Torque3D Documentation / _generateds / tsForestItemData.cpp

tsForestItemData.cpp

Engine/source/forest/ts/tsForestItemData.cpp

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Public Functions

ConsoleDocClass(TSForestItemData , "@brief Concrete implementation of <a href="/coding/class/classforestitemdata/">ForestItemData</a> which loads and renders " "dts format <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">shapeFiles.\n\n</a>" "@ingroup <a href="/coding/class/classforest/">Forest</a>" )

Detailed Description

Public Functions

ConsoleDocClass(TSForestItemData , "@brief Concrete implementation of <a href="/coding/class/classforestitemdata/">ForestItemData</a> which loads and renders " "dts format <a href="/coding/file/cmdscan_8cpp/#cmdscan_8cpp_1aeab71244afb687f16d8c4f5ee9d6ef0e">shapeFiles.\n\n</a>" "@ingroup <a href="/coding/class/classforest/">Forest</a>" )

IMPLEMENT_CO_DATABLOCK_V1(TSForestItemData )

  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#include "platform/platform.h"
 25#include "forest/ts/tsForestItemData.h"
 26
 27#include "forest/ts/tsForestCellBatch.h"
 28#include "core/resourceManager.h"
 29#include "ts/tsShapeInstance.h"
 30#include "ts/tsLastDetail.h"
 31#include "sim/netConnection.h"
 32#include "materials/materialManager.h"
 33#include "forest/windDeformation.h"
 34
 35using namespace Torque;
 36
 37IMPLEMENT_CO_DATABLOCK_V1(TSForestItemData);
 38
 39ConsoleDocClass( TSForestItemData,
 40   "@brief Concrete implementation of ForestItemData which loads and renders "
 41   "dts format shapeFiles.\n\n"
 42   "@ingroup Forest"
 43);
 44
 45TSForestItemData::TSForestItemData()
 46   :  mIsClientObject( false ),
 47      mShapeInstance( NULL )
 48{
 49}
 50
 51TSForestItemData::~TSForestItemData()
 52{
 53}
 54
 55bool TSForestItemData::preload( bool server, String &errorBuffer )   
 56{
 57   mIsClientObject = !server;
 58
 59   if ( !SimDataBlock::preload( server, errorBuffer ) )
 60      return false;
 61
 62   return true;
 63}
 64
 65void TSForestItemData::_updateCollisionDetails()
 66{
 67   mCollisionDetails.clear();
 68   mLOSDetails.clear();
 69   mShape->findColDetails( false, &mCollisionDetails, &mLOSDetails );
 70}
 71
 72bool TSForestItemData::onAdd()
 73{
 74   if ( !Parent::onAdd() )
 75      return false;
 76
 77   // Register for the resource change signal.
 78   ResourceManager::get().getChangedSignal().notify( this, &TSForestItemData::_onResourceChanged );
 79
 80   return true;
 81}
 82
 83void TSForestItemData::onRemove()
 84{
 85   // Remove the resource change signal.
 86   ResourceManager::get().getChangedSignal().remove( this, &TSForestItemData::_onResourceChanged );
 87
 88   SAFE_DELETE( mShapeInstance );
 89
 90   Parent::onRemove();
 91}
 92
 93void TSForestItemData::inspectPostApply()
 94{
 95   Parent::inspectPostApply();
 96
 97   SAFE_DELETE( mShapeInstance );
 98   _loadShape();
 99}
100
101void TSForestItemData::_onResourceChanged( const Torque::Path &path )
102{
103   if ( path != Path( mShapeFile ) )
104      return;
105   
106   SAFE_DELETE( mShapeInstance );
107   _loadShape();   
108
109   getReloadSignal().trigger();
110}
111
112void TSForestItemData::_loadShape()
113{
114   mShape = ResourceManager::get().load(mShapeFile);
115   if ( !(bool)mShape )
116      return;
117
118   if ( mIsClientObject && 
119       !mShape->preloadMaterialList( mShapeFile ) )   
120      return;
121   
122   // Lets add an autobillboard detail if don't have one.
123   //_checkLastDetail();
124
125   _updateCollisionDetails();
126}
127
128TSShapeInstance* TSForestItemData::_getShapeInstance() const
129{
130   // Create the shape instance if we haven't already.
131   if ( !mShapeInstance && mShape )
132   {
133      // Create the instance.
134      mShapeInstance = new TSShapeInstance( mShape, true );
135        
136      // So we can make OpCode collision calls.
137      mShapeInstance->prepCollision();
138
139      // Get the material features adding the wind effect if
140      // we have a positive wind scale and have vertex color 
141      // data which is used for the weighting.
142      FeatureSet features = MATMGR->getDefaultFeatures();
143      if ( mWindScale > 0.0f && mShape->getVertexFormat()->hasColor() )
144      {
145         // We create our own cloned material list to
146         // enable the wind effects.
147         features.addFeature( MFT_WindEffect );
148         mShapeInstance->cloneMaterialList( &features );
149      }
150   }
151
152   return mShapeInstance;
153}
154
155void TSForestItemData::_checkLastDetail()
156{
157   const S32 dl = mShape->mSmallestVisibleDL;
158   const TSDetail *detail = &mShape->details[dl];
159
160   // TODO: Expose some real parameters to the datablock maybe?
161   if ( detail->subShapeNum != -1 )
162   {
163      mShape->addImposter( mShapeFile, 10, 4, 0, 0, 256, 0, 0 );
164
165      // HACK: If i don't do this it crashes!
166      while ( mShape->detailCollisionAccelerators.size() < mShape->details.size() )
167         mShape->detailCollisionAccelerators.push_back( NULL );
168   }
169}
170
171TSLastDetail* TSForestItemData::getLastDetail() const
172{
173   // Gotta call this first of the last detail isn't created!
174   if (!_getShapeInstance())
175      return NULL;
176
177   const S32 dl = mShape->mSmallestVisibleDL;
178   const TSDetail* detail = &mShape->details[dl];
179   if (  detail->subShapeNum >= 0 ||
180         mShape->billboardDetails.size() <= dl )
181      return NULL;
182
183   return mShape->billboardDetails[dl];
184}
185
186ForestCellBatch* TSForestItemData::allocateBatch() const
187{
188   TSLastDetail* lastDetail = getLastDetail();
189   if ( !lastDetail )
190      return NULL;
191
192   return new TSForestCellBatch( lastDetail );
193}
194
195bool TSForestItemData::canBillboard( const SceneRenderState *state, const ForestItem &item, F32 distToCamera ) const
196{
197   PROFILE_SCOPE( TSForestItemData_canBillboard );
198
199   if ( !mShape )
200      return false;
201
202   // Use the shape instance to do the work it normally does.
203   TSShapeInstance *shapeInstance = _getShapeInstance();
204   const S32 dl = shapeInstance->setDetailFromDistance( state, distToCamera / item.getScale() );
205
206   // This item has a null LOD... lets consider 
207   // that as being billboarded.
208   if ( dl < 0 )
209      return true;
210
211   const TSDetail *detail = &mShape->details[dl];
212   if ( detail->subShapeNum < 0 && dl < mShape->billboardDetails.size() )
213      return true;
214
215   return false;
216}
217
218bool TSForestItemData::render( TSRenderState *rdata, const ForestItem &item ) const
219{
220   PROFILE_SCOPE( TSForestItemData_render );
221
222   // This shouldn't happen normally at runtime, but during
223   // development a file change notification on a bad file
224   // can cause us to get here without a shape.
225   TSShapeInstance *shapeInst = _getShapeInstance();
226   if ( !shapeInst )
227      return false;
228
229   const F32 scale = item.getScale();
230
231   // Figure out the distance of this item to the camera.
232   const SceneRenderState *state = rdata->getSceneState();
233   F32 dist = ( item.getPosition() - state->getDiffuseCameraPosition() ).len();
234
235   // TODO: Selecting the lod seems more expensive than
236   // it should be... we should look to optimize this.
237   if ( shapeInst->setDetailFromDistance( state, dist / scale ) < 0 )
238      return false;
239
240   // TSShapeInstance::render() uses the 
241   // world matrix for the RenderInst.
242   MatrixF worldMat = item.getTransform();
243   worldMat.scale( scale );
244   GFX->setWorldMatrix( worldMat );
245   rdata->setMaterialHint( (void*)&item );
246
247   // This isn't documented well, but these calls
248   // don't really render... rather they batch the
249   // shape to be rendered by the render instance
250   // manager later on.
251   shapeInst->animate();
252   shapeInst->render( *rdata );
253   return true;
254}
255