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Torque/SDK/engine/ts/tsShapeInstance.h
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Torque/SDK/engine/ts/tsShapeInstance.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _TSSHAPEINSTANCE_H_
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#define _TSSHAPEINSTANCE_H_
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#ifndef _PLATFORM_H_
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#include "platform/platform.h"
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#endif
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#ifndef _TSSHAPE_H_
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#include "ts/tsShape.h"
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#endif
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#ifndef _TSINTEGERSET_H_
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#include "ts/tsIntegerSet.h"
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#endif
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#ifndef _CONSOLE_H_
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#include "console/console.h"
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#endif
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#ifndef _GBITMAP_H_
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#include "dgl/gBitmap.h"
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#endif
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#ifndef _NETSTRINGTABLE_H_
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#include "sim/netStringTable.h"
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#endif
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class RenderItem;
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class TSThread;
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class TSLastDetail;
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class ConvexFeature;
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//-------------------------------------------------------------------------------------
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// Instance versions of shape objects
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//-------------------------------------------------------------------------------------
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struct TSVertex
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{
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Point3F p; ///< Position
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ColorI color; ///< Color
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Point2F t1; ///< Texture coordinate 1
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Point2F t2; ///< Texture coordinate 2
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};
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/// An instance of a 3space shape.
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///
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/// @section TSShapeInstance_intro Introduction
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///
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/// A 3space model represents a significant amount of data. There are multiple meshes,
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/// skeleton information, as well as animation data. Some of this, like the skeletal
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/// transforms, are unique for each instance of the model (as different instances are
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/// likely to be in different states of animation), while most of it, like texturing
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/// information and vertex data, is the same amongst all instances of the shape.
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///
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/// To keep this data from being replicated for every instance of a 3shape object, Torque
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/// uses the ResManager to instantiate and track TSShape objects. TSShape handles reading
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/// and writing 3space models, as well as keeping track of static model data, as discussed
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/// above. TSShapeInstance keeps track of all instance specific data, such as the currently
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/// playing sequences or the active node transforms.
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///
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/// TSShapeInstance contains all the functionality for 3space models, while TSShape acts as
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/// a repository for common data.
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///
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/// @section TSShapeInstance_functionality What Does TSShapeInstance Do?
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///
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/// TSShapeInstance handles several areas of functionality:
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/// - Collision.
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/// - Rendering.
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/// - Animation.
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/// - Updating skeletal transforms.
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/// - Ballooning (see setShapeBalloon() and getShapeBalloon())
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///
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/// For an excellent example of how to render a TSShape in game, see TSStatic. For examples
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/// of how to procedurally animate models, look at Player::updateLookAnimation().
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class TSShapeInstance
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{
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public:
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struct ObjectInstance;
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friend class TSThread;
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friend class TSLastDetail;
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friend class TSPartInstance;
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static void init();
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static void destroy();
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/// Base class for all renderable objects, including mesh objects and decal objects.
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///
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/// An ObjectInstance points to the renderable items in the shape...
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struct ObjectInstance
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{
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/// this needs to be set before using an objectInstance...tells us where to
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/// look for the transforms...gets set be shape instance 'setStatics' method
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static MatrixF * smTransforms;
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S32 nodeIndex;
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/// Gets the transform of this object
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MatrixF * getTransform();
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/// @name Render Functions
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/// @{
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/// Render! This draws the base-textured object.
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virtual void render(S32 objectDetail, TSMaterialList *);
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/// Renders the environment map
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virtual void renderEnvironmentMap(S32 objectDetail, TSMaterialList *);
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/// Renders the detail map
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virtual void renderDetailMap(S32 objectDetail, TSMaterialList *);
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/// Renders the cel shading
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virtual void renderCelShade(S32 objectDetail, TSMaterialList *, const MatrixF *);
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/// Renders the fog texture
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virtual void renderFog(S32 objectDetail, TSMaterialList*);
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/// @}
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/// @name Collision Routines
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/// @{
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virtual bool buildPolyList(S32 objectDetail, AbstractPolyList *, U32 & surfaceKey);
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virtual bool getFeatures(S32 objectDetail, const MatrixF& mat, const Point3F& n, ConvexFeature*, U32 & surfaceKey);
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virtual void support(S32 od, const Point3F& v, F32* currMaxDP, Point3F* currSupport);
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/// Ray cast for collision detection
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virtual bool castRay(S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo *);
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/// @}
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};
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/// These are set up by default based on shape data
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struct MeshObjectInstance : ObjectInstance
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{
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TSMesh * const * meshList; ///< one mesh per detail level... Null entries allowed.
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const TSObject * object;
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S32 frame;
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S32 matFrame;
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F32 visible;
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S32 getSizeVB(S32 size);
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bool hasMergeIndices();
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/// @name Vertex Buffer functions
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/// Fills in the mesh's vertex buffer
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/// @{
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void fillVB(S32 vb, TSMaterialList *materials);
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void morphVB(S32 vb, S32 &previousMerge, S32 objectDetail, TSMaterialList *materials);
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void renderVB(S32 vb, S32 objectDetail, TSMaterialList *materials);
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/// @}
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/// @name Render Methods
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/// This just selects the right detail level (mesh) and calls mesh's render
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/// @{
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void render(S32 objectDetail, TSMaterialList *);
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void renderEnvironmentMap(S32 objectDetail, TSMaterialList *);
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void renderDetailMap(S32 objectDetail, TSMaterialList *);
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// cel shading - start
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void renderCelShade(S32 objectDetail, TSMaterialList *, const MatrixF *);
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// cel shading - end
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void renderShadow(S32 objectDetail, const MatrixF & mat, S32 dim, U32 * bits, TSMaterialList *);
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void renderFog(S32 objectDetail, TSMaterialList*);
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/// @}
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/// Gets the mesh with specified detail level
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TSMesh * getMesh(S32 num) const { return num<object->numMeshes ? *(meshList+num) : NULL; }
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/// @name Collision Routines
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/// @{
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bool buildPolyList(S32 objectDetail, AbstractPolyList *, U32 & surfaceKey);
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bool getFeatures(S32 objectDetail, const MatrixF& mat, const Point3F& n, ConvexFeature*, U32 & surfaceKey);
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void support(S32 od, const Point3F& v, F32* currMaxDP, Point3F* currSupport);
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bool castRay(S32 objectDetail, const Point3F & start, const Point3F & end, RayInfo *);
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/// @}
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};
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/// Also set up based on shape data...they refer to mesh object instances
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struct DecalObjectInstance : ObjectInstance
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{
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TSDecalMesh * const * decalList;
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const MeshObjectInstance * targetObject;
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const TSShape::Decal * decalObject;
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S32 frame;
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void render(S32 objectDetail, TSMaterialList *);
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TSDecalMesh * getDecalMesh(S32 num) const { return num<decalObject->numMeshes ? *(decalList+num) : NULL; }
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// we don't do these things...
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// void renderEnvironmentMap(S32,TSMaterialList*) {}
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// void renderDecalMap(S32,TSMaterialList*) {}
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// bool getFeatures(S32 objectDetail, const MatrixF& mat, const Point3F& n, ConvexFeature*, U32 & surfaceKey);
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bool buildPolyList(S32, AbstractPolyList *, U32 &) { return false; }
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bool castRay(S32, const Point3F &, const Point3F &, RayInfo *) { return false; }
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};
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/// IFL objects ... controlled by animation but also can be controlled by user
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struct IflMaterialInstance
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{
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const TSShape::IflMaterial * iflMaterial;
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S32 frame;
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};
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//-------------------------------------------------------------------------------------
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// Lists used for storage of transforms, nodes, objects, etc...
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//-------------------------------------------------------------------------------------
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public:
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Vector<MeshObjectInstance> mMeshObjects;
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Vector<DecalObjectInstance> mDecalObjects;
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Vector<IflMaterialInstance> mIflMaterialInstances;
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/// storage space for node transforms
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Vector<MatrixF> mNodeTransforms;
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/// @name Reference Transform Vectors
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/// unused until first transition
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/// @{
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Vector<Quat16> mNodeReferenceRotations;
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Vector<Point3F> mNodeReferenceTranslations;
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Vector<F32> mNodeReferenceUniformScales;
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Vector<Point3F> mNodeReferenceScaleFactors;
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Vector<Quat16> mNodeReferenceArbitraryScaleRots;
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/// @}
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/// @name Workspace for Node Transforms
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/// @{
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static Vector<QuatF> smNodeCurrentRotations;
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static Vector<Point3F> smNodeCurrentTranslations;
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static Vector<F32> smNodeCurrentUniformScales;
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static Vector<Point3F> smNodeCurrentAlignedScales;
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static Vector<TSScale> smNodeCurrentArbitraryScales;
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/// @}
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/// @name Threads
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/// keep track of who controls what on currently animating shape
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/// @{
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static Vector<TSThread*> smRotationThreads;
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static Vector<TSThread*> smTranslationThreads;
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static Vector<TSThread*> smScaleThreads;
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/// @}
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//-------------------------------------------------------------------------------------
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// Misc.
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//-------------------------------------------------------------------------------------
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protected:
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/// @name Ground Transform Data
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/// @{
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MatrixF mGroundTransform;
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TSThread * mGroundThread;
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/// @}
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bool mScaleCurrentlyAnimated;
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S32 mCurrentDetailLevel;
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/// 0-1, how far along from current to next (higher) detail level...
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///
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/// 0=at this dl, 1=at higher detail level, where higher means bigger size on screen
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/// for dl=0, we use twice detail level 0's size as the size of the "next" dl
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F32 mCurrentIntraDetailLevel;
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Resource<TSShape> hShape;
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TSShape * mShape;
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TSMaterialList* mMaterialList; ///< by default, points to hShape material list
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bool mOwnMaterialList; ///< Does this own the material list pointer?
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TextureHandle mEnvironmentMap;
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bool mEnvironmentMapOn;
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F32 mEnvironmentMapAlpha;
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bool mAllowTwoPassEnvironmentMap;
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bool mAlphaIsReflectanceMap;
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bool mAllowTwoPassDetailMap;
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S32 mMaxEnvironmentMapDL;
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S32 mMaxDetailMapDL;
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bool mAlphaAlways;
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F32 mAlphaAlwaysValue;
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bool mDrawFog;
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bool mBalloonShape; ///< Is this shape ballooned?
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F32 mBalloonValue; ///< How much is it ballooned?
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bool mUseOverrideTexture;
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TextureHandle mOverrideTexture;
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U32 debrisRefCount;
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// the threads...
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Vector<TSThread*> mThreadList;
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Vector<TSThread*> mTransitionThreads;
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/// @name Transition nodes
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/// keep track of nodes that are involved in a transition
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///
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/// @note this only tracks nodes we're transitioning from...
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/// nodes we're transitioning to are implicitly handled
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/// (i.e., we don't need to keep track of them)
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/// @{
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TSIntegerSet mTransitionRotationNodes;
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TSIntegerSet mTransitionTranslationNodes;
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TSIntegerSet mTransitionScaleNodes;
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/// @}
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/// keep track of nodes with animation restrictions put on them
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TSIntegerSet mMaskRotationNodes;
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TSIntegerSet mMaskPosXNodes;
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TSIntegerSet mMaskPosYNodes;
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TSIntegerSet mMaskPosZNodes;
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TSIntegerSet mDisableBlendNodes;
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TSIntegerSet mHandsOffNodes; ///< Nodes that aren't animated through threads automatically
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TSIntegerSet mCallbackNodes;
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/// state variables
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U32 mTriggerStates;
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bool initGround();
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void addPath(TSThread * gt, F32 start, F32 end, MatrixF * mat = NULL);
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/// @name Render functions
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/// @{
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void setupTexturing(S32 dl, F32 intraDL);
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bool twoPassEnvironmentMap();
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bool twoPassDetailMap();
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bool twoPassFog();
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void renderEnvironmentMap();
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void renderDetailMap();
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// cel shade - begin
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void renderCelShade(const MatrixF *);
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// cel shade - end
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void renderFog();
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/// @}
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/// @name DirectX render functions
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/// @{
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bool renderMeshesX(S32 ss, S32 od);
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bool renderDecalsX(S32 ss, S32 od);
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///@}
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public:
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bool fillVB();
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TSShape* getShape() { return mShape; }
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/// @name Statics
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/// set non-rendering static variables used for accessing shape data
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/// @{
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void setStatics(S32 dl = 0, F32 interDL = 0.0f, const Point3F * shapeScale = NULL);
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void clearStatics();
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/// @}
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TSMaterialList* getMaterialList() { return mMaterialList; }
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void setMaterialList(TSMaterialList*); ///< we won't own the material list unless we clone it (see below)
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void cloneMaterialList(); ///< call this to own the material list -- i.e., we'll make a copy of the currently
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///< set material list and be responsible for deleting it...if we don't own the list,
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///< then the application better not delete the set list out from under us (all this
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///< is handled automatically when using the shape's original list).
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bool ownMaterialList() const { return mOwnMaterialList; }
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void reSkin(StringHandle& newBaseHandle);
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enum
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{
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MaskNodeRotation = 0x01,
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MaskNodePosX = 0x02,
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MaskNodePosY = 0x04,
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MaskNodePosZ = 0x08,
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MaskNodeBlend = 0x10,
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MaskNodeAll = MaskNodeRotation|MaskNodePosX|MaskNodePosY|MaskNodePosZ|MaskNodeBlend,
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MaskNodeAllButBlend = MaskNodeRotation|MaskNodePosX|MaskNodePosY|MaskNodePosZ,
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MaskNodeAllButRotation = MaskNodePosX|MaskNodePosY|MaskNodePosZ|MaskNodeBlend,
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MaskNodeAllButPosX = MaskNodeRotation|MaskNodePosY|MaskNodePosZ|MaskNodeBlend,
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MaskNodeAllButPosY = MaskNodeRotation|MaskNodePosX|MaskNodePosZ|MaskNodeBlend,
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MaskNodeAllButPosZ = MaskNodeRotation|MaskNodePosX|MaskNodePosY|MaskNodeBlend,
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MaskNodeHandsOff = 0x20, ///< meaning, don't even set to default, programmer controls it (blend still applies)
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MaskNodeCallback = 0x40 ///< meaning, get local transform via callback function (see setCallback)
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///< callback data2 is node index, callback return value is pointer to local transform
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///< Note: won't get this callback everytime you animate...application responsibility
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///< to make sure matrix pointer continues to point to valid and updated local transform
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};
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/// @name Node Masking
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/// set node masking...
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/// @{
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void setNodeAnimationState(S32 nodeIndex, U32 animationState);
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U32 getNodeAnimationState(S32 nodeIndex);
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/// @}
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/// @name Trigger states
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/// check trigger value
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/// @{
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bool getTriggerState(U32 stateNum, bool clearState = true);
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void setTriggerState(U32 stateNum, bool on);
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void setTriggerStateBit(U32 stateBit, bool on);
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/// @}
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/// @name Callback Functions
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/// @{
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typedef void (*CallbackFunction)(TSShapeInstance*, MatrixF*, S32 node, U32 data);
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CallbackFunction mCallback;
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U32 mCallbackData;
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void setCallback(CallbackFunction cb, U32 data1) { mCallback = cb; mCallbackData = data1; }
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/// @}
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/// @name Debris Management
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/// @{
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void incDebrisRefCount();
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void decDebrisRefCount();
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U32 getDebrisRefCount();
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/// @}
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||||
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||||
/// @name AlphaAlways
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||||
/// AlphaAlways allows the entire model to become translucent at the same value
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/// @{
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void setAlphaAlways(F32 value) { mAlphaAlways = (value<0.99f); mAlphaAlwaysValue = value; }
|
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F32 getAlphaAlwaysValue() { return mAlphaAlways ? mAlphaAlwaysValue : 1.0f; }
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bool getAlphaAlways() { return mAlphaAlways; }
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/// @}
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/// @name Ballooning
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/// Blow up the model
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/// @{
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void setShapeBalloon(F32 value) { mBalloonShape = value > 1; mBalloonValue = value; }
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F32 getBalloonValue() const { return mBalloonShape ? mBalloonValue : 1.0f; }
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||||
/// @}
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||||
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/// @name Override Texture
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/// @{
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void setOverrideTexture(TextureHandle override) { mOverrideTexture = override; mUseOverrideTexture = true; }
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||||
void clearOverrideTexture() { mOverrideTexture = NULL; mUseOverrideTexture = false; }
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/// @}
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||||
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||||
enum
|
||||
{
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||||
NO_ENVIRONMENT_MAP, ///< don't render environment map
|
||||
ENVIRONMENT_MAP_MULTI_1, ///< render with multi-texturing (+1 texture units), shape alpha = reflectance map
|
||||
ENVIRONMENT_MAP_MULTI_3, ///< render with multi-texturing (+3 texture units), reflectance map separate texture
|
||||
ENVIRONMENT_MAP_TWO_PASS, ///< render in two passes -- mAllowTwoPassEnvironmentMap must be true
|
||||
///
|
||||
/// @note if reflectance map is separate from shape texture then won't render unless card has 4 texture units
|
||||
/// However, translucency won't work quite right if reflection map not separated -- probably ok though.
|
||||
/// Bottom line: previous 2 items probably only used for special shapes...
|
||||
NO_DETAIL_MAP,
|
||||
DETAIL_MAP_MULTI_1,
|
||||
DETAIL_MAP_MULTI_2,
|
||||
DETAIL_MAP_TWO_PASS,
|
||||
NO_FOG,
|
||||
FOG_MULTI_1,
|
||||
FOG_MULTI_1_TEXGEN,
|
||||
FOG_TWO_PASS,
|
||||
FOG_TWO_PASS_TEXGEN
|
||||
};
|
||||
const TextureHandle & getEnvironmentMap() { return mEnvironmentMap; }
|
||||
F32 getEnvironmentMapAlpha() { return mEnvironmentMapAlpha; }
|
||||
void setEnvironmentMap(const TextureHandle& map) { mEnvironmentMap = map; }
|
||||
void setEnvironmentMapOn(bool on, F32 alpha = 0.25f) { mEnvironmentMapOn = on; mEnvironmentMapAlpha = alpha; }
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// private methods for setting up and affecting animation
|
||||
//-------------------------------------------------------------------------------------
|
||||
|
||||
private:
|
||||
|
||||
/// @name Private animation methods
|
||||
/// These are private methods for setting up and affecting animation
|
||||
/// @{
|
||||
|
||||
void updateTransitions();
|
||||
void handleDefaultScale(S32 a, S32 b, TSIntegerSet & scaleBeenSet);
|
||||
void handleTransitionNodes(S32 a, S32 b);
|
||||
void handleNodeScale(S32 a, S32 b);
|
||||
void handleAnimatedScale(TSThread *, S32 a, S32 b, TSIntegerSet &);
|
||||
void handleMaskedPositionNode(TSThread *, S32 nodeIndex, S32 offset);
|
||||
void handleBlendSequence(TSThread *, S32 a, S32 b);
|
||||
void checkScaleCurrentlyAnimated();
|
||||
/// @}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// animate, render, & detail control
|
||||
//-------------------------------------------------------------------------------------
|
||||
|
||||
public:
|
||||
|
||||
struct RenderData
|
||||
{
|
||||
MatrixF * currentTransform;
|
||||
S32 detailLevel;
|
||||
F32 intraDetailLevel;
|
||||
S32 environmentMapMethod;
|
||||
S32 detailMapMethod;
|
||||
S32 detailMapTE;
|
||||
S32 environmentMapTE;
|
||||
F32 environmentMapAlpha;
|
||||
U32 environmentMapGLName;
|
||||
S32 baseTE;
|
||||
F32 detailTextureScale;
|
||||
F32 detailMapAlpha;
|
||||
bool fadeSet;
|
||||
bool lightingOn;
|
||||
bool alwaysAlpha;
|
||||
F32 alwaysAlphaValue;
|
||||
bool balloonShape;
|
||||
F32 balloonValue;
|
||||
U32 materialFlags;
|
||||
S32 materialIndex;
|
||||
const Point3F * objectScale;
|
||||
bool fogOn;
|
||||
S32 fogMethod;
|
||||
S32 fogTE;
|
||||
Point4F fogColor;
|
||||
Point4F fogTexGenS;
|
||||
Point4F fogTexGenT;
|
||||
TextureHandle * fogMapHandle; ///< used by texgen fog
|
||||
bool useOverride;
|
||||
TextureHandle override;
|
||||
bool textureMatrixPushed;
|
||||
bool fogTexture;
|
||||
GBitmap *fogBitmap;
|
||||
TextureHandle *fogHandle;
|
||||
bool renderDecals;
|
||||
struct VertexAlpha
|
||||
{
|
||||
/// @name Vertex Data
|
||||
/// Track various contributors to vertex alpha
|
||||
/// @{
|
||||
F32 vis;
|
||||
F32 emap;
|
||||
F32 fog;
|
||||
F32 always;
|
||||
/// @}
|
||||
|
||||
/// current result...
|
||||
F32 current;
|
||||
|
||||
void init() { current=vis=emap=fog=always=1.0f; }
|
||||
bool set() { F32 old = current; current =vis*emap*fog*always; return (mFabs(old-current)>0.001f); }
|
||||
} vertexAlpha;
|
||||
};
|
||||
static RenderData smRenderData;
|
||||
|
||||
/// if true, skip these objects
|
||||
static bool smNoRenderTranslucent;
|
||||
static bool smNoRenderNonTranslucent;
|
||||
|
||||
/// when taking hiQuality snapshot, scale intermediate bitmaps up to this amount
|
||||
static S32 smMaxSnapshotScale;
|
||||
|
||||
/// scale pixel size by this amount when selecting detail levels
|
||||
static F32 smDetailAdjust;
|
||||
/// a different error metrix used by newer shapes (screen error from hi detail)
|
||||
static F32 smScreenError;
|
||||
static bool smFogExemptionOn;
|
||||
|
||||
/// never choose detail level number below this value (except if
|
||||
/// only way to get a visible detail)
|
||||
static S32 smNumSkipRenderDetails;
|
||||
static bool smSkipFirstFog;
|
||||
static bool smSkipFog;
|
||||
|
||||
// cel shading - start
|
||||
//virtual void render(const Point3F * objectScale = NULL);
|
||||
//virtual void render(S32 dl, F32 intraDL = 0.0f, const Point3F * objectScale = NULL);
|
||||
virtual void render(const MatrixF *objectTransform=NULL, const Point3F * objectScale=NULL);
|
||||
virtual void render(const MatrixF *objectTransform, S32 dl, F32 intraDL = 0.0f, const Point3F * objectScale = NULL);
|
||||
// cel shading - end
|
||||
void renderShadow(S32 dl, const MatrixF & mat, S32 dim, U32 * bits);
|
||||
static void setupFog(F32 fogAmount, const ColorF & fogColor);
|
||||
void setupFog(F32 fogAmount, TextureHandle * fogMap, Point4F & s, Point4F & t);
|
||||
|
||||
GBitmap * snapshot(U32 width, U32 height, bool mipmap, MatrixF & cameraMatrix, bool hiQuality);
|
||||
GBitmap * TSShapeInstance::snapshot(U32 width, U32 height, bool mip, MatrixF & cameraPos, S32 dl, F32 intraDL, bool hiQuality);
|
||||
static GBitmap * snapshot(TSShape *, U32 width, U32 height, bool mipmap, MatrixF & cameraMatrix, S32 dl, F32 intraDL = 0.0f, bool hiQuality = false);
|
||||
|
||||
void animate();
|
||||
void animate(S32 dl);
|
||||
void animateNodes(S32 ss);
|
||||
void animateVisibility(S32 ss);
|
||||
void animateFrame(S32 ss);
|
||||
void animateMatFrame(S32 ss);
|
||||
void animateDecals(S32 ss);
|
||||
void animateIfls();
|
||||
void animateSubtrees(bool forceFull = true);
|
||||
void animateNodeSubtrees(bool forceFull = true);
|
||||
|
||||
bool hasTranslucency();
|
||||
bool hasSolid();
|
||||
|
||||
/// @name Animation Scale
|
||||
/// Query about animated scale
|
||||
/// @{
|
||||
bool animatesScale() { return (mShape->mFlags & TSShape::AnyScale) != 0; }
|
||||
bool animatesUniformScale() { return (mShape->mFlags & TSShape::UniformScale) != 0; }
|
||||
bool animatesAlignedScale() { return (mShape->mFlags & TSShape::AlignedScale) != 0; }
|
||||
bool animatesArbitraryScale() { return (mShape->mFlags & TSShape::ArbitraryScale) != 0; }
|
||||
bool scaleCurrentlyAnimated() { return mScaleCurrentlyAnimated; }
|
||||
/// @}
|
||||
|
||||
//
|
||||
bool inTransition() { return !mTransitionThreads.empty(); }
|
||||
|
||||
/// @name Alpha Reflectance Mapping
|
||||
/// open up mAlphaIsReflectanceMap for custom rendering
|
||||
/// @{
|
||||
bool queryAlphaIsReflectanceMap(){ return mAlphaIsReflectanceMap; }
|
||||
void setAlphaIsReflectanceMap( bool val ){ mAlphaIsReflectanceMap = val; }
|
||||
/// @}
|
||||
|
||||
/// @name Ground Transforms
|
||||
/// These are hardly ever used. The animator of a model can make the bounding box
|
||||
/// animate along with the object. Doing so will move the object with the bounding box.
|
||||
/// The ground transform turns the world bounding box into the post-animation bounding box
|
||||
/// when such a technique is used. However, few models actually use this technique.
|
||||
/// @{
|
||||
|
||||
void animateGround(); ///< clears previous ground transform
|
||||
MatrixF & getGroundTransform() { return mGroundTransform; }
|
||||
void deltaGround(TSThread *, F32 start, F32 end, MatrixF * mat = NULL);
|
||||
void deltaGround1(TSThread *, F32 start, F32 end, MatrixF& mat);
|
||||
/// @}
|
||||
|
||||
U32 getNumDetails();
|
||||
S32 getCurrentDetail();
|
||||
F32 getCurrentIntraDetail();
|
||||
void setCurrentDetail(S32 dl, F32 intraDL=1.0f);
|
||||
S32 selectCurrentDetail(bool ignoreScale = false);
|
||||
S32 selectCurrentDetail(Point3F offset, F32 invScale = 1.0f);
|
||||
S32 selectCurrentDetail(F32 pixelSize);
|
||||
S32 selectCurrentDetail2(F32 adjustedDist);
|
||||
/// fancy detail selection -- uses screen error
|
||||
S32 selectCurrentDetailEx(bool ignoreScale = false);
|
||||
S32 selectCurrentDetail2Ex(F32 adjustedDist);
|
||||
S32 selectCurrentDetailEx(F32 errorTOL);
|
||||
|
||||
enum
|
||||
{
|
||||
TransformDirty = BIT(0),
|
||||
VisDirty = BIT(1),
|
||||
FrameDirty = BIT(2),
|
||||
MatFrameDirty = BIT(3),
|
||||
DecalDirty = BIT(4),
|
||||
IflDirty = BIT(5),
|
||||
ThreadDirty = BIT(6),
|
||||
AllDirtyMask = TransformDirty | VisDirty | FrameDirty | MatFrameDirty | DecalDirty | IflDirty | ThreadDirty
|
||||
};
|
||||
U32 * mDirtyFlags;
|
||||
void setDirty(U32 dirty);
|
||||
void clearDirty(U32 dirty);
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// collision interface routines
|
||||
//-------------------------------------------------------------------------------------
|
||||
|
||||
public:
|
||||
|
||||
bool buildPolyList(AbstractPolyList *, S32 dl);
|
||||
bool getFeatures(const MatrixF& mat, const Point3F& n, ConvexFeature*, S32 dl);
|
||||
bool castRay(const Point3F & start, const Point3F & end, RayInfo *,S32 dl);
|
||||
bool quickLOS(const Point3F & start, const Point3F & end, S32 dl) { return castRay(start,end,NULL,dl); }
|
||||
Point3F support(const Point3F & v, S32 dl);
|
||||
void computeBounds(S32 dl, Box3F & bounds); ///< uses current transforms to compute bounding box around a detail level
|
||||
///< see like named method on shape if you want to use default transforms
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// Thread Control
|
||||
//-------------------------------------------------------------------------------------
|
||||
|
||||
/// @name Thread Control
|
||||
/// Threads! In order to animate an object, first you need to have an animation in the object.
|
||||
/// Then, you need to get the TSShape of the object:
|
||||
/// @code
|
||||
/// TSShape* shape = mShapeInstance->getShape());
|
||||
/// @endcode
|
||||
/// Next, get the sequence and store::
|
||||
/// @code
|
||||
/// S32 seq = shape->findSequence("foo"));
|
||||
/// @endcode
|
||||
/// Create a new thread (if needed):
|
||||
/// @code
|
||||
/// TSThread* thread = mShapeInstance->addThread();
|
||||
/// @endcode
|
||||
/// Finally, set the position in the sequence:
|
||||
/// @code
|
||||
/// mShapeInstance->setSequence(thread, seq, 0)
|
||||
/// @endcode
|
||||
/// @{
|
||||
|
||||
public:
|
||||
|
||||
TSThread * addThread(); ///< Create a new thread
|
||||
TSThread * getThread(S32 threadNumber); ///< @note threads can change order, best to hold
|
||||
///< onto a thread from the start
|
||||
void destroyThread(TSThread * thread); ///< Destroy a thread!
|
||||
U32 threadCount(); ///< How many threads are there?
|
||||
|
||||
void setSequence(TSThread *, S32 seq, F32 pos);///< Get the thread a sequence
|
||||
/// Transition to a sequence
|
||||
void transitionToSequence(TSThread *, S32 seq, F32 pos, F32 duration, bool continuePlay);
|
||||
void clearTransition(TSThread *); ///< Stop transitions
|
||||
U32 getSequence(TSThread *); ///< Get the sequence of the thread
|
||||
|
||||
void setBlendEnabled(TSThread *, bool blendOn);///< Set whether or not the thread will blend
|
||||
bool getBlendEnabled(TSThread *); ///< Does this thread blend?
|
||||
|
||||
F32 getTime(TSThread * thread); ///< Get how long the thread has been playing
|
||||
F32 getPos(TSThread * thread); ///< Get the position in the thread
|
||||
|
||||
void setTime(TSThread * thread, F32 time); ///< Set how long into the thread to use
|
||||
void setPos(TSThread * thread, F32 pos); ///< Set the position of the thread
|
||||
|
||||
bool isInTransition(TSThread * thread); ///< Is this thread in transition?
|
||||
F32 getTimeScale(TSThread * thread); ///< Get the time scale of the thread
|
||||
void setTimeScale(TSThread * thread, F32); ///< Set the time scale of the thread
|
||||
|
||||
F32 getDuration(TSThread * thread); ///< Get the duration of the thread
|
||||
F32 getScaledDuration(TSThread * thread); ///< Get the duration of the thread with the scale factored in
|
||||
|
||||
S32 getKeyframeCount(TSThread * thread); ///< Get the number of keyframes
|
||||
S32 getKeyframeNumber(TSThread * thread); ///< Get which keyframe the thread is on
|
||||
/// Set which keyframe the thread is on
|
||||
void setKeyframeNumber(TSThread * thread, S32 kf);
|
||||
|
||||
void advanceTime(F32 delta, TSThread *); ///< advance time on a particular thread
|
||||
void advanceTime(F32 delta); ///< advance time on all threads
|
||||
void advancePos(F32 delta, TSThread *); ///< advance pos on a particular thread
|
||||
void advancePos(F32 delta); ///< advance pos on all threads
|
||||
/// @}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// constructors, destructors, initialization, io
|
||||
//-------------------------------------------------------------------------------------
|
||||
|
||||
TSShapeInstance( const Resource<TSShape> & shape, bool loadMaterials = true);
|
||||
TSShapeInstance( TSShape * pShape, bool loadMaterials = true);
|
||||
~TSShapeInstance();
|
||||
|
||||
void buildInstanceData(TSShape *, bool loadMaterials);
|
||||
|
||||
void dump(Stream &);
|
||||
void dumpNode(Stream &, S32 level, S32 nodeIndex, Vector<S32> & detailSizes);
|
||||
void dumpDecals(Stream &, S32 indent, MeshObjectInstance *);
|
||||
|
||||
void *mData; ///< available for use by app...initialized to 0
|
||||
};
|
||||
|
||||
inline MatrixF * TSShapeInstance::ObjectInstance::getTransform()
|
||||
{
|
||||
return nodeIndex<0 ? NULL : smTransforms + nodeIndex;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// Thread class
|
||||
//-------------------------------------------------------------------------------------
|
||||
|
||||
/// 3space animation thread.
|
||||
///
|
||||
/// An animation thread: runtime data associated with a single sequence that is
|
||||
/// running (or two sequences if in transition between them).
|
||||
///
|
||||
/// A shape instance can have multiple threads running. When multiple threads are running,
|
||||
/// which thread/sequence controls which node or object is determined based
|
||||
/// on priority of the sequence.
|
||||
///
|
||||
/// @note all thread data and methods are private (but TSShapeInstance is a friend).
|
||||
/// Users should treat thread pointers like keys -- they are used to ID
|
||||
/// the thread when interfacing with the shape, but are not manipulated
|
||||
/// by anything but the TSShapeInstance. See "Thread control" methods
|
||||
/// for more info on controlling threads.
|
||||
class TSThread
|
||||
{
|
||||
friend class TSShapeInstance;
|
||||
|
||||
S32 priority;
|
||||
|
||||
TSShapeInstance * mShapeInstance; ///< Instance of the shape that this thread animates
|
||||
|
||||
const TSSequence * sequence; ///< Sequence this thread will perform
|
||||
F32 pos;
|
||||
|
||||
F32 timeScale; ///< How fast to play through the sequence
|
||||
|
||||
S32 keyNum1; ///< Keyframe at or before current position
|
||||
S32 keyNum2; ///< Keyframe at or after current position
|
||||
F32 keyPos;
|
||||
|
||||
bool blendDisabled; ///< Blend with other sequences?
|
||||
|
||||
/// if in transition...
|
||||
struct TransitionData
|
||||
{
|
||||
bool inTransition;
|
||||
|
||||
F32 duration;
|
||||
F32 pos;
|
||||
F32 direction;
|
||||
F32 targetScale; ///< time scale for sequence we are transitioning to (during transition only)
|
||||
///< this is either 1 or 0 (if 1 target sequence plays as we transition, if 0 it doesn't)
|
||||
TSIntegerSet oldRotationNodes; ///< nodes controlled by this thread pre-transition
|
||||
TSIntegerSet oldTranslationNodes; ///< nodes controlled by this thread pre-transition
|
||||
TSIntegerSet oldScaleNodes; ///< nodes controlled by this thread pre-transition
|
||||
U32 oldSequence; ///< sequence that was set before transition began
|
||||
F32 oldPos; ///< position of sequence before transition began
|
||||
} transitionData;
|
||||
|
||||
struct
|
||||
{
|
||||
F32 start;
|
||||
F32 end;
|
||||
S32 loop;
|
||||
} path;
|
||||
bool makePath;
|
||||
|
||||
/// given a position on the thread, choose correct keyframes
|
||||
/// slight difference between one-shot and cyclic sequences -- see comments below for details
|
||||
void selectKeyframes(F32 pos, const TSSequence * seq, S32 * k1, S32 * k2, F32 * kpos);
|
||||
|
||||
void getGround(F32 p, MatrixF * pMat);
|
||||
|
||||
/// @name Triggers
|
||||
/// Triggers are used to do something once a certain animation point has been reached.
|
||||
///
|
||||
/// For example, when the player's foot animation hits the ground, a foot puff and
|
||||
/// foot print are triggered from the thread.
|
||||
///
|
||||
/// These are called by advancePos()
|
||||
/// @{
|
||||
void animateTriggers();
|
||||
void activateTriggers(F32 a, F32 b);
|
||||
/// @}
|
||||
|
||||
// methods -- accessible through shape only
|
||||
void setSequence(S32 seq, F32 pos);
|
||||
void transitionToSequence(S32 seq, F32 pos, F32 duration, bool continuePlay);
|
||||
|
||||
void advanceTime(F32 delta);
|
||||
void advancePos(F32 delta);
|
||||
|
||||
F32 getTime();
|
||||
F32 getPos();
|
||||
|
||||
void setTime(F32);
|
||||
void setPos(F32);
|
||||
|
||||
bool isInTransition();
|
||||
F32 getTimeScale();
|
||||
void setTimeScale(F32);
|
||||
|
||||
F32 getDuration();
|
||||
F32 getScaledDuration();
|
||||
|
||||
S32 getKeyframeCount();
|
||||
S32 getKeyframeNumber();
|
||||
void setKeyframeNumber(S32 kf);
|
||||
|
||||
TSThread(TSShapeInstance*);
|
||||
TSThread() {}
|
||||
public:
|
||||
|
||||
S32 operator<(const TSThread &) const;
|
||||
};
|
||||
|
||||
typedef TSShapeInstance::ObjectInstance TSObjectInstance;
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user