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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.
- //-----------------------------------------------------------------------------
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // 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<matMap> mChangingMaterials;
- Vector<matMap> 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<S32> mCollisionDetails;
- Vector<S32> 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<S32>& getCollisionDetails() const { return mCollisionDetails; }
- const Vector<S32>& 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<StringTableEntry>* usedAssetsList);
- private:
- virtual void onStaticModified(const char* slotName, const char* newValue = NULL);
- protected:
- Vector<S32> mDecalDetails;
- Vector<S32>* 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
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