Torque3D Documentation / _generateds / accumulationVolume.h

accumulationVolume.h

Engine/source/T3D/accumulationVolume.h

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Classes:

class

A volume in space that blocks visibility.

Detailed Description

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#ifndef _ACCUMULATIONVOLUME_H_
 25#define _ACCUMULATIONVOLUME_H_
 26
 27#ifndef _SCENEPOLYHEDRALSPACE_H_
 28#include "scene/scenePolyhedralSpace.h"
 29#endif
 30
 31#ifndef _MSILHOUETTEEXTRACTOR_H_
 32#include "math/mSilhouetteExtractor.h"
 33#endif
 34
 35#ifndef _GFXDEVICE_H_
 36#include "gfx/gfxDevice.h"
 37#endif
 38
 39/// A volume in space that blocks visibility.
 40class AccumulationVolume : public ScenePolyhedralSpace
 41{
 42   public:
 43
 44      typedef ScenePolyhedralSpace Parent;
 45
 46   protected:
 47
 48      typedef SilhouetteExtractorPerspective< PolyhedronType> SilhouetteExtractorType;
 49
 50      /// Whether the volume's transform has changed and we need to recompute
 51      /// transform-based data.
 52      bool mTransformDirty;
 53
 54      /// World-space points of the volume's polyhedron.
 55      Vector< Point3F> mWSPoints;
 56
 57      /// Silhouette extractor when using perspective projections.
 58      SilhouetteExtractorType mSilhouetteExtractor;
 59      
 60      mutable Vector< SceneObject*> mVolumeQueryList;
 61
 62      // Name (path) of the accumulation texture.
 63      String mTextureName;
 64      
 65      // SceneSpace.
 66      virtual void _renderObject( ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat );
 67
 68   public:
 69
 70      GFXTexHandle mAccuTexture;
 71
 72      AccumulationVolume();
 73      ~AccumulationVolume();
 74
 75      // SimObject.
 76      DECLARE_CONOBJECT( AccumulationVolume );
 77      DECLARE_DESCRIPTION( "Allows objects in an area to have accumulation effect applied." );
 78      DECLARE_CATEGORY( "3D Scene" );
 79
 80      virtual bool onAdd();
 81      virtual void onRemove();
 82      void inspectPostApply();
 83      void setTexture( const String& name );
 84
 85      // Static Functions.
 86      static void consoleInit();
 87      static void initPersistFields();
 88      static Vector< SimObjectPtr<SceneObject> > smAccuObjects;
 89      static Vector< SimObjectPtr<AccumulationVolume> > smAccuVolumes;
 90      static void addObject(SimObjectPtr<SceneObject> object);
 91      static void removeObject(SimObjectPtr<SceneObject> object);
 92      static void refreshVolumes();
 93      static bool _setTexture( void *object, const char *index, const char *data );
 94      static void updateObject(SceneObject* object);
 95
 96      // Network
 97      U32 packUpdate( NetConnection *, U32 mask, BitStream *stream );
 98      void unpackUpdate( NetConnection *, BitStream *stream );
 99
100      // SceneObject.
101      virtual void buildSilhouette( const SceneCameraState& cameraState, Vector< Point3F>& outPoints );
102      virtual void setTransform( const MatrixF& mat );
103};
104
105#endif // !_AccumulationVolume_H_
106