Torque3D Documentation / _generateds / TSShapeInstance::ObjectInstance

TSShapeInstance::ObjectInstance

Engine/source/ts/tsShapeInstance.h

Base class for all renderable objects, including mesh objects and decal objects.

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Render Functions

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)

bool
bufferNeedsUpdate(S32 objectDetail)

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)
support(S32 od, const Point3F & v, F32 * currMaxDP, Point3F * currSupport)
bool
buildPolyListOpcode(S32 objectDetail, AbstractPolyList * polyList, U32 & surfaceKey, TSMaterialList * materials)
bool
castRayOpcode(S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo * info, TSMaterialList * materials)
bool
buildConvexOpcode(const MatrixF & mat, S32 objectDetail, const Box3F & bounds, Convex * c, Convex * list)
bool
castRay(S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo * info, TSMaterialList * materials)

Ray cast for collision detection.

Public Attributes

this needs to be set before using an objectInstance...tells us where to look for the transforms...gets set be shape instance 'setStatics' method

Public Functions

Gets the transform of this object.

Detailed Description

Base class for all renderable objects, including mesh objects and decal objects.

An ObjectInstance points to the renderable items in the shape...

Render Functions

render(S32 objectDetail, TSVertexBufferHandle & vb, TSMaterialList * , TSRenderState & rdata, F32 alpha, const char * meshName)

Render! This draws the base-textured object.

Reimplemented by: TSShapeInstance::MeshObjectInstance

updateVertexBuffer(S32 objectDetail, U8 * buffer)

Updates the vertex buffer data for this mesh (used for software skinning)

Reimplemented by: TSShapeInstance::MeshObjectInstance

bufferNeedsUpdate(S32 objectDetail)

Reimplemented by: TSShapeInstance::MeshObjectInstance

Collision Routines

buildPolyList(S32 objectDetail, AbstractPolyList * polyList, U32 & surfaceKey, TSMaterialList * materials)

Reimplemented by: TSShapeInstance::MeshObjectInstance

getFeatures(S32 objectDetail, const MatrixF & mat, const Point3F & n, ConvexFeature * feature, U32 & surfaceKey)

Reimplemented by: TSShapeInstance::MeshObjectInstance

support(S32 od, const Point3F & v, F32 * currMaxDP, Point3F * currSupport)

Reimplemented by: TSShapeInstance::MeshObjectInstance

buildPolyListOpcode(S32 objectDetail, AbstractPolyList * polyList, U32 & surfaceKey, TSMaterialList * materials)

castRayOpcode(S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo * info, TSMaterialList * materials)

Reimplemented by: TSShapeInstance::MeshObjectInstance

buildConvexOpcode(const MatrixF & mat, S32 objectDetail, const Box3F & bounds, Convex * c, Convex * list)

Reimplemented by: TSShapeInstance::MeshObjectInstance

castRay(S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo * info, TSMaterialList * materials)

Ray cast for collision detection.

Reimplemented by: TSShapeInstance::MeshObjectInstance

Public Attributes

const Vector< MatrixF > * mTransforms 

this needs to be set before using an objectInstance...tells us where to look for the transforms...gets set be shape instance 'setStatics' method

S32 nodeIndex 

Public Functions

~ObjectInstance()

getTransform()

Gets the transform of this object.