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- //-----------------------------------------------------------------------------
- // 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<Point3F> 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<GFXVertexPCNTT> 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<GFXVertexPCNTT> &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
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