//----------------------------------------------------------------------------- // 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 STATIC_MESH_COMPONENT_H #define STATIC_MESH_COMPONENT_H #ifndef COMPONENT_H #include "T3D/components/component.h" #endif #ifndef __RESOURCE_H__ #include "core/resource.h" #endif #ifndef _TSSHAPE_H_ #include "ts/tsShape.h" #endif #ifndef _SCENERENDERSTATE_H_ #include "scene/sceneRenderState.h" #endif #ifndef _MBOX_H_ #include "math/mBox.h" #endif #ifndef ENTITY_H #include "T3D/entity.h" #endif #ifndef _NETSTRINGTABLE_H_ #include "sim/netStringTable.h" #endif #ifndef CORE_INTERFACES_H #include "T3D/components/coreInterfaces.h" #endif #ifndef RENDER_COMPONENT_INTERFACE_H #include "T3D/components/render/renderComponentInterface.h" #endif #ifndef _ASSET_PTR_H_ #include "assets/assetPtr.h" #endif #ifndef _SHAPE_ASSET_H_ #include "T3D/assets/ShapeAsset.h" #endif #ifndef _GFXVERTEXFORMAT_H_ #include "gfx/gfxVertexFormat.h" #endif class TSShapeInstance; class SceneRenderState; ////////////////////////////////////////////////////////////////////////// /// /// ////////////////////////////////////////////////////////////////////////// class MeshComponent : public Component, public RenderComponentInterface, public CastRayRenderedInterface, public EditorInspectInterface { typedef Component Parent; protected: enum { ShapeMask = Parent::NextFreeMask, MaterialMask = Parent::NextFreeMask << 1, NextFreeMask = Parent::NextFreeMask << 2, }; StringTableEntry mShapeName; StringTableEntry mShapeAsset; TSShape* mShape; Box3F mShapeBounds; Point3F mCenterOffset; struct matMap { String matName; U32 slot; }; Vector mChangingMaterials; Vector mMaterials; class boneObject : public SimGroup { MeshComponent *mOwner; public: boneObject(MeshComponent *owner){ mOwner = owner; } StringTableEntry mBoneName; S32 mItemID; virtual void addObject(SimObject *obj); }; Vector mNodesList; public: StringTableEntry mMeshAssetId; AssetPtr mMeshAsset; TSShapeInstance* mShapeInstance; public: MeshComponent(); virtual ~MeshComponent(); DECLARE_CONOBJECT(MeshComponent); virtual bool onAdd(); virtual void onRemove(); static void initPersistFields(); virtual void inspectPostApply(); virtual void prepRenderImage(SceneRenderState *state); virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); virtual void unpackUpdate(NetConnection *con, BitStream *stream); Box3F getShapeBounds() { return mShapeBounds; } virtual MatrixF getNodeTransform(S32 nodeIdx); S32 getNodeByName(String nodeName); void setupShape(); void updateShape(); void updateMaterials(); virtual void onComponentRemove(); virtual void onComponentAdd(); static bool _setMesh(void *object, const char *index, const char *data); static bool _setShape(void *object, const char *index, const char *data); const char* _getShape(void *object, const char *data); bool setMeshAsset(const char* assetName); virtual TSShape* getShape() { if (mMeshAsset) return mMeshAsset->getShape(); else return NULL; } virtual TSShapeInstance* getShapeInstance() { return mShapeInstance; } Resource getShapeResource() { if (mMeshAsset) return mMeshAsset->getShapeResource(); else return NULL; } void _onResourceChanged(const Torque::Path &path); virtual bool castRayRendered(const Point3F &start, const Point3F &end, RayInfo *info); void mountObjectToNode(SceneObject* objB, String node, MatrixF txfm); virtual void onDynamicModified(const char* slotName, const char* newValue); void changeMaterial(U32 slot, const char* newMat); virtual void onInspect(); virtual void onEndInspect(); virtual Vector getNodeTransforms() { Vector bob; return bob; } virtual void setNodeTransforms(Vector transforms) { return; } }; #endif