//----------------------------------------------------------------------------- // 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 _TSSTATIC_H_ #define _TSSTATIC_H_ #ifndef _SCENEOBJECT_H_ #include "scene/sceneObject.h" #endif #ifndef _CONVEX_H_ #include "collision/convex.h" #endif #ifndef __RESOURCE_H__ #include "core/resource.h" #endif #ifndef _NETSTRINGTABLE_H_ #include "sim/netStringTable.h" #endif #ifndef _TSSHAPE_H_ #include "ts/tsShape.h" #endif class TSShapeInstance; class TSThread; class TSStatic; class PhysicsBody; struct ObjectRenderInst; class TSStaticPolysoupConvex : public Convex { typedef Convex Parent; friend class TSMesh; public: TSStaticPolysoupConvex(); ~TSStaticPolysoupConvex() {}; public: Box3F box; Point3F verts[4]; PlaneF normal; S32 idx; TSMesh *mesh; static SceneObject* smCurObject; public: // Returns the bounding box in world coordinates Box3F getBoundingBox() const; Box3F getBoundingBox(const MatrixF& mat, const Point3F& scale) const; void getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf); // This returns a list of convex faces to collide against void getPolyList(AbstractPolyList* list); // This returns the furthest point from the input vector Point3F support(const VectorF& v) const; }; /// A simple mesh shape with optional ambient animation. class TSStatic : public SceneObject { typedef SceneObject Parent; static U32 smUniqueIdentifier; enum MaskBits { TransformMask = Parent::NextFreeMask << 0, AdvancedStaticOptionsMask = Parent::NextFreeMask << 1, UpdateCollisionMask = Parent::NextFreeMask << 2, SkinMask = Parent::NextFreeFlag << 3, NextFreeMask = Parent::NextFreeMask << 4 }; public: void setAlphaFade(bool enable, F32 start, F32 end, bool inverse) { mUseAlphaFade = enable; mAlphaFadeStart = start; mAlphaFadeEnd = end; mInvertAlphaFade = inverse; } /// The different types of mesh data types enum MeshType { None = 0, ///< No mesh Bounds = 1, ///< Bounding box of the shape CollisionMesh = 2, ///< Specifically designated collision meshes VisibleMesh = 3 ///< Rendered mesh polygons }; protected: bool mUseAlphaFade; F32 mAlphaFadeStart; F32 mAlphaFadeEnd; F32 mAlphaFade; bool mInvertAlphaFade; bool onAdd(); void onRemove(); // Collision void prepCollision(); bool castRay(const Point3F &start, const Point3F &end, RayInfo* info); bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo* info); bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF& sphere); void buildConvex(const Box3F& box, Convex* convex); bool _createShape(); void _updatePhysics(); void _renderNormals( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat ); void _onResourceChanged( const Torque::Path &path ); // ProcessObject virtual void processTick( const Move *move ); virtual void interpolateTick( F32 delta ); virtual void advanceTime( F32 dt ); /// Start or stop processing ticks depending on our state. void _updateShouldTick(); protected: Convex *mConvexList; StringTableEntry mShapeName; U32 mShapeHash; Resource mShape; Vector mCollisionDetails; Vector mLOSDetails; TSShapeInstance *mShapeInstance; NetStringHandle mSkinNameHandle; String mAppliedSkinName; bool mPlayAmbient; TSThread* mAmbientThread; /// The type of mesh data to return for collision queries. MeshType mCollisionType; /// The type of mesh data to return for decal polylist queries. MeshType mDecalType; bool mAllowPlayerStep; /// If true each submesh within the TSShape is culled /// against the object space frustum. bool mMeshCulling; /// If true the shape is sorted by the origin of the /// model instead of the nearest point of the bounds. bool mUseOriginSort; PhysicsBody *mPhysicsRep; // Debug stuff F32 mRenderNormalScalar; S32 mForceDetail; public: TSStatic(); ~TSStatic(); DECLARE_CONOBJECT(TSStatic); static void initPersistFields(); static bool _setFieldSkin( void *object, const char* index, const char* data ); static const char *_getFieldSkin( void *object, const char *data ); // Skinning void setSkinName( const char *name ); void reSkin(); // NetObject U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ); void unpackUpdate( NetConnection *conn, BitStream *stream ); // SceneObject void setTransform( const MatrixF &mat ); void onScaleChanged(); void prepRenderImage( SceneRenderState *state ); void inspectPostApply(); /// The type of mesh data use for collision queries. MeshType getCollisionType() const { return mCollisionType; } bool allowPlayerStep() const { return mAllowPlayerStep; } Resource getShape() const { return mShape; } StringTableEntry getShapeFileName() { return mShapeName; } TSShapeInstance* getShapeInstance() const { return mShapeInstance; } const Vector& getCollisionDetails() const { return mCollisionDetails; } const Vector& getLOSDetails() const { return mLOSDetails; } }; typedef TSStatic::MeshType TSMeshType; DefineEnumType( TSMeshType ); #endif // _H_TSSTATIC