TSShapeInstance::MeshObjectInstance
Engine/source/ts/tsShapeInstance.h
These are set up by default based on shape data.
Collision Routines
bool
buildPolyList(S32 objectDetail, AbstractPolyList * polyList, U32 & surfaceKey, TSMaterialList * materials)
bool
getFeatures(S32 objectDetail, const MatrixF & mat, const Point3F & n, ConvexFeature * feature, U32 & surfaceKey)
bool
bool
castRayRendered(S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo * info, TSMaterialList * materials)
bool
buildPolyListOpcode(S32 objectDetail, AbstractPolyList * polyList, const Box3F & box, TSMaterialList * materials)
bool
castRayOpcode(S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo * info, TSMaterialList * materials)
Public Attributes
bool
If true this mesh is forced to be hidden regardless of the animation state.
Public Functions
bool
bufferNeedsUpdate(S32 objectDetail)
render(S32 objectDetail, TSVertexBufferHandle & vb, TSMaterialList * , TSRenderState & rdata, F32 alpha, const char * meshName)
Render! This draws the base-textured object.
updateVertexBuffer(S32 objectDetail, U8 * buffer)
Updates the vertex buffer data for this mesh (used for software skinning)
Detailed Description
These are set up by default based on shape data.
Collision Routines
buildPolyList(S32 objectDetail, AbstractPolyList * polyList, U32 & surfaceKey, TSMaterialList * materials)
Reimplemented from: TSShapeInstance::ObjectInstance
getFeatures(S32 objectDetail, const MatrixF & mat, const Point3F & n, ConvexFeature * feature, U32 & surfaceKey)
Reimplemented from: TSShapeInstance::ObjectInstance
support(S32 od, const Point3F & v, F32 * currMaxDP, Point3F * currSupport)
Reimplemented from: TSShapeInstance::ObjectInstance
castRay(S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo * info, TSMaterialList * materials)
Reimplemented from: TSShapeInstance::ObjectInstance
castRayRendered(S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo * info, TSMaterialList * materials)
buildPolyListOpcode(S32 objectDetail, AbstractPolyList * polyList, const Box3F & box, TSMaterialList * materials)
castRayOpcode(S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo * info, TSMaterialList * materials)
Reimplemented from: TSShapeInstance::ObjectInstance
buildConvexOpcode(const MatrixF & mat, S32 objectDetail, const Box3F & bounds, Convex * c, Convex * list)
Reimplemented from: TSShapeInstance::ObjectInstance
Public Attributes
bool forceHidden
If true this mesh is forced to be hidden regardless of the animation state.
S32 frame
Vector< MatrixF > mActiveTransforms
S32 matFrame
TSMesh *const * meshList
one mesh per detail level... Null entries allowed.
S32 mLastObjectDetail
U32 mLastTime
The time at which this mesh was last rendered.
const TSObject * object
F32 visible
Public Functions
MeshObjectInstance()
~MeshObjectInstance()
bufferNeedsUpdate(S32 objectDetail)
Reimplemented from: TSShapeInstance::ObjectInstance
getMesh(S32 num)
Gets the mesh with specified detail level.
render(S32 objectDetail, TSVertexBufferHandle & vb, TSMaterialList * , TSRenderState & rdata, F32 alpha, const char * meshName)
Reimplemented from: TSShapeInstance::ObjectInstance
updateVertexBuffer(S32 objectDetail, U8 * buffer)
Reimplemented from: TSShapeInstance::ObjectInstance