//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. // // 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. // //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #include "afx/arcaneFX.h" #include "terrain/terrRender.h" #include "afx/ce/afxZodiac.h" #include "afx/ce/afxZodiacMgr.h" //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // afxZodiacMgr Vector afxZodiacMgr::terr_zodes; Vector afxZodiacMgr::inter_zodes; afxZodiacMgr::ZodiacTriangle* afxZodiacMgr::zode_tris_head = NULL; afxZodiacMgr::ZodiacTriangle* afxZodiacMgr::zode_tris_tail = NULL; afxZodiacMgr::ZodiacTriangle* afxZodiacMgr::zode_tris = NULL; U32 afxZodiacMgr::zode_tris_idx = 0; U32 afxZodiacMgr::n_zode_tris = 0; afxZodiacMgr::ZodiacSpec* afxZodiacMgr::live_zodiac = 0; ShaderData* afxZodiacMgr::terrain_zode_shader = 0; ShaderData* afxZodiacMgr::atlas_zode_shader = 0; ShaderData* afxZodiacMgr::interior_zode_shader = 0; ShaderData* afxZodiacMgr::polysoup_zode_shader = 0; void afxZodiacMgr::addTerrainZodiac(Point3F& pos, F32 radius, LinearColorF& color, F32 angle, afxZodiacData* zode) { if (radius < 0.001f) return; ZodiacSpec z; z.pos = pos; z.radius_xy = radius; z.vert_range.set(0.0f, 0.0f); z.grade_range.set(0.0f, 1.0f); z.color = color.toColorI(); z.angle = mDegToRad(angle); z.zflags = zode->zflags; z.txr = &zode->mTexture; z.distance_max = zode->distance_max*zode->distance_max; z.distance_falloff = zode->distance_falloff*zode->distance_falloff; z.distance_delta = z.distance_max - z.distance_falloff; if (terr_zodes.size() < MAX_ZODIACS) terr_zodes.push_back(z); } void afxZodiacMgr::addInteriorZodiac(Point3F& pos, F32 radius, Point2F& vert_range, LinearColorF& color, F32 angle, afxZodiacData* zode) { if (radius < 0.001f) return; ZodiacSpec z; z.pos = pos; z.radius_xy = radius; z.vert_range = vert_range; z.grade_range = zode->grade_range; z.color = color.toColorI(); z.angle = mDegToRad(angle); z.zflags = zode->zflags; z.txr = &zode->mTexture; z.distance_max = zode->distance_max*zode->distance_max; z.distance_falloff = zode->distance_falloff*zode->distance_falloff; z.distance_delta = z.distance_max - z.distance_falloff; if (inter_zodes.size() < MAX_ZODIACS) inter_zodes.push_back(z); } void afxZodiacMgr::frameReset() { terr_zodes.clear(); inter_zodes.clear(); } void afxZodiacMgr::missionCleanup() { terrain_zode_shader = 0; atlas_zode_shader = 0; interior_zode_shader = 0; polysoup_zode_shader = 0; } // REGULAR TERRAIN ZODIACS // void afxZodiacMgr::transformTerrainZodiacs(const MatrixF& world_xfm) { VectorF facing_vec; world_xfm.getColumn(1, &facing_vec); F32 yaw = mAtan2(facing_vec.x, facing_vec.y); while (yaw < 0.0) yaw += M_2PI_F; for (S32 i = 0; i < terr_zodes.size(); i++) { world_xfm.mulP(terr_zodes[i].pos, &terr_zodes[i].loc_pos); F32 ang = terr_zodes[i].angle + yaw; terr_zodes[i].loc_cos_ang = mCos(ang); terr_zodes[i].loc_sin_ang = mSin(ang); } zode_tris_head = zode_tris_tail = NULL; } //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//