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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.
- //-----------------------------------------------------------------------------
- #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<matMap> mChangingMaterials;
- Vector<matMap> mMaterials;
- class boneObject : public SimGroup
- {
- MeshComponent *mOwner;
- public:
- boneObject(MeshComponent *owner){ mOwner = owner; }
- StringTableEntry mBoneName;
- S32 mItemID;
- virtual void addObject(SimObject *obj);
- };
- Vector<boneObject*> mNodesList;
- public:
- StringTableEntry mMeshAssetId;
- AssetPtr<ShapeAsset> 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<TSShape> 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<MatrixF> getNodeTransforms()
- {
- Vector<MatrixF> bob;
- return bob;
- }
- virtual void setNodeTransforms(Vector<MatrixF> transforms)
- {
- return;
- }
- };
- #endif
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