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- #pragma once
- #ifndef _SCENEOBJECT_H_
- #include "scene/sceneObject.h"
- #endif
- #ifndef _GFXSTATEBLOCK_H_
- #include "gfx/gfxStateBlock.h"
- #endif
- #ifndef _GFXVERTEXBUFFER_H_
- #include "gfx/gfxVertexBuffer.h"
- #endif
- #ifndef _GFXPRIMITIVEBUFFER_H_
- #include "gfx/gfxPrimitiveBuffer.h"
- #endif
- //-----------------------------------------------------------------------------
- // This class implements a basic SceneObject that can exist in the world at a
- // 3D position and render itself. Note that NotesObject handles its own
- // rendering by submitting itself as an ObjectRenderInst (see
- // renderInstance\renderPassmanager.h) along with a delegate for its render()
- // function. However, the preffered rendering method in the engine is to submit
- // a MeshRenderInst along with a Material, vertex buffer, primitive buffer, and
- // transform and allow the RenderMeshMgr handle the actual rendering. You can
- // see this implemented in RenderMeshExample.
- //-----------------------------------------------------------------------------
- class NotesObject : public SceneObject
- {
- typedef SceneObject Parent;
- String mNote;
- bool mShowArrow;
- F32 mArrowLength;
- F32 mArrowRadius;
- LinearColorF mArrowColor;
- // Networking masks
- // We need to implement at least one of these to allow
- // the client version of the object to receive updates
- // from the server version (like if it has been moved
- // or edited)
- enum MaskBits
- {
- TransformMask = Parent::NextFreeMask << 0,
- NextFreeMask = Parent::NextFreeMask << 1
- };
- //--------------------------------------------------------------------------
- // Rendering variables
- //--------------------------------------------------------------------------
- // Define our vertex format here so we don't have to
- // change it in multiple spots later
- typedef GFXVertexPCN VertexType;
- // The handles for our StateBlocks
- GFXStateBlockRef mNormalSB;
- GFXStateBlockRef mReflectSB;
- // The GFX vertex and primitive buffers
- GFXVertexBufferHandle< VertexType > mVertexBuffer;
- public:
- NotesObject();
- virtual ~NotesObject();
- // Declare this object as a ConsoleObject so that we can
- // instantiate it into the world and network it
- DECLARE_CONOBJECT(NotesObject);
- //--------------------------------------------------------------------------
- // Object Editing
- // Since there is always a server and a client object in Torque and we
- // actually edit the server object we need to implement some basic
- // networking functions
- //--------------------------------------------------------------------------
- // Set up any fields that we want to be editable (like position)
- static void initPersistFields();
- void inspectPostApply();
- // Handle when we are added to the scene and removed from the scene
- bool onAdd();
- void onRemove();
- // Override this so that we can dirty the network flag when it is called
- void setTransform(const MatrixF& mat);
- // This function handles sending the relevant data from the server
- // object to the client object
- U32 packUpdate(NetConnection* conn, U32 mask, BitStream* stream);
- // This function handles receiving relevant data from the server
- // object and applying it to the client object
- void unpackUpdate(NetConnection* conn, BitStream* stream);
- // This is the function that allows this object to submit itself for rendering
- void prepRenderImage(SceneRenderState* state);
- void _render(ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat);
- String getNote() { return mNote; }
- bool showArrow() { return mShowArrow; }
- };
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