afxModel.h
Engine/source/afx/ce/afxModel.h
Classes:
Detailed Description
1 2 3//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 4// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames 5// Copyright (C) 2015 Faust Logic, Inc. 6// 7// Permission is hereby granted, free of charge, to any person obtaining a copy 8// of this software and associated documentation files (the "Software"), to 9// deal in the Software without restriction, including without limitation the 10// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 11// sell copies of the Software, and to permit persons to whom the Software is 12// furnished to do so, subject to the following conditions: 13// 14// The above copyright notice and this permission notice shall be included in 15// all copies or substantial portions of the Software. 16// 17// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 18// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 20// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 21// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 22// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 23// IN THE SOFTWARE. 24// 25//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 26 27#ifndef _AFX_MODEL_H_ 28#define _AFX_MODEL_H_ 29 30#include "renderInstance/renderPassManager.h" 31 32class ParticleEmitterData; 33class ParticleEmitter; 34class ExplosionData; 35class TSPartInstance; 36class TSShapeInstance; 37class TSShape; 38 39//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 40// afxModel Data 41 42struct afxModelData : public GameBaseData 43{ 44 typedef GameBaseData Parent; 45 46 StringTableEntry shapeName; 47 StringTableEntry sequence; 48 F32 seq_rate; 49 F32 seq_offset; 50 F32 alpha_mult; 51 bool use_vertex_alpha; 52 U32 force_on_material_flags; 53 U32 force_off_material_flags; 54 bool texture_filtering; 55 F32 fog_mult; 56 57 struct TextureTagRemapping 58 { 59 char* old_tag; 60 char* new_tag; 61 }; 62 char* remap_buffer; 63 Vector<TextureTagRemapping> txr_tag_remappings; 64 65 StringTableEntry remap_txr_tags; 66 67 Resource<TSShape> shape; 68 69 bool overrideLightingOptions; 70 bool receiveSunLight; 71 bool receiveLMLighting; 72 bool useAdaptiveSelfIllumination; 73 bool useCustomAmbientLighting; 74 bool customAmbientForSelfIllumination; 75 LinearColorF customAmbientLighting; 76 bool shadowEnable; 77 78 U32 shadowSize; 79 F32 shadowMaxVisibleDistance; 80 F32 shadowProjectionDistance; 81 F32 shadowSphereAdjust; 82 83public: 84 /*C*/ afxModelData(); 85 /*C*/ afxModelData(const afxModelData&, bool = false); 86 /*D*/ ~afxModelData(); 87 88 bool preload(bool server, String &errorStr); 89 void packData(BitStream* stream); 90 void unpackData(BitStream* stream); 91 92 virtual void onPerformSubstitutions(); 93 virtual bool allowSubstitutions() const { return true; } 94 95 static void initPersistFields(); 96 97 DECLARE_CONOBJECT(afxModelData); 98 DECLARE_CATEGORY("AFX"); 99}; 100 101//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 102// afxModel 103 104class afxModel : public GameBase 105{ 106 typedef GameBase Parent; 107 108private: 109 afxModelData* mDataBlock; 110 TSShapeInstance* shape_inst; 111 TSThread* main_seq_thread; 112 S32 main_seq_id; 113 F32 seq_rate_factor; 114 bool seq_animates_vis; 115 U32 last_anim_tag; 116 F32 fade_amt; 117 bool is_visible; 118 S8 sort_priority; 119 120 struct BlendThread 121 { 122 TSThread* thread; 123 U32 tag; 124 }; 125 Vector<BlendThread> blend_clips; 126 static U32 unique_anim_tag_counter; 127 128protected: 129 Vector<S32> mCollisionDetails; 130 Vector<S32> mLOSDetails; 131 bool castRay(const Point3F &start, const Point3F &end, RayInfo* info); 132 133 virtual void advanceTime(F32 dt); 134 135 virtual void prepRenderImage(SceneRenderState*); 136 137 void renderObject(SceneRenderState*); 138 139 virtual bool onAdd(); 140 virtual void onRemove(); 141 142public: 143 /*C*/ afxModel(); 144 /*D*/ ~afxModel(); 145 146 virtual bool onNewDataBlock(GameBaseData* dptr, bool reload); 147 148 void setFadeAmount(F32 amt) { fade_amt = amt; } 149 void setSequenceRateFactor(F32 factor); 150 void setSortPriority(S8 priority) { sort_priority = priority; } 151 152 const char* getShapeFileName() const { return mDataBlock->shapeName; } 153 void setVisibility(bool flag) { is_visible = flag; } 154 TSShape* getTSShape() { return mDataBlock->shape; } 155 TSShapeInstance* getTSShapeInstance() { return shape_inst; } 156 157 U32 setAnimClip(const char* clip, F32 pos, F32 rate, F32 trans); 158 void resetAnimation(U32 tag); 159 F32 getAnimClipDuration(const char* clip); 160 161 DECLARE_CONOBJECT(afxModel); 162 DECLARE_CATEGORY("AFX"); 163}; 164 165//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 166 167#endif // _AFX_MODEL_H_ 168