//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _TSPARTINSTANCE_H_ #define _TSPARTINSTANCE_H_ #ifndef _TSSHAPEINSTANCE_H_ #include "ts/tsShapeInstance.h" #endif class TSPartInstance { /// TSPartInstance assumes ownership (or shared ownership) of the source shape. This means that the source /// shape cannot be deleted so long as the part instance is still around. This also means that any change /// to source shapes's transforms or other animation properties will affect how the part instance displays. /// It is ok (even expected), however, to have many part instances accessing the same shape. TSShapeInstance * mSourceShape; /// @name Bounding info /// @{ Box3F mBounds; Point3F mCenter; F32 mRadius; /// @} /// detail selection uses the table pointed to by this member /// /// if this member is blank, then it uses source shape to determine detail... /// /// detail 0 draws up until size of shape is less than mSizeCutoffs[0], detail 1 until mSizeCutoffs[1], etc. F32 * mSizeCutoffs; S32 * mPolyCount; S32 mNumDetails; /// @name Detail Levels /// detail levels on part instance correspond directly /// to object details on objects -- this is different /// from shape instances where dl corresponds to a /// subtree number and object detail. The reason /// for this is that partinstances are derived from /// a single subtree of a shape instance, so the subtree /// is implied (implied by which objects are in the part instance)... /// @{ S32 mCurrentObjectDetail; F32 mCurrentIntraDL; /// @} Vector mMeshObjects; Vector mDecalObjects; static MRandomR250 smRandom; void addObject(S32 objectIndex); void updateBounds(); void renderDetailMap(S32 od); void renderEnvironmentMap(S32 od); void renderFog(S32 od); void renderLightMap(S32 od); void init(TSShapeInstance *); static void breakShape(TSShapeInstance *, TSPartInstance *, S32 currentNode, Vector & partList, F32 * probShatter, F32 * probBreak, S32 probDepth); /// @name Private Detail Selection Methods /// @{ void selectCurrentDetail(F32 * sizeCutoffs, S32 numDetails, bool ignoreScale); void selectCurrentDetail(F32 pixelSize, F32 * sizeCutoffs, S32 numDetails); void computePolyCount(); /// @} public: TSPartInstance(TSShapeInstance * source); TSPartInstance(TSShapeInstance * source, S32 objectIndex); ~TSPartInstance(); const TSShape * getShape() { return mSourceShape->getShape(); } TSShapeInstance * getSourceShapeInstance(){ return mSourceShape; } static void breakShape(TSShapeInstance *, S32 subShape, Vector & partList, F32 * probShatter, F32 * probBreak, S32 probDepth); Point3F & getCenter() { return mCenter; } Box3F & getBounds() { return mBounds; } F32 & getRadius() { return mRadius; } void render(const Point3F * objectScale = NULL) { render(mCurrentObjectDetail,objectScale); } void render(S32 dl, const Point3F * objectScale = NULL); /// choose detail method -- pass in NULL for first parameter to just use shapes data void setDetailData(F32 * sizeCutoffs, S32 numDetails); /// @name Detail Selection /// @{ void selectCurrentDetail(bool ignoreScale = false); void selectCurrentDetail(F32 pixelSize); void selectCurrentDetail2(F32 adjustedDist); /// @} /// @name Detail Information Accessors /// @{ F32 getDetailSize(S32 dl); S32 getPolyCount(S32 dl); S32 getNumDetails() { return mSizeCutoffs ? mNumDetails : mSourceShape->getShape()->mSmallestVisibleDL+1; } S32 getCurrentObjectDetail() { return mCurrentObjectDetail; } void setCurrentObjectDetail(S32 od) { mCurrentObjectDetail = od; } F32 getCurrentIntraDetail() { return mCurrentIntraDL; } void setCurrentIntraDetail(F32 intra) { mCurrentIntraDL = intra; } /// @} void *mData; ///< for use by app }; #endif