tge/engine/game/tsStatic.h
2025-02-17 23:17:30 -06:00

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C++
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _TSSTATIC_H_
#define _TSSTATIC_H_
#ifndef _SCENEOBJECT_H_
#include "sim/sceneObject.h"
#endif
#ifndef _CONVEX_H_
#include "collision/convex.h"
#endif
#ifndef _RESMANAGER_H_
#include "core/resManager.h"
#endif
class TSShape;
class TSShapeInstance;
class TSStatic;
class Shadow;
//--------------------------------------------------------------------------
class TSStaticConvex : public Convex
{
typedef Convex Parent;
friend class TSStatic;
protected:
TSStatic* pStatic;
MatrixF* nodeTransform;
public:
U32 hullId;
Box3F box;
public:
TSStaticConvex() { mType = TSStaticConvexType; nodeTransform = 0; }
TSStaticConvex(const TSStaticConvex& cv) {
mType = TSStaticConvexType;
mObject = cv.mObject;
pStatic = cv.pStatic;
nodeTransform = cv.nodeTransform;
hullId = cv.hullId;
box = box;
}
void findNodeTransform();
const MatrixF& getTransform() const;
Box3F getBoundingBox() const;
Box3F getBoundingBox(const MatrixF& mat, const Point3F& scale) const;
Point3F support(const VectorF& v) const;
void getFeatures(const MatrixF& mat,const VectorF& n, ConvexFeature* cf);
void getPolyList(AbstractPolyList* list);
};
//--------------------------------------------------------------------------
class TSStatic : public SceneObject
{
typedef SceneObject Parent;
friend class TSStaticConvex;
static U32 smUniqueIdentifier;
enum Constants {
MaxCollisionShapes = 8
};
protected:
bool onAdd();
void onRemove();
// Collision
bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
bool buildPolyList(AbstractPolyList* polyList, const Box3F &box, const SphereF& sphere);
void buildConvex(const Box3F& box, Convex* convex);
protected:
Convex* mConvexList;
StringTableEntry mShapeName;
U32 mShapeHash;
Resource<TSShape> mShape;
TSShapeInstance* mShapeInstance;
Shadow * mShadow;
Vector<S32> mCollisionDetails;
Vector<S32> mLOSDetails;
// Rendering
protected:
bool prepRenderImage ( SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState=false);
void renderObject ( SceneState *state, SceneRenderImage *image);
void renderShadow ( F32 dist, F32 fogAmount);
void setTransform ( const MatrixF &mat);
public:
TSStatic();
~TSStatic();
DECLARE_CONOBJECT(TSStatic);
static void initPersistFields();
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
};
#endif // _H_TSSTATIC