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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "T3D/tsStatic.h"
- #include "core/resourceManager.h"
- #include "core/stream/bitStream.h"
- #include "scene/sceneRenderState.h"
- #include "scene/sceneManager.h"
- #include "scene/sceneObjectLightingPlugin.h"
- #include "lighting/lightManager.h"
- #include "math/mathIO.h"
- #include "ts/tsShapeInstance.h"
- #include "ts/tsMaterialList.h"
- #include "console/consoleTypes.h"
- #include "T3D/shapeBase.h"
- #include "sim/netConnection.h"
- #include "gfx/gfxDevice.h"
- #include "gfx/gfxTransformSaver.h"
- #include "ts/tsRenderState.h"
- #include "collision/boxConvex.h"
- #include "T3D/physics/physicsPlugin.h"
- #include "T3D/physics/physicsBody.h"
- #include "T3D/physics/physicsCollision.h"
- #include "materials/materialDefinition.h"
- #include "materials/materialManager.h"
- #include "materials/matInstance.h"
- #include "materials/materialFeatureData.h"
- #include "materials/materialFeatureTypes.h"
- #include "console/engineAPI.h"
- using namespace Torque;
- extern bool gEditingMission;
- IMPLEMENT_CO_NETOBJECT_V1(TSStatic);
- ConsoleDocClass( TSStatic,
- "@brief A static object derived from a 3D model file and placed within the game world.\n\n"
- "TSStatic is the most basic 3D shape in Torque. Unlike StaticShape it doesn't make use of "
- "a datablock. It derrives directly from SceneObject. This makes TSStatic extremely light "
- "weight, which is why the Tools use this class when you want to drop in a DTS or DAE object.\n\n"
- "While a TSStatic doesn't provide any motion -- it stays were you initally put it -- it does allow for "
- "a single ambient animation sequence to play when the object is first added to the scene.\n\n"
- "@tsexample\n"
- "new TSStatic(Team1Base) {\n"
- " shapeName = \"art/shapes/desertStructures/station01.dts\";\n"
- " playAmbient = \"1\";\n"
- " receiveSunLight = \"1\";\n"
- " receiveLMLighting = \"1\";\n"
- " useCustomAmbientLighting = \"0\";\n"
- " customAmbientLighting = \"0 0 0 1\";\n"
- " collisionType = \"Visible Mesh\";\n"
- " decalType = \"Collision Mesh\";\n"
- " allowPlayerStep = \"1\";\n"
- " renderNormals = \"0\";\n"
- " forceDetail = \"-1\";\n"
- " position = \"315.18 -180.418 244.313\";\n"
- " rotation = \"0 0 1 195.952\";\n"
- " scale = \"1 1 1\";\n"
- " isRenderEnabled = \"true\";\n"
- " canSaveDynamicFields = \"1\";\n"
- "};\n"
- "@endtsexample\n"
- "@ingroup gameObjects\n"
- );
- TSStatic::TSStatic()
- {
- mNetFlags.set(Ghostable | ScopeAlways);
- mTypeMask |= StaticObjectType | StaticShapeObjectType;
- mShapeName = "";
- mShapeInstance = NULL;
- mPlayAmbient = true;
- mAmbientThread = NULL;
- mAllowPlayerStep = true;
- mConvexList = new Convex;
- mRenderNormalScalar = 0;
- mForceDetail = -1;
- mMeshCulling = false;
- mUseOriginSort = false;
- mPhysicsRep = NULL;
- mCollisionType = CollisionMesh;
- mDecalType = CollisionMesh;
- }
- TSStatic::~TSStatic()
- {
- delete mConvexList;
- mConvexList = NULL;
- }
- ImplementEnumType( TSMeshType,
- "Type of mesh data available in a shape.\n"
- "@ingroup gameObjects" )
- { TSStatic::None, "None", "No mesh data." },
- { TSStatic::Bounds, "Bounds", "Bounding box of the shape." },
- { TSStatic::CollisionMesh, "Collision Mesh", "Specifically desingated \"collision\" meshes." },
- { TSStatic::VisibleMesh, "Visible Mesh", "Rendered mesh polygons." },
- EndImplementEnumType;
- void TSStatic::initPersistFields()
- {
- addGroup("Media");
- addField("shapeName", TypeShapeFilename, Offset( mShapeName, TSStatic ),
- "%Path and filename of the model file (.DTS, .DAE) to use for this TSStatic." );
- addProtectedField( "skin", TypeRealString, Offset( mAppliedSkinName, TSStatic ), &_setFieldSkin, &_getFieldSkin,
- "@brief The skin applied to the shape.\n\n"
- "'Skinning' the shape effectively renames the material targets, allowing "
- "different materials to be used on different instances of the same model.\n\n"
- "Any material targets that start with the old skin name have that part "
- "of the name replaced with the new skin name. The initial old skin name is "
- "\"base\". For example, if a new skin of \"blue\" was applied to a model "
- "that had material targets <i>base_body</i> and <i>face</i>, the new targets "
- "would be <i>blue_body</i> and <i>face</i>. Note that <i>face</i> was not "
- "renamed since it did not start with the old skin name of \"base\".\n\n"
- "To support models that do not use the default \"base\" naming convention, "
- "you can also specify the part of the name to replace in the skin field "
- "itself. For example, if a model had a material target called <i>shapemat</i>, "
- "we could apply a new skin \"shape=blue\", and the material target would be "
- "renamed to <i>bluemat</i> (note \"shape\" has been replaced with \"blue\").\n\n"
- "Multiple skin updates can also be applied at the same time by separating "
- "them with a semicolon. For example: \"base=blue;face=happy_face\".\n\n"
- "Material targets are only renamed if an existing Material maps to that "
- "name, or if there is a diffuse texture in the model folder with the same "
- "name as the new target.\n\n" );
- endGroup("Media");
- addGroup("Rendering");
- addField( "playAmbient", TypeBool, Offset( mPlayAmbient, TSStatic ),
- "Enables automatic playing of the animation sequence named \"ambient\" (if it exists) when the TSStatic is loaded.");
- addField( "meshCulling", TypeBool, Offset( mMeshCulling, TSStatic ),
- "Enables detailed culling of meshes within the TSStatic. Should only be used "
- "with large complex shapes like buildings which contain many submeshes." );
- addField( "originSort", TypeBool, Offset( mUseOriginSort, TSStatic ),
- "Enables translucent sorting of the TSStatic by its origin instead of the bounds." );
- endGroup("Rendering");
- addGroup("Collision");
- addField( "collisionType", TypeTSMeshType, Offset( mCollisionType, TSStatic ),
- "The type of mesh data to use for collision queries." );
- addField( "decalType", TypeTSMeshType, Offset( mDecalType, TSStatic ),
- "The type of mesh data used to clip decal polygons against." );
- addField( "allowPlayerStep", TypeBool, Offset( mAllowPlayerStep, TSStatic ),
- "@brief Allow a Player to walk up sloping polygons in the TSStatic (based on the collisionType).\n\n"
- "When set to false, the slightest bump will stop the player from walking on top of the object.\n");
-
- endGroup("Collision");
- addGroup("Debug");
- addField( "renderNormals", TypeF32, Offset( mRenderNormalScalar, TSStatic ),
- "Debug rendering mode shows the normals for each point in the TSStatic's mesh." );
- addField( "forceDetail", TypeS32, Offset( mForceDetail, TSStatic ),
- "Forces rendering to a particular detail level." );
- endGroup("Debug");
- Parent::initPersistFields();
- }
- bool TSStatic::_setFieldSkin( void *object, const char *index, const char *data )
- {
- TSStatic *ts = static_cast<TSStatic*>( object );
- if ( ts )
- ts->setSkinName( data );
- return false;
- }
- const char *TSStatic::_getFieldSkin( void *object, const char *data )
- {
- TSStatic *ts = static_cast<TSStatic*>( object );
- return ts ? ts->mSkinNameHandle.getString() : "";
- }
- void TSStatic::inspectPostApply()
- {
- // Apply any transformations set in the editor
- Parent::inspectPostApply();
- if(isServerObject())
- {
- setMaskBits(AdvancedStaticOptionsMask);
- prepCollision();
- }
- _updateShouldTick();
- }
- bool TSStatic::onAdd()
- {
- PROFILE_SCOPE(TSStatic_onAdd);
- if ( isServerObject() )
- {
- // Handle the old "usePolysoup" field
- SimFieldDictionary* fieldDict = getFieldDictionary();
- if ( fieldDict )
- {
- StringTableEntry slotName = StringTable->insert( "usePolysoup" );
- SimFieldDictionary::Entry * entry = fieldDict->findDynamicField( slotName );
- if ( entry )
- {
- // Was "usePolysoup" set?
- bool usePolysoup = dAtob( entry->value );
- // "usePolysoup" maps to the new VisibleMesh type
- if ( usePolysoup )
- mCollisionType = VisibleMesh;
- // Remove the field in favor on the new "collisionType" field
- fieldDict->setFieldValue( slotName, "" );
- }
- }
- }
- if ( !Parent::onAdd() )
- return false;
- // Setup the shape.
- if ( !_createShape() )
- {
- Con::errorf( "TSStatic::onAdd() - Shape creation failed!" );
- return false;
- }
- setRenderTransform(mObjToWorld);
- // Register for the resource change signal.
- ResourceManager::get().getChangedSignal().notify( this, &TSStatic::_onResourceChanged );
- addToScene();
- _updateShouldTick();
- return true;
- }
- bool TSStatic::_createShape()
- {
- // Cleanup before we create.
- mCollisionDetails.clear();
- mLOSDetails.clear();
- SAFE_DELETE( mPhysicsRep );
- SAFE_DELETE( mShapeInstance );
- mAmbientThread = NULL;
- mShape = NULL;
- if (!mShapeName || mShapeName[0] == '\0')
- {
- Con::errorf( "TSStatic::_createShape() - No shape name!" );
- return false;
- }
- mShapeHash = _StringTable::hashString(mShapeName);
- mShape = ResourceManager::get().load(mShapeName);
- if ( bool(mShape) == false )
- {
- Con::errorf( "TSStatic::_createShape() - Unable to load shape: %s", mShapeName );
- return false;
- }
- if ( isClientObject() &&
- !mShape->preloadMaterialList(mShape.getPath()) &&
- NetConnection::filesWereDownloaded() )
- return false;
- mObjBox = mShape->bounds;
- resetWorldBox();
- mShapeInstance = new TSShapeInstance( mShape, isClientObject() );
- if( isGhost() )
- {
- // Reapply the current skin
- mAppliedSkinName = "";
- reSkin();
- }
- prepCollision();
- // Find the "ambient" animation if it exists
- S32 ambientSeq = mShape->findSequence("ambient");
- if ( ambientSeq > -1 && !mAmbientThread )
- mAmbientThread = mShapeInstance->addThread();
- if ( mAmbientThread )
- mShapeInstance->setSequence( mAmbientThread, ambientSeq, 0);
- return true;
- }
- void TSStatic::prepCollision()
- {
- // Let the client know that the collision was updated
- setMaskBits( UpdateCollisionMask );
- // Allow the ShapeInstance to prep its collision if it hasn't already
- if ( mShapeInstance )
- mShapeInstance->prepCollision();
- // Cleanup any old collision data
- mCollisionDetails.clear();
- mLOSDetails.clear();
- mConvexList->nukeList();
- if ( mCollisionType == CollisionMesh || mCollisionType == VisibleMesh )
- mShape->findColDetails( mCollisionType == VisibleMesh, &mCollisionDetails, &mLOSDetails );
- _updatePhysics();
- }
- void TSStatic::_updatePhysics()
- {
- SAFE_DELETE( mPhysicsRep );
- if ( !PHYSICSMGR || mCollisionType == None )
- return;
- PhysicsCollision *colShape = NULL;
- if ( mCollisionType == Bounds )
- {
- MatrixF offset( true );
- offset.setPosition( mShape->center );
- colShape = PHYSICSMGR->createCollision();
- colShape->addBox( getObjBox().getExtents() * 0.5f * mObjScale, offset );
- }
- else
- colShape = mShape->buildColShape( mCollisionType == VisibleMesh, getScale() );
- if ( colShape )
- {
- PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
- mPhysicsRep = PHYSICSMGR->createBody();
- mPhysicsRep->init( colShape, 0, 0, this, world );
- mPhysicsRep->setTransform( getTransform() );
- }
- }
- void TSStatic::onRemove()
- {
- SAFE_DELETE( mPhysicsRep );
- mConvexList->nukeList();
- removeFromScene();
- // Remove the resource change signal.
- ResourceManager::get().getChangedSignal().remove( this, &TSStatic::_onResourceChanged );
- delete mShapeInstance;
- mShapeInstance = NULL;
- mAmbientThread = NULL;
- Parent::onRemove();
- }
- void TSStatic::_onResourceChanged( const Torque::Path &path )
- {
- if ( path != Path( mShapeName ) )
- return;
-
- _createShape();
- _updateShouldTick();
- }
- void TSStatic::setSkinName( const char *name )
- {
- if ( !isGhost() )
- {
- if ( name[0] != '\0' )
- {
- // Use tags for better network performance
- // Should be a tag, but we'll convert to one if it isn't.
- if ( name[0] == StringTagPrefixByte )
- mSkinNameHandle = NetStringHandle( U32(dAtoi(name + 1)) );
- else
- mSkinNameHandle = NetStringHandle( name );
- }
- else
- mSkinNameHandle = NetStringHandle();
- setMaskBits( SkinMask );
- }
- }
- void TSStatic::reSkin()
- {
- if ( isGhost() && mShapeInstance && mSkinNameHandle.isValidString() )
- {
- Vector<String> skins;
- String(mSkinNameHandle.getString()).split( ";", skins );
- for (int i = 0; i < skins.size(); i++)
- {
- String oldSkin( mAppliedSkinName.c_str() );
- String newSkin( skins[i] );
- // Check if the skin handle contains an explicit "old" base string. This
- // allows all models to support skinning, even if they don't follow the
- // "base_xxx" material naming convention.
- S32 split = newSkin.find( '=' ); // "old=new" format skin?
- if ( split != String::NPos )
- {
- oldSkin = newSkin.substr( 0, split );
- newSkin = newSkin.erase( 0, split+1 );
- }
- mShapeInstance->reSkin( newSkin, oldSkin );
- mAppliedSkinName = newSkin;
- }
- }
- }
- void TSStatic::processTick( const Move *move )
- {
- AssertFatal( mPlayAmbient && mAmbientThread, "TSSTatic::adanceTime called with nothing to play." );
- if ( isServerObject() )
- mShapeInstance->advanceTime( TickSec, mAmbientThread );
- }
- void TSStatic::interpolateTick( F32 delta )
- {
- }
- void TSStatic::advanceTime( F32 dt )
- {
- AssertFatal( mPlayAmbient && mAmbientThread, "TSSTatic::advanceTime called with nothing to play." );
-
- mShapeInstance->advanceTime( dt, mAmbientThread );
- }
- void TSStatic::_updateShouldTick()
- {
- bool shouldTick = mPlayAmbient && mAmbientThread;
- if ( isTicking() != shouldTick )
- setProcessTick( shouldTick );
- }
- void TSStatic::prepRenderImage( SceneRenderState* state )
- {
- if( !mShapeInstance )
- return;
- Point3F cameraOffset;
- getRenderTransform().getColumn(3,&cameraOffset);
- cameraOffset -= state->getDiffuseCameraPosition();
- F32 dist = cameraOffset.len();
- if (dist < 0.01f)
- dist = 0.01f;
- F32 invScale = (1.0f/getMax(getMax(mObjScale.x,mObjScale.y),mObjScale.z));
- if ( mForceDetail == -1 )
- mShapeInstance->setDetailFromDistance( state, dist * invScale );
- else
- mShapeInstance->setCurrentDetail( mForceDetail );
- if ( mShapeInstance->getCurrentDetail() < 0 )
- return;
- GFXTransformSaver saver;
-
- // Set up our TS render state.
- TSRenderState rdata;
- rdata.setSceneState( state );
- rdata.setFadeOverride( 1.0f );
- rdata.setOriginSort( mUseOriginSort );
- // If we have submesh culling enabled then prepare
- // the object space frustum to pass to the shape.
- Frustum culler;
- if ( mMeshCulling )
- {
- culler = state->getCullingFrustum();
- MatrixF xfm( true );
- xfm.scale( Point3F::One / getScale() );
- xfm.mul( getRenderWorldTransform() );
- xfm.mul( culler.getTransform() );
- culler.setTransform( xfm );
- rdata.setCuller( &culler );
- }
- // We might have some forward lit materials
- // so pass down a query to gather lights.
- LightQuery query;
- query.init( getWorldSphere() );
- rdata.setLightQuery( &query );
- MatrixF mat = getRenderTransform();
- mat.scale( mObjScale );
- GFX->setWorldMatrix( mat );
- mShapeInstance->animate();
- mShapeInstance->render( rdata );
- if ( mRenderNormalScalar > 0 )
- {
- ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
- ri->renderDelegate.bind( this, &TSStatic::_renderNormals );
- ri->type = RenderPassManager::RIT_Editor;
- state->getRenderPass()->addInst( ri );
- }
- }
- void TSStatic::_renderNormals( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
- {
- PROFILE_SCOPE( TSStatic_RenderNormals );
- GFXTransformSaver saver;
- MatrixF mat = getRenderTransform();
- mat.scale( mObjScale );
- GFX->multWorld( mat );
- S32 dl = mShapeInstance->getCurrentDetail();
- mShapeInstance->renderDebugNormals( mRenderNormalScalar, dl );
- }
- void TSStatic::onScaleChanged()
- {
- Parent::onScaleChanged();
- if ( mPhysicsRep )
- {
- // If the editor is enabled delay the scale operation
- // by a few milliseconds so that we're not rebuilding
- // during an active scale drag operation.
- if ( gEditingMission )
- mPhysicsRep->queueCallback( 500, Delegate<void()>( this, &TSStatic::_updatePhysics ) );
- else
- _updatePhysics();
- }
- }
- void TSStatic::setTransform(const MatrixF & mat)
- {
- Parent::setTransform(mat);
- setMaskBits( TransformMask );
- if ( mPhysicsRep )
- mPhysicsRep->setTransform( mat );
- // Since this is a static it's render transform changes 1
- // to 1 with it's collision transform... no interpolation.
- setRenderTransform(mat);
- }
- U32 TSStatic::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
- {
- U32 retMask = Parent::packUpdate(con, mask, stream);
- mathWrite( *stream, getTransform() );
- mathWrite( *stream, getScale() );
- stream->writeString( mShapeName );
- if ( stream->writeFlag( mask & UpdateCollisionMask ) )
- stream->write( (U32)mCollisionType );
- if ( stream->writeFlag( mask & SkinMask ) )
- con->packNetStringHandleU( stream, mSkinNameHandle );
- stream->write( (U32)mDecalType );
- stream->writeFlag( mAllowPlayerStep );
- stream->writeFlag( mMeshCulling );
- stream->writeFlag( mUseOriginSort );
- stream->write( mRenderNormalScalar );
- stream->write( mForceDetail );
- stream->writeFlag( mPlayAmbient );
- if ( mLightPlugin )
- retMask |= mLightPlugin->packUpdate(this, AdvancedStaticOptionsMask, con, mask, stream);
- return retMask;
- }
- void TSStatic::unpackUpdate(NetConnection *con, BitStream *stream)
- {
- Parent::unpackUpdate(con, stream);
- MatrixF mat;
- Point3F scale;
- mathRead( *stream, &mat );
- mathRead( *stream, &scale );
- setScale( scale);
- setTransform(mat);
- mShapeName = stream->readSTString();
- if ( stream->readFlag() ) // UpdateCollisionMask
- {
- U32 collisionType = CollisionMesh;
- stream->read( &collisionType );
- // Handle it if we have changed CollisionType's
- if ( (MeshType)collisionType != mCollisionType )
- {
- mCollisionType = (MeshType)collisionType;
- if ( isProperlyAdded() && mShapeInstance )
- prepCollision();
- }
- }
- if (stream->readFlag()) // SkinMask
- {
- NetStringHandle skinDesiredNameHandle = con->unpackNetStringHandleU(stream);;
- if (mSkinNameHandle != skinDesiredNameHandle)
- {
- mSkinNameHandle = skinDesiredNameHandle;
- reSkin();
- }
- }
- stream->read( (U32*)&mDecalType );
- mAllowPlayerStep = stream->readFlag();
- mMeshCulling = stream->readFlag();
- mUseOriginSort = stream->readFlag();
- stream->read( &mRenderNormalScalar );
- stream->read( &mForceDetail );
- mPlayAmbient = stream->readFlag();
- if ( mLightPlugin )
- {
- mLightPlugin->unpackUpdate(this, con, stream);
- }
- if ( isProperlyAdded() )
- _updateShouldTick();
- }
- //----------------------------------------------------------------------------
- bool TSStatic::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
- {
- if ( mCollisionType == None )
- return false;
- if ( !mShapeInstance )
- return false;
- if ( mCollisionType == Bounds )
- {
- F32 st, et, fst = 0.0f, fet = 1.0f;
- F32 *bmin = &mObjBox.minExtents.x;
- F32 *bmax = &mObjBox.maxExtents.x;
- F32 const *si = &start.x;
- F32 const *ei = &end.x;
- for ( U32 i = 0; i < 3; i++ )
- {
- if (*si < *ei)
- {
- if ( *si > *bmax || *ei < *bmin )
- return false;
- F32 di = *ei - *si;
- st = ( *si < *bmin ) ? ( *bmin - *si ) / di : 0.0f;
- et = ( *ei > *bmax ) ? ( *bmax - *si ) / di : 1.0f;
- }
- else
- {
- if ( *ei > *bmax || *si < *bmin )
- return false;
- F32 di = *ei - *si;
- st = ( *si > *bmax ) ? ( *bmax - *si ) / di : 0.0f;
- et = ( *ei < *bmin ) ? ( *bmin - *si ) / di : 1.0f;
- }
- if ( st > fst ) fst = st;
- if ( et < fet ) fet = et;
- if ( fet < fst )
- return false;
- bmin++; bmax++;
- si++; ei++;
- }
- info->normal = start - end;
- info->normal.normalizeSafe();
- getTransform().mulV( info->normal );
- info->t = fst;
- info->object = this;
- info->point.interpolate( start, end, fst );
- info->material = NULL;
- return true;
- }
- else
- {
- RayInfo shortest = *info;
- RayInfo localInfo;
- shortest.t = 1e8f;
- localInfo.generateTexCoord = info->generateTexCoord;
- for ( U32 i = 0; i < mLOSDetails.size(); i++ )
- {
- mShapeInstance->animate( mLOSDetails[i] );
- if ( mShapeInstance->castRayOpcode( mLOSDetails[i], start, end, &localInfo ) )
- {
- localInfo.object = this;
- if (localInfo.t < shortest.t)
- shortest = localInfo;
- }
- }
- if (shortest.object == this)
- {
- // Copy out the shortest time...
- *info = shortest;
- return true;
- }
- }
- return false;
- }
- bool TSStatic::castRayRendered(const Point3F &start, const Point3F &end, RayInfo *info)
- {
- if ( !mShapeInstance )
- return false;
- // Cast the ray against the currently visible detail
- RayInfo localInfo;
- bool res = mShapeInstance->castRayOpcode( mShapeInstance->getCurrentDetail(), start, end, &localInfo );
- if ( res )
- {
- *info = localInfo;
- info->object = this;
- return true;
- }
- return false;
- }
- bool TSStatic::buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &)
- {
- if ( !mShapeInstance )
- return false;
- // This is safe to set even if we're not outputing
- polyList->setTransform( &mObjToWorld, mObjScale );
- polyList->setObject( this );
- if ( context == PLC_Export )
- {
- // Use highest detail level
- S32 dl = 0;
- // Try to call on the client so we can export materials
- if ( isServerObject() && getClientObject() )
- dynamic_cast<TSStatic*>(getClientObject())->mShapeInstance->buildPolyList( polyList, dl );
- else
- mShapeInstance->buildPolyList( polyList, dl );
- }
- else if ( context == PLC_Selection )
- {
- // Use the last rendered detail level
- S32 dl = mShapeInstance->getCurrentDetail();
- mShapeInstance->buildPolyListOpcode( dl, polyList, box );
- }
- else
- {
- // Figure out the mesh type we're looking for.
- MeshType meshType = ( context == PLC_Decal ) ? mDecalType : mCollisionType;
- if ( meshType == None )
- return false;
- else if ( meshType == Bounds )
- polyList->addBox( mObjBox );
- else if ( meshType == VisibleMesh )
- mShapeInstance->buildPolyList( polyList, 0 );
- else
- {
- // Everything else is done from the collision meshes
- // which may be built from either the visual mesh or
- // special collision geometry.
- for ( U32 i = 0; i < mCollisionDetails.size(); i++ )
- mShapeInstance->buildPolyListOpcode( mCollisionDetails[i], polyList, box );
- }
- }
- return true;
- }
- void TSStatic::buildConvex(const Box3F& box, Convex* convex)
- {
- if ( mCollisionType == None )
- return;
- if ( mShapeInstance == NULL )
- return;
- // These should really come out of a pool
- mConvexList->collectGarbage();
- if ( mCollisionType == Bounds )
- {
- // Just return a box convex for the entire shape...
- Convex* cc = 0;
- CollisionWorkingList& wl = convex->getWorkingList();
- for (CollisionWorkingList* itr = wl.wLink.mNext; itr != &wl; itr = itr->wLink.mNext)
- {
- if (itr->mConvex->getType() == BoxConvexType &&
- itr->mConvex->getObject() == this)
- {
- cc = itr->mConvex;
- break;
- }
- }
- if (cc)
- return;
- // Create a new convex.
- BoxConvex* cp = new BoxConvex;
- mConvexList->registerObject(cp);
- convex->addToWorkingList(cp);
- cp->init(this);
- mObjBox.getCenter(&cp->mCenter);
- cp->mSize.x = mObjBox.len_x() / 2.0f;
- cp->mSize.y = mObjBox.len_y() / 2.0f;
- cp->mSize.z = mObjBox.len_z() / 2.0f;
- }
- else // CollisionMesh || VisibleMesh
- {
- TSStaticPolysoupConvex::smCurObject = this;
- for (U32 i = 0; i < mCollisionDetails.size(); i++)
- mShapeInstance->buildConvexOpcode( mObjToWorld, mObjScale, mCollisionDetails[i], box, convex, mConvexList );
- TSStaticPolysoupConvex::smCurObject = NULL;
- }
- }
- SceneObject* TSStaticPolysoupConvex::smCurObject = NULL;
- TSStaticPolysoupConvex::TSStaticPolysoupConvex()
- : box( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f ),
- normal( 0.0f, 0.0f, 0.0f, 0.0f ),
- idx( 0 ),
- mesh( NULL )
- {
- mType = TSPolysoupConvexType;
- for ( U32 i = 0; i < 4; ++i )
- {
- verts[i].set( 0.0f, 0.0f, 0.0f );
- }
- }
- Point3F TSStaticPolysoupConvex::support(const VectorF& vec) const
- {
- F32 bestDot = mDot( verts[0], vec );
- const Point3F *bestP = &verts[0];
- for(S32 i=1; i<4; i++)
- {
- F32 newD = mDot(verts[i], vec);
- if(newD > bestDot)
- {
- bestDot = newD;
- bestP = &verts[i];
- }
- }
- return *bestP;
- }
- Box3F TSStaticPolysoupConvex::getBoundingBox() const
- {
- Box3F wbox = box;
- wbox.minExtents.convolve( mObject->getScale() );
- wbox.maxExtents.convolve( mObject->getScale() );
- mObject->getTransform().mul(wbox);
- return wbox;
- }
- Box3F TSStaticPolysoupConvex::getBoundingBox(const MatrixF& mat, const Point3F& scale) const
- {
- AssertISV(false, "TSStaticPolysoupConvex::getBoundingBox(m,p) - Not implemented. -- XEA");
- return box;
- }
- void TSStaticPolysoupConvex::getPolyList(AbstractPolyList *list)
- {
- // Transform the list into object space and set the pointer to the object
- MatrixF i( mObject->getTransform() );
- Point3F iS( mObject->getScale() );
- list->setTransform(&i, iS);
- list->setObject(mObject);
- // Add only the original collision triangle
- S32 base = list->addPoint(verts[0]);
- list->addPoint(verts[2]);
- list->addPoint(verts[1]);
- list->begin(0, (U32)idx ^ (U32)mesh);
- list->vertex(base + 2);
- list->vertex(base + 1);
- list->vertex(base + 0);
- list->plane(base + 0, base + 1, base + 2);
- list->end();
- }
- void TSStaticPolysoupConvex::getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf)
- {
- cf->material = 0;
- cf->object = mObject;
- // For a tetrahedron this is pretty easy... first
- // convert everything into world space.
- Point3F tverts[4];
- mat.mulP(verts[0], &tverts[0]);
- mat.mulP(verts[1], &tverts[1]);
- mat.mulP(verts[2], &tverts[2]);
- mat.mulP(verts[3], &tverts[3]);
- // points...
- S32 firstVert = cf->mVertexList.size();
- cf->mVertexList.increment(); cf->mVertexList.last() = tverts[0];
- cf->mVertexList.increment(); cf->mVertexList.last() = tverts[1];
- cf->mVertexList.increment(); cf->mVertexList.last() = tverts[2];
- cf->mVertexList.increment(); cf->mVertexList.last() = tverts[3];
- // edges...
- cf->mEdgeList.increment();
- cf->mEdgeList.last().vertex[0] = firstVert+0;
- cf->mEdgeList.last().vertex[1] = firstVert+1;
- cf->mEdgeList.increment();
- cf->mEdgeList.last().vertex[0] = firstVert+1;
- cf->mEdgeList.last().vertex[1] = firstVert+2;
- cf->mEdgeList.increment();
- cf->mEdgeList.last().vertex[0] = firstVert+2;
- cf->mEdgeList.last().vertex[1] = firstVert+0;
- cf->mEdgeList.increment();
- cf->mEdgeList.last().vertex[0] = firstVert+3;
- cf->mEdgeList.last().vertex[1] = firstVert+0;
- cf->mEdgeList.increment();
- cf->mEdgeList.last().vertex[0] = firstVert+3;
- cf->mEdgeList.last().vertex[1] = firstVert+1;
- cf->mEdgeList.increment();
- cf->mEdgeList.last().vertex[0] = firstVert+3;
- cf->mEdgeList.last().vertex[1] = firstVert+2;
- // triangles...
- cf->mFaceList.increment();
- cf->mFaceList.last().normal = PlaneF(tverts[2], tverts[1], tverts[0]);
- cf->mFaceList.last().vertex[0] = firstVert+2;
- cf->mFaceList.last().vertex[1] = firstVert+1;
- cf->mFaceList.last().vertex[2] = firstVert+0;
- cf->mFaceList.increment();
- cf->mFaceList.last().normal = PlaneF(tverts[1], tverts[0], tverts[3]);
- cf->mFaceList.last().vertex[0] = firstVert+1;
- cf->mFaceList.last().vertex[1] = firstVert+0;
- cf->mFaceList.last().vertex[2] = firstVert+3;
- cf->mFaceList.increment();
- cf->mFaceList.last().normal = PlaneF(tverts[2], tverts[1], tverts[3]);
- cf->mFaceList.last().vertex[0] = firstVert+2;
- cf->mFaceList.last().vertex[1] = firstVert+1;
- cf->mFaceList.last().vertex[2] = firstVert+3;
- cf->mFaceList.increment();
- cf->mFaceList.last().normal = PlaneF(tverts[0], tverts[2], tverts[3]);
- cf->mFaceList.last().vertex[0] = firstVert+0;
- cf->mFaceList.last().vertex[1] = firstVert+2;
- cf->mFaceList.last().vertex[2] = firstVert+3;
- // All done!
- }
- //------------------------------------------------------------------------
- //These functions are duplicated in tsStatic and shapeBase.
- //They each function a little differently; but achieve the same purpose of gathering
- //target names/counts without polluting simObject.
- DefineEngineMethod( TSStatic, getTargetName, const char*, ( S32 index ),(0),
- "Get the name of the indexed shape material.\n"
- "@param index index of the material to get (valid range is 0 - getTargetCount()-1).\n"
- "@return the name of the indexed material.\n"
- "@see getTargetCount()\n")
- {
- TSStatic *obj = dynamic_cast< TSStatic* > ( object );
- if(obj)
- {
- // Try to use the client object (so we get the reskinned targets in the Material Editor)
- if ((TSStatic*)obj->getClientObject())
- obj = (TSStatic*)obj->getClientObject();
- return obj->getShapeInstance()->getTargetName(index);
- }
- return "";
- }
- DefineEngineMethod( TSStatic, getTargetCount, S32,(),,
- "Get the number of materials in the shape.\n"
- "@return the number of materials in the shape.\n"
- "@see getTargetName()\n")
- {
- TSStatic *obj = dynamic_cast< TSStatic* > ( object );
- if(obj)
- {
- // Try to use the client object (so we get the reskinned targets in the Material Editor)
- if ((TSStatic*)obj->getClientObject())
- obj = (TSStatic*)obj->getClientObject();
- return obj->getShapeInstance()->getTargetCount();
- }
- return -1;
- }
- // This method is able to change materials per map to with others. The material that is being replaced is being mapped to
- // unmapped_mat as a part of this transition
- DefineEngineMethod( TSStatic, changeMaterial, void, ( const char* mapTo, Material* oldMat, Material* newMat ),("",NULL,NULL),
- "@brief Change one of the materials on the shape.\n\n"
- "This method changes materials per mapTo with others. The material that "
- "is being replaced is mapped to unmapped_mat as a part of this transition.\n"
- "@note Warning, right now this only sort of works. It doesn't do a live "
- "update like it should.\n"
- "@param mapTo the name of the material target to remap (from getTargetName)\n"
- "@param oldMat the old Material that was mapped \n"
- "@param newMat the new Material to map\n\n"
- "@tsexample\n"
- "// remap the first material in the shape\n"
- "%mapTo = %obj.getTargetName( 0 );\n"
- "%obj.changeMaterial( %mapTo, 0, MyMaterial );\n"
- "@endtsexample\n" )
- {
- // if no valid new material, theres no reason for doing this
- if( !newMat )
- {
- Con::errorf("TSShape::changeMaterial failed: New material does not exist!");
- return;
- }
- // Check the mapTo name exists for this shape
- S32 matIndex = object->getShape()->materialList->getMaterialNameList().find_next(String(mapTo));
- if (matIndex < 0)
- {
- Con::errorf("TSShape::changeMaterial failed: Invalid mapTo name '%s'", mapTo);
- return;
- }
- // Lets remap the old material off, so as to let room for our current material room to claim its spot
- if( oldMat )
- oldMat->mMapTo = String("unmapped_mat");
- newMat->mMapTo = mapTo;
- // Map the material by name in the matmgr
- MATMGR->mapMaterial( mapTo, newMat->getName() );
- // Replace instances with the new material being traded in. Lets make sure that we only
- // target the specific targets per inst, this is actually doing more than we thought
- delete object->getShape()->materialList->mMatInstList[matIndex];
- object->getShape()->materialList->mMatInstList[matIndex] = newMat->createMatInstance();
- // Finish up preparing the material instances for rendering
- const GFXVertexFormat *flags = getGFXVertexFormat<GFXVertexPNTTB>();
- FeatureSet features = MATMGR->getDefaultFeatures();
- object->getShape()->materialList->getMaterialInst(matIndex)->init( features, flags );
- }
- DefineEngineMethod( TSStatic, getModelFile, const char *, (),,
- "@brief Get the model filename used by this shape.\n\n"
- "@return the shape filename\n\n"
- "@tsexample\n"
- "// Acquire the model filename used on this shape.\n"
- "%modelFilename = %obj.getModelFile();\n"
- "@endtsexample\n"
- )
- {
- return object->getShapeFileName();
- }
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