123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277 |
- //-----------------------------------------------------------------------------
- // 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 _FORESTITEM_H_
- #define _FORESTITEM_H_
- #ifndef _MMATH_H_
- #include "math/mMath.h"
- #endif
- #ifndef _SIMBASE_H_
- #include "console/simBase.h"
- #endif
- #ifndef _DYNAMIC_CONSOLETYPES_H_
- #include "console/dynamicTypes.h"
- #endif
- #include "T3D/assets/ShapeAsset.h"
- class ForestItem;
- class ForestCellBatch;
- class ForestConvex;
- class ForestWindAccumulator;
- class Box3F;
- class Point3F;
- class TSRenderState;
- class SceneRenderState;
- struct RayInfo;
- class AbstractPolyList;
- class ForestItemData : public SimDataBlock
- {
- protected:
- typedef SimDataBlock Parent;
- static SimSet* smSet;
- bool mNeedPreload;
- virtual void _preload() {}
- public:
-
- DECLARE_SHAPEASSET(ForestItemData, Shape, onShapeChanged);
- DECLARE_ASSET_SETGET(ForestItemData, Shape);
- /// This is the radius used during placement to ensure
- /// the element isn't crowded up against other trees.
- F32 mRadius;
- /// Overall scale to the effect of wind.
- F32 mWindScale;
- /// This is used to control the overall bend amount of the tree by wind and impacts.
- F32 mTrunkBendScale;
- /// Amplitude of the effect on larger branches.
- F32 mWindBranchAmp;
- /// Amplitude of the winds effect on leafs/fronds.
- F32 mWindDetailAmp;
- /// Frequency (speed) of the effect on leafs/fronds.
- F32 mWindDetailFreq;
- /// Mass used in calculating spring forces.
- F32 mMass;
- // The rigidity of the tree's trunk.
- F32 mRigidity;
- // The tightness coefficient of the spring for this tree type's ForestWindAccumulator.
- F32 mTightnessCoefficient;
- // The damping coefficient.
- F32 mDampingCoefficient;
- /// Can other objects or spacial queries hit items of this type.
- bool mCollidable;
- static SimSet* getSet();
- static ForestItemData* find( const char *name );
- ForestItemData();
- virtual ~ForestItemData() {}
- DECLARE_CONOBJECT( ForestItemData );
-
- static void consoleInit();
- static void initPersistFields();
- virtual void onNameChange(const char *name);
- virtual bool onAdd();
- virtual void packData(BitStream* stream);
- virtual void unpackData(BitStream* stream);
- /// Called from Forest the first time a datablock is used
- /// in order to lazy load content.
- void preload()
- {
- if ( !mNeedPreload )
- return;
- _preload();
- mNeedPreload = false;
- }
- virtual const Box3F& getObjBox() const { return Box3F::Invalid; }
- virtual bool render( TSRenderState *rdata, const ForestItem &item ) const { return false; }
- virtual bool canBillboard( const SceneRenderState *state, const ForestItem &item, F32 distToCamera ) const { return false; }
- virtual ForestCellBatch* allocateBatch() const { return NULL; }
- typedef Signal<void(void)> ReloadSignal;
- static ReloadSignal& getReloadSignal()
- {
- static ReloadSignal theSignal;
- return theSignal;
- }
- void onShapeChanged() {}
- };
- typedef Vector<ForestItemData*> ForestItemDataVector;
- typedef U32 ForestItemKey;
- class ForestItem
- {
- protected:
- ForestItemData *mDataBlock;
-
- // The unique identifier used when querying forest items.
- ForestItemKey mKey;
- MatrixF mTransform;
- F32 mScale;
- F32 mRadius;
- Box3F mWorldBox;
- // JCFHACK: change this to an abstract physics-rep.
- //NxActor *mActor;
- /// If we're currently being effected by one or
- /// more wind emitters then we hold the results
- /// in this class.
- //ForestWindAccumulator *mWind;
- public:
- // Constructs an invalid item.
- ForestItem();
-
- // Note: We keep this non-virtual to save vtable space.
- ~ForestItem();
- static const ForestItem Invalid;
- // Comparison operators with other ForestItems.
- // Note that this compares only the ForestItemKey, we are not validating
- // that any other data like the position actually matches.
- bool operator==(const ForestItem&) const;
- bool operator!=(const ForestItem&) const;
- /// Returns true if this is a valid item.
- bool isValid() const { return mKey != 0; }
- /// Invalidates the item.
- void makeInvalid() { mKey = 0; }
- const ForestItemKey& getKey() const { return mKey; };
- void setKey( const ForestItemKey &key ) { mKey = key; }
- Point3F getPosition() const { return mTransform.getPosition(); }
- const MatrixF& getTransform() const { return mTransform; }
- F32 getScale() const { return mScale; }
- F32 getRadius() const { return mRadius; }
- Point3F getCenterPoint() const { return mWorldBox.getCenter(); }
-
- void setTransform( const MatrixF &xfm, F32 scale );
- F32 getSqDistanceToPoint( const Point2F &point ) const;
- void setData( ForestItemData *data );
- const Box3F& getObjBox() const { return mDataBlock->getObjBox(); }
- const Box3F& getWorldBox() const { return mWorldBox; }
- Point3F getSize() const
- {
- if ( !mDataBlock )
- return Point3F::One;
- Box3F size = mDataBlock->getObjBox();
- size.scale( mScale );
- return size.getExtents();
- }
- ForestItemData* getData() const { return mDataBlock; };
- inline bool canBillboard( const SceneRenderState *state, F32 distToCamera ) const
- {
- return mDataBlock && mDataBlock->canBillboard( state, *this, distToCamera );
- }
- /// Collision
- /// @{
-
- bool castRay( const Point3F &start, const Point3F &end, RayInfo *outInfo, bool rendered ) const;
- bool buildPolyList( AbstractPolyList *polyList, const Box3F &box, const SphereF &sphere ) const;
- //ForestConvex* buildConvex( const Box3F &box, Convex *convex ) const;
- /// @}
-
- };
- typedef Vector<ForestItem> ForestItemVector;
- inline F32 ForestItem::getSqDistanceToPoint( const Point2F &point ) const
- {
- return ( getPosition().asPoint2F() - point ).lenSquared();
- }
- inline bool ForestItem::operator==(const ForestItem& _test) const
- {
- return mKey == _test.mKey;
- }
- inline bool ForestItem::operator!=(const ForestItem& _test) const
- {
- return mKey != _test.mKey;
- }
- #endif // _FORESTITEM_H_
|