ if ( name[0] != '\0' )
|
|
|
+ {
|
|
|
+ // Use tags for better network performance
|
|
|
+ // Should be a tag, but we'll convert to one if it isn't.
|
|
|
+ if ( name[0] == StringTagPrefixByte )
|
|
|
+ mSkinNameHandle = NetStringHandle( U32(dAtoi(name + 1)) );
|
|
|
+ else
|
|
|
+ mSkinNameHandle = NetStringHandle( name );
|
|
|
+ }
|
|
|
+ else
|
|
|
+ mSkinNameHandle = NetStringHandle();
|
|
|
+
|
|
|
+ setMaskBits( SkinMask );
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::reSkin()
|
|
|
+{
|
|
|
+ if ( isGhost() && mShapeInstance && mSkinNameHandle.isValidString() )
|
|
|
+ {
|
|
|
+ Vector<String> skins;
|
|
|
+ String(mSkinNameHandle.getString()).split( ";", skins );
|
|
|
+
|
|
|
+ for (S32 i = 0; i < skins.size(); i++)
|
|
|
+ {
|
|
|
+ String oldSkin( mAppliedSkinName.c_str() );
|
|
|
+ String newSkin( skins[i] );
|
|
|
+
|
|
|
+ // Check if the skin handle contains an explicit "old" base string. This
|
|
|
+ // allows all models to support skinning, even if they don't follow the
|
|
|
+ // "base_xxx" material naming convention.
|
|
|
+ S32 split = newSkin.find( '=' ); // "old=new" format skin?
|
|
|
+ if ( split != String::NPos )
|
|
|
+ {
|
|
|
+ oldSkin = newSkin.substr( 0, split );
|
|
|
+ newSkin = newSkin.erase( 0, split+1 );
|
|
|
+ }
|
|
|
+
|
|
|
+ mShapeInstance->reSkin( newSkin, oldSkin );
|
|
|
+ mAppliedSkinName = newSkin;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::processTick( const Move *move )
|
|
|
+{
|
|
|
+ if ( isServerObject() && mPlayAmbient && mAmbientThread )
|
|
|
+ mShapeInstance->advanceTime( TickSec, mAmbientThread );
|
|
|
+
|
|
|
+ if ( isMounted() )
|
|
|
+ {
|
|
|
+ MatrixF mat( true );
|
|
|
+ mMount.object->getMountTransform(mMount.node, mMount.xfm, &mat );
|
|
|
+ setTransform( mat );
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::interpolateTick( F32 delta )
|
|
|
+{
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::advanceTime( F32 dt )
|
|
|
+{
|
|
|
+ if ( mPlayAmbient && mAmbientThread )
|
|
|
+ mShapeInstance->advanceTime( dt, mAmbientThread );
|
|
|
+
|
|
|
+ if ( isMounted() )
|
|
|
+ {
|
|
|
+ MatrixF mat( true );
|
|
|
+ mMount.object->getRenderMountTransform( dt, mMount.node, mMount.xfm, &mat );
|
|
|
+ setRenderTransform( mat );
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::_updateShouldTick()
|
|
|
+{
|
|
|
+ bool shouldTick = (mPlayAmbient && mAmbientThread) || isMounted();
|
|
|
+
|
|
|
+ if ( isTicking() != shouldTick )
|
|
|
+ setProcessTick( shouldTick );
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::prepRenderImage( SceneRenderState* state )
|
|
|
+{
|
|
|
+ if( !mShapeInstance )
|
|
|
+ return;
|
|
|
+
|
|
|
+ Point3F cameraOffset;
|
|
|
+ getRenderTransform().getColumn(3,&cameraOffset);
|
|
|
+ cameraOffset -= state->getDiffuseCameraPosition();
|
|
|
+ F32 dist = cameraOffset.len();
|
|
|
+ if (dist < 0.01f)
|
|
|
+ dist = 0.01f;
|
|
|
+
|
|
|
+ if (mUseAlphaFade)
|
|
|
+ {
|
|
|
+ mAlphaFade = 1.0f;
|
|
|
+ if ((mAlphaFadeStart < mAlphaFadeEnd) && mAlphaFadeStart > 0.1f)
|
|
|
+ {
|
|
|
+ if (mInvertAlphaFade)
|
|
|
+ {
|
|
|
+ if (dist <= mAlphaFadeStart)
|
|
|
+ {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ if (dist < mAlphaFadeEnd)
|
|
|
+ {
|
|
|
+ mAlphaFade = ((dist - mAlphaFadeStart) / (mAlphaFadeEnd - mAlphaFadeStart));
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ if (dist >= mAlphaFadeEnd)
|
|
|
+ {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ if (dist > mAlphaFadeStart)
|
|
|
+ {
|
|
|
+ mAlphaFade -= ((dist - mAlphaFadeStart) / (mAlphaFadeEnd - mAlphaFadeStart));
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ F32 invScale = (1.0f/getMax(getMax(mObjScale.x,mObjScale.y),mObjScale.z));
|
|
|
+
|
|
|
+ // If we're currently rendering our own reflection we
|
|
|
+ // don't want to render ourselves into it.
|
|
|
+ if ( mCubeReflector.isRendering() )
|
|
|
+ return;
|
|
|
+
|
|
|
+
|
|
|
+ if ( mForceDetail == -1 )
|
|
|
+ mShapeInstance->setDetailFromDistance( state, dist * invScale );
|
|
|
+ else
|
|
|
+ mShapeInstance->setCurrentDetail( mForceDetail );
|
|
|
+
|
|
|
+ if ( mShapeInstance->getCurrentDetail() < 0 )
|
|
|
+ return;
|
|
|
+
|
|
|
+ GFXTransformSaver saver;
|
|
|
+
|
|
|
+ // Set up our TS render state.
|
|
|
+ TSRenderState rdata;
|
|
|
+ rdata.setSceneState( state );
|
|
|
+ rdata.setFadeOverride( 1.0f );
|
|
|
+ rdata.setOriginSort( mUseOriginSort );
|
|
|
+
|
|
|
+ if ( mCubeReflector.isEnabled() )
|
|
|
+ rdata.setCubemap( mCubeReflector.getCubemap() );
|
|
|
+
|
|
|
+ // Acculumation
|
|
|
+ rdata.setAccuTex(mAccuTex);
|
|
|
+
|
|
|
+ // If we have submesh culling enabled then prepare
|
|
|
+ // the object space frustum to pass to the shape.
|
|
|
+ Frustum culler;
|
|
|
+ if ( mMeshCulling )
|
|
|
+ {
|
|
|
+ culler = state->getCullingFrustum();
|
|
|
+ MatrixF xfm( true );
|
|
|
+ xfm.scale( Point3F::One / getScale() );
|
|
|
+ xfm.mul( getRenderWorldTransform() );
|
|
|
+ xfm.mul( culler.getTransform() );
|
|
|
+ culler.setTransform( xfm );
|
|
|
+ rdata.setCuller( &culler );
|
|
|
+ }
|
|
|
+
|
|
|
+ // We might have some forward lit materials
|
|
|
+ // so pass down a query to gather lights.
|
|
|
+ LightQuery query;
|
|
|
+ query.init( getWorldSphere() );
|
|
|
+ rdata.setLightQuery( &query );
|
|
|
+
|
|
|
+ MatrixF mat = getRenderTransform();
|
|
|
+ mat.scale( mObjScale );
|
|
|
+ GFX->setWorldMatrix( mat );
|
|
|
+
|
|
|
+ if ( state->isDiffusePass() && mCubeReflector.isEnabled() && mCubeReflector.getOcclusionQuery() )
|
|
|
+ {
|
|
|
+ RenderPassManager *pass = state->getRenderPass();
|
|
|
+ OccluderRenderInst *ri = pass->allocInst<OccluderRenderInst>();
|
|
|
+
|
|
|
+ ri->type = RenderPassManager::RIT_Occluder;
|
|
|
+ ri->query = mCubeReflector.getOcclusionQuery();
|
|
|
+ mObjToWorld.mulP( mObjBox.getCenter(), &ri->position );
|
|
|
+ ri->scale.set( mObjBox.getExtents() );
|
|
|
+ ri->orientation = pass->allocUniqueXform( mObjToWorld );
|
|
|
+ ri->isSphere = false;
|
|
|
+ state->getRenderPass()->addInst( ri );
|
|
|
+ }
|
|
|
+
|
|
|
+ mShapeInstance->animate();
|
|
|
+ if(mShapeInstance)
|
|
|
+ {
|
|
|
+ if (mUseAlphaFade)
|
|
|
+ {
|
|
|
+ mShapeInstance->setAlphaAlways(mAlphaFade);
|
|
|
+ S32 s = mShapeInstance->mMeshObjects.size();
|
|
|
+
|
|
|
+ for(S32 x = 0; x < s; x++)
|
|
|
+ {
|
|
|
+ mShapeInstance->mMeshObjects[x].visible = mAlphaFade;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ mShapeInstance->render( rdata );
|
|
|
+
|
|
|
+ if ( mRenderNormalScalar > 0 )
|
|
|
+ {
|
|
|
+ ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
|
|
|
+ ri->renderDelegate.bind( this, &TSStatic::_renderNormals );
|
|
|
+ ri->type = RenderPassManager::RIT_Editor;
|
|
|
+ state->getRenderPass()->addInst( ri );
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::_renderNormals( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
|
|
|
+{
|
|
|
+ PROFILE_SCOPE( TSStatic_RenderNormals );
|
|
|
+
|
|
|
+ GFXTransformSaver saver;
|
|
|
+
|
|
|
+ MatrixF mat = getRenderTransform();
|
|
|
+ mat.scale( mObjScale );
|
|
|
+ GFX->multWorld( mat );
|
|
|
+
|
|
|
+ S32 dl = mShapeInstance->getCurrentDetail();
|
|
|
+ mShapeInstance->renderDebugNormals( mRenderNormalScalar, dl );
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::onScaleChanged()
|
|
|
+{
|
|
|
+ Parent::onScaleChanged();
|
|
|
+
|
|
|
+ if ( mPhysicsRep )
|
|
|
+ {
|
|
|
+ // If the editor is enabled delay the scale operation
|
|
|
+ // by a few milliseconds so that we're not rebuilding
|
|
|
+ // during an active scale drag operation.
|
|
|
+ if ( gEditingMission )
|
|
|
+ mPhysicsRep->queueCallback( 500, Delegate<void()>( this, &TSStatic::_updatePhysics ) );
|
|
|
+ else
|
|
|
+ _updatePhysics();
|
|
|
+ }
|
|
|
+
|
|
|
+ setMaskBits( ScaleMask );
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::setTransform(const MatrixF & mat)
|
|
|
+{
|
|
|
+ Parent::setTransform(mat);
|
|
|
+ if ( !isMounted() )
|
|
|
+ setMaskBits( TransformMask );
|
|
|
+
|
|
|
+ if ( mPhysicsRep )
|
|
|
+ mPhysicsRep->setTransform( mat );
|
|
|
+
|
|
|
+ // Accumulation
|
|
|
+ if ( isClientObject() && mShapeInstance )
|
|
|
+ {
|
|
|
+ if ( mShapeInstance->hasAccumulation() )
|
|
|
+ AccumulationVolume::updateObject(this);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Since this is a static it's render transform changes 1
|
|
|
+ // to 1 with it's collision transform... no interpolation.
|
|
|
+ setRenderTransform(mat);
|
|
|
+}
|
|
|
+
|
|
|
+U32 TSStatic::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
|
|
|
+{
|
|
|
+ U32 retMask = Parent::packUpdate(con, mask, stream);
|
|
|
+
|
|
|
+ if ( stream->writeFlag( mask & TransformMask ) )
|
|
|
+ mathWrite( *stream, getTransform() );
|
|
|
+
|
|
|
+ if ( stream->writeFlag( mask & ScaleMask ) )
|
|
|
+ {
|
|
|
+ // Only write one bit if the scale is one.
|
|
|
+ if ( stream->writeFlag( mObjScale != Point3F::One ) )
|
|
|
+ mathWrite( *stream, mObjScale );
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( stream->writeFlag( mask & UpdateCollisionMask ) )
|
|
|
+ stream->write( (U32)mCollisionType );
|
|
|
+
|
|
|
+ if ( stream->writeFlag( mask & SkinMask ) )
|
|
|
+ con->packNetStringHandleU( stream, mSkinNameHandle );
|
|
|
+
|
|
|
+ if (stream->writeFlag(mask & AdvancedStaticOptionsMask))
|
|
|
+ {
|
|
|
+ stream->writeString(mShapeName);
|
|
|
+ stream->write((U32)mDecalType);
|
|
|
+
|
|
|
+ stream->writeFlag(mAllowPlayerStep);
|
|
|
+ stream->writeFlag(mMeshCulling);
|
|
|
+ stream->writeFlag(mUseOriginSort);
|
|
|
+
|
|
|
+ stream->write(mRenderNormalScalar);
|
|
|
+
|
|
|
+ stream->write(mForceDetail);
|
|
|
+
|
|
|
+ stream->writeFlag(mPlayAmbient);
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( stream->writeFlag(mUseAlphaFade) )
|
|
|
+ {
|
|
|
+ stream->write(mAlphaFadeStart);
|
|
|
+ stream->write(mAlphaFadeEnd);
|
|
|
+ stream->write(mInvertAlphaFade);
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( mLightPlugin )
|
|
|
+ retMask |= mLightPlugin->packUpdate(this, AdvancedStaticOptionsMask, con, mask, stream);
|
|
|
+
|
|
|
+ if( stream->writeFlag( reflectorDesc != NULL ) )
|
|
|
+ {
|
|
|
+ stream->writeRangedU32( reflectorDesc->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
|
|
|
+ }
|
|
|
+ return retMask;
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::unpackUpdate(NetConnection *con, BitStream *stream)
|
|
|
+{
|
|
|
+ Parent::unpackUpdate(con, stream);
|
|
|
+
|
|
|
+ if ( stream->readFlag() ) // TransformMask
|
|
|
+ {
|
|
|
+ MatrixF mat;
|
|
|
+ mathRead( *stream, &mat );
|
|
|
+ setTransform(mat);
|
|
|
+ setRenderTransform(mat);
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( stream->readFlag() ) // ScaleMask
|
|
|
+ {
|
|
|
+ if ( stream->readFlag() )
|
|
|
+ {
|
|
|
+ VectorF scale;
|
|
|
+ mathRead( *stream, &scale );
|
|
|
+ setScale( scale );
|
|
|
+ }
|
|
|
+ else
|
|
|
+ setScale( Point3F::One );
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( stream->readFlag() ) // UpdateCollisionMask
|
|
|
+ {
|
|
|
+ U32 collisionType = CollisionMesh;
|
|
|
+
|
|
|
+ stream->read( &collisionType );
|
|
|
+
|
|
|
+ // Handle it if we have changed CollisionType's
|
|
|
+ if ( (MeshType)collisionType != mCollisionType )
|
|
|
+ {
|
|
|
+ mCollisionType = (MeshType)collisionType;
|
|
|
+
|
|
|
+ if ( isProperlyAdded() && mShapeInstance )
|
|
|
+ prepCollision();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (stream->readFlag()) // SkinMask
|
|
|
+ {
|
|
|
+ NetStringHandle skinDesiredNameHandle = con->unpackNetStringHandleU(stream);;
|
|
|
+ if (mSkinNameHandle != skinDesiredNameHandle)
|
|
|
+ {
|
|
|
+ mSkinNameHandle = skinDesiredNameHandle;
|
|
|
+ reSkin();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (stream->readFlag()) // AdvancedStaticOptionsMask
|
|
|
+ {
|
|
|
+ mShapeName = stream->readSTString();
|
|
|
+
|
|
|
+ stream->read((U32*)&mDecalType);
|
|
|
+
|
|
|
+ mAllowPlayerStep = stream->readFlag();
|
|
|
+ mMeshCulling = stream->readFlag();
|
|
|
+ mUseOriginSort = stream->readFlag();
|
|
|
+
|
|
|
+ stream->read(&mRenderNormalScalar);
|
|
|
+
|
|
|
+ stream->read(&mForceDetail);
|
|
|
+ mPlayAmbient = stream->readFlag();
|
|
|
+ }
|
|
|
+
|
|
|
+ mUseAlphaFade = stream->readFlag();
|
|
|
+ if (mUseAlphaFade)
|
|
|
+ {
|
|
|
+ stream->read(&mAlphaFadeStart);
|
|
|
+ stream->read(&mAlphaFadeEnd);
|
|
|
+ stream->read(&mInvertAlphaFade);
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( mLightPlugin )
|
|
|
+ {
|
|
|
+ mLightPlugin->unpackUpdate(this, con, stream);
|
|
|
+ }
|
|
|
+
|
|
|
+ if( stream->readFlag() )
|
|
|
+ {
|
|
|
+ cubeDescId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( isProperlyAdded() )
|
|
|
+ _updateShouldTick();
|
|
|
+}
|
|
|
+
|
|
|
+//----------------------------------------------------------------------------
|
|
|
+bool TSStatic::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
|
|
|
+{
|
|
|
+ if ( mCollisionType == None )
|
|
|
+ return false;
|
|
|
+
|
|
|
+ if ( !mShapeInstance )
|
|
|
+ return false;
|
|
|
+
|
|
|
+ if ( mCollisionType == Bounds )
|
|
|
+ {
|
|
|
+ F32 fst;
|
|
|
+ if (!mObjBox.collideLine(start, end, &fst, &info->normal))
|
|
|
+ return false;
|
|
|
+
|
|
|
+ info->t = fst;
|
|
|
+ info->object = this;
|
|
|
+ info->point.interpolate( start, end, fst );
|
|
|
+ info->material = NULL;
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ RayInfo shortest = *info;
|
|
|
+ RayInfo localInfo;
|
|
|
+ shortest.t = 1e8f;
|
|
|
+ localInfo.generateTexCoord = info->generateTexCoord;
|
|
|
+
|
|
|
+ for ( U32 i = 0; i < mLOSDetails.size(); i++ )
|
|
|
+ {
|
|
|
+ mShapeInstance->animate( mLOSDetails[i] );
|
|
|
+
|
|
|
+ if ( mShapeInstance->castRayOpcode( mLOSDetails[i], start, end, &localInfo ) )
|
|
|
+ {
|
|
|
+ localInfo.object = this;
|
|
|
+
|
|
|
+ if (localInfo.t < shortest.t)
|
|
|
+ shortest = localInfo;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (shortest.object == this)
|
|
|
+ {
|
|
|
+ // Copy out the shortest time...
|
|
|
+ *info = shortest;
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+}
|
|
|
+
|
|
|
+bool TSStatic::castRayRendered(const Point3F &start, const Point3F &end, RayInfo *info)
|
|
|
+{
|
|
|
+ if ( !mShapeInstance )
|
|
|
+ return false;
|
|
|
+
|
|
|
+ // Cast the ray against the currently visible detail
|
|
|
+ RayInfo localInfo;
|
|
|
+ bool res = mShapeInstance->castRayOpcode( mShapeInstance->getCurrentDetail(), start, end, &localInfo );
|
|
|
+
|
|
|
+ if ( res )
|
|
|
+ {
|
|
|
+ *info = localInfo;
|
|
|
+ info->object = this;
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+}
|
|
|
+
|
|
|
+bool TSStatic::buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &)
|
|
|
+{
|
|
|
+ if ( !mShapeInstance )
|
|
|
+ return false;
|
|
|
+
|
|
|
+ // This is safe to set even if we're not outputing
|
|
|
+ polyList->setTransform( &mObjToWorld, mObjScale );
|
|
|
+ polyList->setObject( this );
|
|
|
+
|
|
|
+ if ( context == PLC_Export )
|
|
|
+ {
|
|
|
+ // Use highest detail level
|
|
|
+ S32 dl = 0;
|
|
|
+
|
|
|
+ // Try to call on the client so we can export materials
|
|
|
+ if ( isServerObject() && getClientObject() )
|
|
|
+ dynamic_cast<TSStatic*>(getClientObject())->mShapeInstance->buildPolyList( polyList, dl );
|
|
|
+ else
|
|
|
+ mShapeInstance->buildPolyList( polyList, dl );
|
|
|
+ }
|
|
|
+ else if ( context == PLC_Selection )
|
|
|
+ {
|
|
|
+ // Use the last rendered detail level
|
|
|
+ S32 dl = mShapeInstance->getCurrentDetail();
|
|
|
+ mShapeInstance->buildPolyListOpcode( dl, polyList, box );
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Figure out the mesh type we're looking for.
|
|
|
+ MeshType meshType = ( context == PLC_Decal ) ? mDecalType : mCollisionType;
|
|
|
+
|
|
|
+ if ( meshType == None )
|
|
|
+ return false;
|
|
|
+ else if ( meshType == Bounds )
|
|
|
+ polyList->addBox( mObjBox );
|
|
|
+ else if ( meshType == VisibleMesh )
|
|
|
+ mShapeInstance->buildPolyList( polyList, 0 );
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Everything else is done from the collision meshes
|
|
|
+ // which may be built from either the visual mesh or
|
|
|
+ // special collision geometry.
|
|
|
+ for ( U32 i = 0; i < mCollisionDetails.size(); i++ )
|
|
|
+ mShapeInstance->buildPolyListOpcode( mCollisionDetails[i], polyList, box );
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::buildConvex(const Box3F& box, Convex* convex)
|
|
|
+{
|
|
|
+ if ( mCollisionType == None )
|
|
|
+ return;
|
|
|
+
|
|
|
+ if ( mShapeInstance == NULL )
|
|
|
+ return;
|
|
|
+
|
|
|
+ // These should really come out of a pool
|
|
|
+ mConvexList->collectGarbage();
|
|
|
+
|
|
|
+ if ( mCollisionType == Bounds )
|
|
|
+ {
|
|
|
+ // Just return a box convex for the entire shape...
|
|
|
+ Convex* cc = 0;
|
|
|
+ CollisionWorkingList& wl = convex->getWorkingList();
|
|
|
+ for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext)
|
|
|
+ {
|
|
|
+ if (itr->mConvex->getType() == BoxConvexType &&
|
|
|
+ itr->mConvex->getObject() == this)
|
|
|
+ {
|
|
|
+ cc = itr->mConvex;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (cc)
|
|
|
+ return;
|
|
|
+
|
|
|
+ // Create a new convex.
|
|
|
+ BoxConvex* cp = new BoxConvex;
|
|
|
+ mConvexList->registerObject(cp);
|
|
|
+ convex->addToWorkingList(cp);
|
|
|
+ cp->init(this);
|
|
|
+
|
|
|
+ mObjBox.getCenter(&cp->mCenter);
|
|
|
+ cp->mSize.x = mObjBox.len_x() / 2.0f;
|
|
|
+ cp->mSize.y = mObjBox.len_y() / 2.0f;
|
|
|
+ cp->mSize.z = mObjBox.len_z() / 2.0f;
|
|
|
+ }
|
|
|
+ else // CollisionMesh || VisibleMesh
|
|
|
+ {
|
|
|
+ TSStaticPolysoupConvex::smCurObject = this;
|
|
|
+
|
|
|
+ for (U32 i = 0; i < mCollisionDetails.size(); i++)
|
|
|
+ mShapeInstance->buildConvexOpcode( mObjToWorld, mObjScale, mCollisionDetails[i], box, convex, mConvexList );
|
|
|
+
|
|
|
+ TSStaticPolysoupConvex::smCurObject = NULL;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+SceneObject* TSStaticPolysoupConvex::smCurObject = NULL;
|
|
|
+
|
|
|
+TSStaticPolysoupConvex::TSStaticPolysoupConvex()
|
|
|
+: box( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f ),
|
|
|
+ normal( 0.0f, 0.0f, 0.0f, 0.0f ),
|
|
|
+ idx( 0 ),
|
|
|
+ mesh( NULL )
|
|
|
+{
|
|
|
+ mType = TSPolysoupConvexType;
|
|
|
+
|
|
|
+ for ( U32 i = 0; i < 4; ++i )
|
|
|
+ {
|
|
|
+ verts[i].set( 0.0f, 0.0f, 0.0f );
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+Point3F TSStaticPolysoupConvex::support(const VectorF& vec) const
|
|
|
+{
|
|
|
+ F32 bestDot = mDot( verts[0], vec );
|
|
|
+
|
|
|
+ const Point3F *bestP = &verts[0];
|
|
|
+ for(S32 i=1; i<4; i++)
|
|
|
+ {
|
|
|
+ F32 newD = mDot(verts[i], vec);
|
|
|
+ if(newD > bestDot)
|
|
|
+ {
|
|
|
+ bestDot = newD;
|
|
|
+ bestP = &verts[i];
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return *bestP;
|
|
|
+}
|
|
|
+
|
|
|
+Box3F TSStaticPolysoupConvex::getBoundingBox() const
|
|
|
+{
|
|
|
+ Box3F wbox = box;
|
|
|
+ wbox.minExtents.convolve( mObject->getScale() );
|
|
|
+ wbox.maxExtents.convolve( mObject->getScale() );
|
|
|
+ mObject->getTransform().mul(wbox);
|
|
|
+ return wbox;
|
|
|
+}
|
|
|
+
|
|
|
+Box3F TSStaticPolysoupConvex::getBoundingBox(const MatrixF& mat, const Point3F& scale) const
|
|
|
+{
|
|
|
+ AssertISV(false, "TSStaticPolysoupConvex::getBoundingBox(m,p) - Not implemented. -- XEA");
|
|
|
+ return box;
|
|
|
+}
|
|
|
+
|
|
|
+void TSStaticPolysoupConvex::getPolyList(AbstractPolyList *list)
|
|
|
+{
|
|
|
+ // Transform the list into object space and set the pointer to the object
|
|
|
+ MatrixF i( mObject->getTransform() );
|
|
|
+ Point3F iS( mObject->getScale() );
|
|
|
+ list->setTransform(&i, iS);
|
|
|
+ list->setObject(mObject);
|
|
|
+
|
|
|
+ // Add only the original collision triangle
|
|
|
+ S32 base = list->addPoint(verts[0]);
|
|
|
+ list->addPoint(verts[2]);
|
|
|
+ list->addPoint(verts[1]);
|
|
|
+
|
|
|
+ list->begin(0, (U32)idx ^ (uintptr_t)mesh);
|
|
|
+ list->vertex(base + 2);
|
|
|
+ list->vertex(base + 1);
|
|
|
+ list->vertex(base + 0);
|
|
|
+ list->plane(base + 0, base + 1, base + 2);
|
|
|
+ list->end();
|
|
|
+}
|
|
|
+
|
|
|
+void TSStaticPolysoupConvex::getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf)
|
|
|
+{
|
|
|
+ cf->material = 0;
|
|
|
+ cf->object = mObject;
|
|
|
+
|
|
|
+ // For a tetrahedron this is pretty easy... first
|
|
|
+ // convert everything into world space.
|
|
|
+ Point3F tverts[4];
|
|
|
+ mat.mulP(verts[0], &tverts[0]);
|
|
|
+ mat.mulP(verts[1], &tverts[1]);
|
|
|
+ mat.mulP(verts[2], &tverts[2]);
|
|
|
+ mat.mulP(verts[3], &tverts[3]);
|
|
|
+
|
|
|
+ // points...
|
|
|
+ S32 firstVert = cf->mVertexList.size();
|
|
|
+ cf->mVertexList.increment(); cf->mVertexList.last() = tverts[0];
|
|
|
+ cf->mVertexList.increment(); cf->mVertexList.last() = tverts[1];
|
|
|
+ cf->mVertexList.increment(); cf->mVertexList.last() = tverts[2];
|
|
|
+ cf->mVertexList.increment(); cf->mVertexList.last() = tverts[3];
|
|
|
+
|
|
|
+ // edges...
|
|
|
+ cf->mEdgeList.increment();
|
|
|
+ cf->mEdgeList.last().vertex[0] = firstVert+0;
|
|
|
+ cf->mEdgeList.last().vertex[1] = firstVert+1;
|
|
|
+
|
|
|
+ cf->mEdgeList.increment();
|
|
|
+ cf->mEdgeList.last().vertex[0] = firstVert+1;
|
|
|
+ cf->mEdgeList.last().vertex[1] = firstVert+2;
|
|
|
+
|
|
|
+ cf->mEdgeList.increment();
|
|
|
+ cf->mEdgeList.last().vertex[0] = firstVert+2;
|
|
|
+ cf->mEdgeList.last().vertex[1] = firstVert+0;
|
|
|
+
|
|
|
+ cf->mEdgeList.increment();
|
|
|
+ cf->mEdgeList.last().vertex[0] = firstVert+3;
|
|
|
+ cf->mEdgeList.last().vertex[1] = firstVert+0;
|
|
|
+
|
|
|
+ cf->mEdgeList.increment();
|
|
|
+ cf->mEdgeList.last().vertex[0] = firstVert+3;
|
|
|
+ cf->mEdgeList.last().vertex[1] = firstVert+1;
|
|
|
+
|
|
|
+ cf->mEdgeList.increment();
|
|
|
+ cf->mEdgeList.last().vertex[0] = firstVert+3;
|
|
|
+ cf->mEdgeList.last().vertex[1] = firstVert+2;
|
|
|
+
|
|
|
+ // triangles...
|
|
|
+ cf->mFaceList.increment();
|
|
|
+ cf->mFaceList.last().normal = PlaneF(tverts[2], tverts[1], tverts[0]);
|
|
|
+ cf->mFaceList.last().vertex[0] = firstVert+2;
|
|
|
+ cf->mFaceList.last().vertex[1] = firstVert+1;
|
|
|
+ cf->mFaceList.last().vertex[2] = firstVert+0;
|
|
|
+
|
|
|
+ cf->mFaceList.increment();
|
|
|
+ cf->mFaceList.last().normal = PlaneF(tverts[1], tverts[0], tverts[3]);
|
|
|
+ cf->mFaceList.last().vertex[0] = firstVert+1;
|
|
|
+ cf->mFaceList.last().vertex[1] = firstVert+0;
|
|
|
+ cf->mFaceList.last().vertex[2] = firstVert+3;
|
|
|
+
|
|
|
+ cf->mFaceList.increment();
|
|
|
+ cf->mFaceList.last().normal = PlaneF(tverts[2], tverts[1], tverts[3]);
|
|
|
+ cf->mFaceList.last().vertex[0] = firstVert+2;
|
|
|
+ cf->mFaceList.last().vertex[1] = firstVert+1;
|
|
|
+ cf->mFaceList.last().vertex[2] = firstVert+3;
|
|
|
+
|
|
|
+ cf->mFaceList.increment();
|
|
|
+ cf->mFaceList.last().normal = PlaneF(tverts[0], tverts[2], tverts[3]);
|
|
|
+ cf->mFaceList.last().vertex[0] = firstVert+0;
|
|
|
+ cf->mFaceList.last().vertex[1] = firstVert+2;
|
|
|
+ cf->mFaceList.last().vertex[2] = firstVert+3;
|
|
|
+
|
|
|
+ // All done!
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::onMount( SceneObject *obj, S32 node )
|
|
|
+{
|
|
|
+ Parent::onMount(obj, node);
|
|
|
+ _updateShouldTick();
|
|
|
+}
|
|
|
+
|
|
|
+void TSStatic::onUnmount( SceneObject *obj, S32 node )
|
|
|
+{
|
|
|
+ Parent::onUnmount( obj, node );
|
|
|
+ setMaskBits( TransformMask );
|
|
|
+ _updateShouldTick();
|
|
|
+}
|
|
|
+
|
|
|
+//------------------------------------------------------------------------
|
|
|
+//These functions are duplicated in tsStatic and shapeBase.
|
|
|
+//They each function a little differently; but achieve the same purpose of gathering
|
|
|
+//target names/counts without polluting simObject.
|
|
|
+
|
|
|
+DefineEngineMethod( TSStatic, getTargetName, const char*, ( S32 index ),(0),
|
|
|
+ "Get the name of the indexed shape material.\n"
|
|
|
+ "@param index index of the material to get (valid range is 0 - getTargetCount()-1).\n"
|
|
|
+ "@return the name of the indexed material.\n"
|
|
|
+ "@see getTargetCount()\n")
|
|
|
+{
|
|
|
+ TSStatic *obj = dynamic_cast< TSStatic* > ( object );
|
|
|
+ if(obj)
|
|
|
+ {
|
|
|
+ // Try to use the client object (so we get the reskinned targets in the Material Editor)
|
|
|
+ if ((TSStatic*)obj->getClientObject())
|
|
|
+ obj = (TSStatic*)obj->getClientObject();
|
|
|
+
|
|
|
+ return obj->getShapeInstance()->getTargetName(index);
|
|
|
+ }
|
|
|
+
|
|
|
+ return "";
|
|
|
+}
|
|
|
+
|
|
|
+DefineEngineMethod( TSStatic, getTargetCount, S32,(),,
|
|
|
+ "Get the number of materials in the shape.\n"
|
|
|
+ "@return the number of materials in the shape.\n"
|
|
|
+ "@see getTargetName()\n")
|
|
|
+{
|
|
|
+ TSStatic *obj = dynamic_cast< TSStatic* > ( object );
|
|
|
+ if(obj)
|
|
|
+ {
|
|
|
+ // Try to use the client object (so we get the reskinned targets in the Material Editor)
|
|
|
+ if ((TSStatic*)obj->getClientObject())
|
|
|
+ obj = (TSStatic*)obj->getClientObject();
|
|
|
+
|
|
|
+ return obj->getShapeInstance()->getTargetCount();
|
|
|
+ }
|
|
|
+
|
|
|
+ return -1;
|
|
|
+}
|
|
|
+
|
|
|
+// This method is able to change materials per map to with others. The material that is being replaced is being mapped to
|
|
|
+// unmapped_mat as a part of this transition
|
|
|
+
|
|
|
+DefineEngineMethod( TSStatic, changeMaterial, void, ( const char* mapTo, Material* oldMat, Material* newMat ),("",nullAsType<Material*>(),nullAsType<Material*>()),
|
|
|
+ "@brief Change one of the materials on the shape.\n\n"
|
|
|
+
|
|
|
+ "This method changes materials per mapTo with others. The material that "
|
|
|
+ "is being replaced is mapped to unmapped_mat as a part of this transition.\n"
|
|
|
+
|
|
|
+ "@note Warning, right now this only sort of works. It doesn't do a live "
|
|
|
+ "update like it should.\n"
|
|
|
+
|
|
|
+ "@param mapTo the name of the material target to remap (from getTargetName)\n"
|
|
|
+ "@param oldMat the old Material that was mapped \n"
|
|
|
+ "@param newMat the new Material to map\n\n"
|
|
|
+
|
|
|
+ "@tsexample\n"
|
|
|
+ "// remap the first material in the shape\n"
|
|
|
+ "%mapTo = %obj.getTargetName( 0 );\n"
|
|
|
+ "%obj.changeMaterial( %mapTo, 0, MyMaterial );\n"
|
|
|
+ "@endtsexample\n" )
|
|
|
+{
|
|
|
+ // if no valid new material, theres no reason for doing this
|
|
|
+ if( !newMat )
|
|
|
+ {
|
|
|
+ Con::errorf("TSShape::changeMaterial failed: New material does not exist!");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ TSMaterialList* shapeMaterialList = object->getShape()->materialList;
|
|
|
+
|
|
|
+ // Check the mapTo name exists for this shape
|
|
|
+ S32 matIndex = shapeMaterialList->getMaterialNameList().find_next(String(mapTo));
|
|
|
+ if (matIndex < 0)
|
|
|
+ {
|
|
|
+ Con::errorf("TSShape::changeMaterial failed: Invalid mapTo name '%s'", mapTo);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Lets remap the old material off, so as to let room for our current material room to claim its spot
|
|
|
+ if( oldMat )
|
|
|
+ oldMat->mMapTo = String("unmapped_mat");
|
|
|
+
|
|
|
+ newMat->mMapTo = mapTo;
|
|
|
+
|
|
|
+ // Map the material by name in the matmgr
|
|
|
+ MATMGR->mapMaterial( mapTo, newMat->getName() );
|
|
|
+
|
|
|
+ // Replace instances with the new material being traded in. Lets make sure that we only
|
|
|
+ // target the specific targets per inst, this is actually doing more than we thought
|
|
|
+ delete shapeMaterialList->mMatInstList[matIndex];
|
|
|
+ shapeMaterialList->mMatInstList[matIndex] = newMat->createMatInstance();
|
|
|
+
|
|
|
+ // Finish up preparing the material instances for rendering
|
|
|
+ const GFXVertexFormat *flags = getGFXVertexFormat<GFXVertexPNTTB>();
|
|
|
+ FeatureSet features = MATMGR->getDefaultFeatures();
|
|
|
+ shapeMaterialList->getMaterialInst(matIndex)->init(features, flags);
|
|
|
+}
|
|
|
+
|
|
|
+DefineEngineMethod( TSStatic, getModelFile, const char *, (),,
|
|
|
+ "@brief Get the model filename used by this shape.\n\n"
|
|
|
+
|
|
|
+ "@return the shape filename\n\n"
|
|
|
+ "@tsexample\n"
|
|
|
+ "// Acquire the model filename used on this shape.\n"
|
|
|
+ "%modelFilename = %obj.getModelFile();\n"
|
|
|
+ "@endtsexample\n"
|
|
|
+ )
|
|
|
+{
|
|
|
+<<<<<<< HEAD
|
|
|
+ return object->getShapeFileName();
|
|
|
+=======
|
|
|
+ return object->getShapeFileName();
|
|
|
+>>>>>>> garagegames/development
|
|
|
+}
|