tsStatic.h
Classes:
class
A simple mesh shape with optional ambient animation.
class
Public Typedefs
TSMeshType
Public Functions
Detailed Description
Public Typedefs
typedef TSStatic::MeshType TSMeshType
Public Functions
DefineEnumType(TSMeshType )
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 25// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames 26// Copyright (C) 2015 Faust Logic, Inc. 27//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// 28 29#ifndef _TSSTATIC_H_ 30#define _TSSTATIC_H_ 31 32#ifndef _SCENEOBJECT_H_ 33#include "scene/sceneObject.h" 34#endif 35#ifndef _CONVEX_H_ 36#include "collision/convex.h" 37#endif 38#ifndef __RESOURCE_H__ 39#include "core/resource.h" 40#endif 41#ifndef _NETSTRINGTABLE_H_ 42#include "sim/netStringTable.h" 43#endif 44#ifndef _TSSHAPE_H_ 45#include "ts/tsShape.h" 46#endif 47 48#ifndef _REFLECTOR_H_ 49#include "scene/reflector.h" 50#endif 51 52#ifndef _COLLADA_UTILS_H_ 53#include "ts/collada/colladaUtils.h" 54#endif 55 56#ifndef _ASSET_PTR_H_ 57#include "assets/assetPtr.h" 58#endif 59#ifndef SHAPEASSET_H 60#include "T3D/assets/ShapeAsset.h" 61#endif 62 63class TSShapeInstance; 64class TSThread; 65class TSStatic; 66class PhysicsBody; 67struct ObjectRenderInst; 68 69 70class TSStaticPolysoupConvex : public Convex 71{ 72 typedef Convex Parent; 73 friend class TSMesh; 74 75public: 76 TSStaticPolysoupConvex(); 77 ~TSStaticPolysoupConvex() {}; 78 79public: 80 Box3F box; 81 Point3F verts[4]; 82 PlaneF normal; 83 S32 idx; 84 TSMesh* mesh; 85 86 static SceneObject* smCurObject; 87 88public: 89 90 // Returns the bounding box in world coordinates 91 Box3F getBoundingBox() const; 92 Box3F getBoundingBox(const MatrixF& mat, const Point3F& scale) const; 93 94 void getFeatures(const MatrixF& mat, const VectorF& n, ConvexFeature* cf); 95 96 // This returns a list of convex faces to collide against 97 void getPolyList(AbstractPolyList* list); 98 99 // This returns the furthest point from the input vector 100 Point3F support(const VectorF& v) const; 101}; 102 103 104/// A simple mesh shape with optional ambient animation. 105class TSStatic : public SceneObject 106{ 107 typedef SceneObject Parent; 108 109 static U32 smUniqueIdentifier; 110 111 enum MaskBits 112 { 113 TransformMask = Parent::NextFreeMask << 0, 114 AdvancedStaticOptionsMask = Parent::NextFreeMask << 1, 115 UpdateCollisionMask = Parent::NextFreeMask << 2, 116 SkinMask = Parent::NextFreeMask << 3, 117 MaterialMask = Parent::NextFreeMask << 4, 118 NextFreeMask = Parent::NextFreeMask << 5 119 }; 120 121public: 122 void setAlphaFade(bool enable, F32 start, F32 end, bool inverse) 123 { 124 mUseAlphaFade = enable; 125 mAlphaFadeStart = start; 126 mAlphaFadeEnd = end; 127 mInvertAlphaFade = inverse; 128 } 129 130 /// The different types of mesh data types 131 enum MeshType 132 { 133 None = 0, ///< No mesh 134 Bounds = 1, ///< Bounding box of the shape 135 CollisionMesh = 2, ///< Specifically designated collision meshes 136 VisibleMesh = 3 ///< Rendered mesh polygons 137 }; 138 139protected: 140 bool mUseAlphaFade; 141 F32 mAlphaFadeStart; 142 F32 mAlphaFadeEnd; 143 F32 mAlphaFade; 144 bool mInvertAlphaFade; 145 146 struct matMap 147 { 148 MaterialAsset* matAsset; 149 String assetId; 150 U32 slot; 151 }; 152 153 Vector<matMap> mChangingMaterials; 154 Vector<matMap> mMaterials; 155 156 bool onAdd(); 157 void onRemove(); 158 159 // Collision 160 void prepCollision(); 161 bool castRay(const Point3F& start, const Point3F& end, RayInfo* info); 162 bool castRayRendered(const Point3F& start, const Point3F& end, RayInfo* info); 163 bool buildPolyList(PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere); 164 bool buildExportPolyList(ColladaUtils::ExportData* exportData, const Box3F& box, const SphereF&); 165 void buildConvex(const Box3F& box, Convex* convex); 166 167 bool setShapeAsset(const StringTableEntry shapeAssetId); 168 169 bool _createShape(); 170 171 void _updatePhysics(); 172 173 void _renderNormals(ObjectRenderInst* ri, SceneRenderState* state, BaseMatInstance* overrideMat); 174 175 void _onResourceChanged(const Torque::Path& path); 176 void _onAssetChanged(); 177 178 // ProcessObject 179 virtual void processTick(const Move* move); 180 virtual void interpolateTick(F32 delta); 181 virtual void advanceTime(F32 dt); 182 183 virtual void onDynamicModified(const char* slotName, const char* newValue); 184 185 /// Start or stop processing ticks depending on our state. 186 void _updateShouldTick(); 187 188 String cubeDescName; 189 U32 cubeDescId; 190 ReflectorDesc* reflectorDesc; 191 CubeReflector mCubeReflector; 192 193protected: 194 195 Convex* mConvexList; 196 197 StringTableEntry mShapeName; 198 U32 mShapeHash; 199 Resource<TSShape> mShape; 200 Vector<S32> mCollisionDetails; 201 Vector<S32> mLOSDetails; 202 TSShapeInstance* mShapeInstance; 203 204 AssetPtr<ShapeAsset> mShapeAsset; 205 StringTableEntry mShapeAssetId; 206 207 NetStringHandle mSkinNameHandle; 208 String mAppliedSkinName; 209 210 bool mPlayAmbient; 211 TSThread* mAmbientThread; 212 F32 mAnimOffset; 213 F32 mAnimSpeed; 214 /// The type of mesh data to return for collision queries. 215 MeshType mCollisionType; 216 217 /// The type of mesh data to return for decal polylist queries. 218 MeshType mDecalType; 219 220 bool mAllowPlayerStep; 221 222 /// If true each submesh within the TSShape is culled 223 /// against the object space frustum. 224 bool mMeshCulling; 225 226 /// If true the shape is sorted by the origin of the 227 /// model instead of the nearest point of the bounds. 228 bool mUseOriginSort; 229 230 PhysicsBody* mPhysicsRep; 231 232 LinearColorF mOverrideColor; 233 234 // Debug stuff 235 F32 mRenderNormalScalar; 236 S32 mForceDetail; 237 238public: 239 240 TSStatic(); 241 ~TSStatic(); 242 243 DECLARE_CONOBJECT(TSStatic); 244 static void initPersistFields(); 245 static void consoleInit(); 246 static bool _setShapeAsset(void* obj, const char* index, const char* data); 247 static bool _setShapeName(void* obj, const char* index, const char* data); 248 static bool _setFieldSkin(void* object, const char* index, const char* data); 249 static const char* _getFieldSkin(void* object, const char* data); 250 251 // Skinning 252 void setSkinName(const char* name); 253 void reSkin(); 254 255 // NetObject 256 U32 packUpdate(NetConnection* conn, U32 mask, BitStream* stream); 257 void unpackUpdate(NetConnection* conn, BitStream* stream); 258 259 // SceneObject 260 void setTransform(const MatrixF& mat); 261 void onScaleChanged(); 262 void prepRenderImage(SceneRenderState* state); 263 void inspectPostApply(); 264 virtual void onMount(SceneObject* obj, S32 node); 265 virtual void onUnmount(SceneObject* obj, S32 node); 266 267 /// The type of mesh data use for collision queries. 268 MeshType getCollisionType() const { return mCollisionType; } 269 270 bool allowPlayerStep() const { return mAllowPlayerStep; } 271 272 Resource<TSShape> getShape() const { return mShape; } 273 StringTableEntry getShapeFileName() { return mShapeName; } 274 void setShapeFileName(StringTableEntry shapeName) { mShapeName = shapeName; } 275 276 TSShapeInstance* getShapeInstance() const { return mShapeInstance; } 277 278 U32 getNumDetails(); 279 280 const Vector<S32>& getCollisionDetails() const { return mCollisionDetails; } 281 282 const Vector<S32>& getLOSDetails() const { return mLOSDetails; } 283 bool hasAnim() { return mAmbientThread != NULL; } 284 285 virtual void onInspect(GuiInspector*); 286 287 void updateMaterials(); 288 289 bool isAnimated() { return mPlayAmbient; } 290 291 virtual void getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList); 292 293private: 294 virtual void onStaticModified(const char* slotName, const char* newValue = NULL); 295protected: 296 Vector<S32> mDecalDetails; 297 Vector<S32>* mDecalDetailsPtr; 298 299 ///Indicates if all statics should utilize the distance-based object fadeout logic 300 static bool smUseStaticObjectFade; 301 302 ///Distance at which static object fading begins if smUseStaticObjectFade is on 303 static F32 smStaticObjectFadeStart; 304 305 ///Distance at which static object fading should have fully faded if smUseStaticObjectFade is on 306 static F32 smStaticObjectFadeEnd; 307 308 ///Size of object where if the bounds is at or bigger than this, it will be ignored in the smUseStaticObjectFade logic. Useful for very large, distance-important objects 309 static F32 smStaticObjectUnfadeableSize; 310public: 311 bool mIgnoreZodiacs; 312 bool mHasGradients; 313 bool mInvertGradientRange; 314 Point2F mGradientRangeUser; 315 Point2F mGradientRange; 316private: 317 void set_special_typing(); 318 virtual void setSelectionFlags(U8 flags); 319}; 320 321typedef TSStatic::MeshType TSMeshType; 322DefineEnumType(TSMeshType); 323 324#endif // _H_TSSTATIC 325 326