//----------------------------------------------------------------------------- // Copyright (c) 2014 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 _RIBBON_H_ #define _RIBBON_H_ #ifndef _GAMEBASE_H_ #include "T3D/gameBase/gameBase.h" #endif #ifndef _GFXPRIMITIVEBUFFER_H_ #include "gfx/gfxPrimitiveBuffer.h" #endif #ifndef _GFXVERTEXBUFFER_H_ #include "gfx/gfxVertexBuffer.h" #endif #include "materials/materialParameters.h" #include "math/util/matrixSet.h" //-------------------------------------------------------------------------- class RibbonData : public GameBaseData { typedef GameBaseData Parent; protected: bool onAdd(); public: enum Constants { NumFields = 4 }; F32 mSizes[NumFields]; ///< The radius for each keyframe. LinearColorF mColours[NumFields]; ///< The colour of the ribbon for each keyframe. F32 mTimes[NumFields]; ///< The relative time for each keyframe. U32 mRibbonLength; ///< The amount of segments that will make up the ribbon. S32 segmentsPerUpdate; ///< Amount of segments to add each update. S32 mSegmentSkipAmount; ///< The amount of segments to skip each time segments are added. bool mUseFadeOut; ///< If true, the ribbon will fade away after deletion. F32 mFadeAwayStep; ///< How quickly the ribbons is faded away after deletion. StringTableEntry mMatName; ///< The material for the ribbon. F32 mTileScale; ///< A scalar to scale the texcoord. bool mFixedTexcoords; ///< If true, texcoords will stay the same over the lifetime for each segment. bool mTexcoordsRelativeToDistance; ///< If true, texcoords will not be stretched if the distance between 2 segments are long. RibbonData(); void packData(BitStream*); void unpackData(BitStream*); bool preload(bool server, String &errorBuffer); static void initPersistFields(); DECLARE_CONOBJECT(RibbonData); }; //-------------------------------------------------------------------------- class Ribbon : public GameBase { typedef GameBase Parent; RibbonData* mDataBlock; bool mDeleteOnEnd; ///< If true, the ribbon should delete itself as soon as the last segment is deleted bool mUseFadeOut; ///< If true, the ribbon will fade away upon deletion F32 mFadeAwayStep; ///< How quickly the ribbons is faded away after deletion. F32 mFadeOut; F32 mTravelledDistance; ///< How far the ribbon has travelled in it's lifetime. Vector mSegmentPoints; ///< The points in space where the ribbon has spawned segments. U32 mSegmentOffset; U32 mSegmentIdx; bool mUpdateBuffers; ///< If true, the vertex buffers need to be updated. BaseMatInstance *mRibbonMat; MaterialParameterHandle* mRadiusSC; MaterialParameterHandle* mRibbonProjSC; GFXPrimitiveBufferHandle mPrimBuffer; GFXVertexBufferHandle mVerts; protected: bool onAdd(); void processTick(const Move*); void advanceTime(F32); void interpolateTick(F32 delta); // Rendering void prepRenderImage(SceneRenderState *state); void setShaderParams(); ///Checks to see if ribbon is too long U32 checkRibbonDistance(S32 segments); /// Construct the vertex and primitive buffers void createBuffers(SceneRenderState *state, GFXVertexBufferHandle &verts, GFXPrimitiveBufferHandle &pb, U32 segments); public: Ribbon(); ~Ribbon(); DECLARE_CONOBJECT(Ribbon); static void initPersistFields(); bool onNewDataBlock(GameBaseData*,bool); void onRemove(); /// Used to add another segment to the ribbon. void addSegmentPoint(Point3F &point, MatrixF &mat); /// Delete all segments. void clearSegments() { mSegmentPoints.clear(); } /// Delete the ribbon when all segments have been deleted. void deleteOnEnd(); }; #endif // _H_RIBBON