afxZodiacMgr.cpp
Engine/source/afx/ce/afxZodiacMgr.cpp
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#include "afx/arcaneFX.h" 28 29#include "terrain/terrRender.h" 30 31#include "afx/ce/afxZodiac.h" 32#include "afx/ce/afxZodiacMgr.h" 33 34//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 35// afxZodiacMgr 36 37Vector<afxZodiacMgr::ZodiacSpec> afxZodiacMgr::terr_zodes; 38Vector<afxZodiacMgr::ZodiacSpec> afxZodiacMgr::inter_zodes; 39 40afxZodiacMgr::ZodiacTriangle* afxZodiacMgr::zode_tris_head = NULL; 41afxZodiacMgr::ZodiacTriangle* afxZodiacMgr::zode_tris_tail = NULL; 42afxZodiacMgr::ZodiacTriangle* afxZodiacMgr::zode_tris = NULL; 43U32 afxZodiacMgr::zode_tris_idx = 0; 44U32 afxZodiacMgr::n_zode_tris = 0; 45 46afxZodiacMgr::ZodiacSpec* afxZodiacMgr::live_zodiac = 0; 47ShaderData* afxZodiacMgr::terrain_zode_shader = 0; 48ShaderData* afxZodiacMgr::atlas_zode_shader = 0; 49ShaderData* afxZodiacMgr::interior_zode_shader = 0; 50ShaderData* afxZodiacMgr::polysoup_zode_shader = 0; 51 52void afxZodiacMgr::addTerrainZodiac(Point3F& pos, F32 radius, LinearColorF& color, F32 angle, afxZodiacData* zode) 53{ 54 if (radius < 0.001f) 55 return; 56 57 ZodiacSpec z; 58 z.pos = pos; 59 z.radius_xy = radius; 60 z.vert_range.set(0.0f, 0.0f); 61 z.grade_range.set(0.0f, 1.0f); 62 z.color = color.toColorI(); 63 z.angle = mDegToRad(angle); 64 z.zflags = zode->zflags; 65 z.txr = &zode->txr; 66 67 z.distance_max = zode->distance_max*zode->distance_max; 68 z.distance_falloff = zode->distance_falloff*zode->distance_falloff; 69 z.distance_delta = z.distance_max - z.distance_falloff; 70 71 if (terr_zodes.size() < MAX_ZODIACS) 72 terr_zodes.push_back(z); 73} 74 75void afxZodiacMgr::addInteriorZodiac(Point3F& pos, F32 radius, Point2F& vert_range, LinearColorF& color, F32 angle, afxZodiacData* zode) 76{ 77 if (radius < 0.001f) 78 return; 79 80 ZodiacSpec z; 81 z.pos = pos; 82 z.radius_xy = radius; 83 z.vert_range = vert_range; 84 z.grade_range = zode->grade_range; 85 z.color = color.toColorI(); 86 z.angle = mDegToRad(angle); 87 z.zflags = zode->zflags; 88 z.txr = &zode->txr; 89 90 z.distance_max = zode->distance_max*zode->distance_max; 91 z.distance_falloff = zode->distance_falloff*zode->distance_falloff; 92 z.distance_delta = z.distance_max - z.distance_falloff; 93 94 if (inter_zodes.size() < MAX_ZODIACS) 95 inter_zodes.push_back(z); 96} 97 98void afxZodiacMgr::frameReset() 99{ 100 terr_zodes.clear(); 101 inter_zodes.clear(); 102} 103 104void afxZodiacMgr::missionCleanup() 105{ 106 terrain_zode_shader = 0; 107 atlas_zode_shader = 0; 108 interior_zode_shader = 0; 109 polysoup_zode_shader = 0; 110} 111 112// REGULAR TERRAIN ZODIACS // 113 114void afxZodiacMgr::transformTerrainZodiacs(const MatrixF& world_xfm) 115{ 116 VectorF facing_vec; 117 world_xfm.getColumn(1, &facing_vec); 118 F32 yaw = mAtan2(facing_vec.x, facing_vec.y); 119 while (yaw < 0.0) yaw += M_2PI_F; 120 121 for (S32 i = 0; i < terr_zodes.size(); i++) 122 { 123 world_xfm.mulP(terr_zodes[i].pos, &terr_zodes[i].loc_pos); 124 F32 ang = terr_zodes[i].angle + yaw; 125 terr_zodes[i].loc_cos_ang = mCos(ang); 126 terr_zodes[i].loc_sin_ang = mSin(ang); 127 } 128 129 zode_tris_head = zode_tris_tail = NULL; 130} 131 132//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 133