//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #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 #ifndef _REFLECTOR_H_ #include "scene/reflector.h" #endif #ifndef _COLLADA_UTILS_H_ #include "ts/collada/colladaUtils.h" #endif #ifndef _ASSET_PTR_H_ #include "assets/assetPtr.h" #endif #ifndef SHAPEASSET_H #include "T3D/assets/ShapeAsset.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::NextFreeMask << 3, MaterialMask = Parent::NextFreeMask << 4, NextFreeMask = Parent::NextFreeMask << 5 }; 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; struct matMap { MaterialAsset* matAsset; String assetId; U32 slot; }; Vector mChangingMaterials; Vector mMaterials; 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); bool buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F& box, const SphereF&); 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); void onShapeChanged(); // ProcessObject virtual void processTick(const Move* move); virtual void interpolateTick(F32 delta); virtual void advanceTime(F32 dt); virtual void onDynamicModified(const char* slotName, const char* newValue); /// Start or stop processing ticks depending on our state. void _updateShouldTick(); String cubeDescName; U32 cubeDescId; ReflectorDesc* reflectorDesc; CubeReflector mCubeReflector; protected: Convex* mConvexList; DECLARE_SHAPEASSET(TSStatic, Shape, onShapeChanged); DECLARE_ASSET_NET_SETGET(TSStatic, Shape, AdvancedStaticOptionsMask); U32 mShapeHash; Vector mCollisionDetails; Vector mLOSDetails; TSShapeInstance* mShapeInstance; NetStringHandle mSkinNameHandle; String mAppliedSkinName; bool mPlayAmbient; TSThread* mAmbientThread; F32 mAnimOffset; F32 mAnimSpeed; /// 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; LinearColorF mOverrideColor; // Debug stuff F32 mRenderNormalScalar; S32 mForceDetail; public: TSStatic(); ~TSStatic(); DECLARE_CONOBJECT(TSStatic); static void initPersistFields(); static void consoleInit(); 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(); virtual void onMount(SceneObject* obj, S32 node); virtual void onUnmount(SceneObject* obj, S32 node); /// The type of mesh data use for collision queries. MeshType getCollisionType() const { return mCollisionType; } bool allowPlayerStep() const { return mAllowPlayerStep; } TSShapeInstance* getShapeInstance() const { return mShapeInstance; } U32 getNumDetails(); const Vector& getCollisionDetails() const { return mCollisionDetails; } const Vector& getLOSDetails() const { return mLOSDetails; } bool hasAnim() { return mAmbientThread != NULL; } #ifdef TORQUE_TOOLS virtual void onInspect(GuiInspector*); #endif void updateMaterials(); bool isAnimated() { return mPlayAmbient; } bool hasNode(const char* nodeName); void getNodeTransform(const char *nodeName, const MatrixF &xfm, MatrixF *outMat); virtual void getUtilizedAssets(Vector* usedAssetsList); private: virtual void onStaticModified(const char* slotName, const char* newValue = NULL); protected: Vector mDecalDetails; Vector* mDecalDetailsPtr; ///Indicates if all statics should utilize the distance-based object fadeout logic static bool smUseStaticObjectFade; ///Distance at which static object fading begins if smUseStaticObjectFade is on static F32 smStaticObjectFadeStart; ///Distance at which static object fading should have fully faded if smUseStaticObjectFade is on static F32 smStaticObjectFadeEnd; ///Size of object where if the bounds is at or bigger than this, it will be ignored in the smUseStaticObjectFade logic. Useful for very large, distance-important objects static F32 smStaticObjectUnfadeableSize; public: bool mIgnoreZodiacs; bool mHasGradients; bool mInvertGradientRange; Point2F mGradientRangeUser; Point2F mGradientRange; private: void set_special_typing(); virtual void setSelectionFlags(U8 flags); }; typedef TSStatic::MeshType TSMeshType; DefineEnumType(TSMeshType); #endif // _H_TSSTATIC