1036 lines
37 KiB
C++
Executable File
1036 lines
37 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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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 fog texture
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virtual void renderFog(S32 objectDetail, TSMaterialList*);
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/// Renders the lightmap
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virtual void renderLightMap(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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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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void renderLightMap(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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S32 mMaxLightMapDL;
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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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bool twoPassLightMap();
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void renderEnvironmentMap();
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void renderDetailMap();
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void renderFog();
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void renderLightMap();
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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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/// @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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/// @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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enum
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{
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NO_ENVIRONMENT_MAP, ///< don't render environment map
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ENVIRONMENT_MAP_MULTI_1, ///< render with multi-texturing (+1 texture units), shape alpha = reflectance map
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ENVIRONMENT_MAP_MULTI_3, ///< render with multi-texturing (+3 texture units), reflectance map separate texture
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ENVIRONMENT_MAP_TWO_PASS, ///< render in two passes -- mAllowTwoPassEnvironmentMap must be true
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///
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/// @note if reflectance map is separate from shape texture then won't render unless card has 4 texture units
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/// However, translucency won't work quite right if reflection map not separated -- probably ok though.
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/// Bottom line: previous 2 items probably only used for special shapes...
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NO_DETAIL_MAP,
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DETAIL_MAP_MULTI_1,
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DETAIL_MAP_MULTI_2,
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DETAIL_MAP_TWO_PASS,
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NO_FOG,
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FOG_MULTI_1,
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FOG_MULTI_1_TEXGEN,
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FOG_TWO_PASS,
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FOG_TWO_PASS_TEXGEN,
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NO_LIGHT_MAP,
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LIGHT_MAP_MULTI,
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LIGHT_MAP_TWO_PASS
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};
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const TextureHandle & getEnvironmentMap() { return mEnvironmentMap; }
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F32 getEnvironmentMapAlpha() { return mEnvironmentMapAlpha; }
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void setEnvironmentMap(const TextureHandle& map) { mEnvironmentMap = map; }
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void setEnvironmentMapOn(bool on, F32 alpha = 0.25f) { mEnvironmentMapOn = on; mEnvironmentMapAlpha = alpha; }
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//-------------------------------------------------------------------------------------
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// private methods for setting up and affecting animation
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//-------------------------------------------------------------------------------------
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private:
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/// @name Private animation methods
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/// These are private methods for setting up and affecting animation
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/// @{
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void updateTransitions();
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void handleDefaultScale(S32 a, S32 b, TSIntegerSet & scaleBeenSet);
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void handleTransitionNodes(S32 a, S32 b);
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void handleNodeScale(S32 a, S32 b);
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void handleAnimatedScale(TSThread *, S32 a, S32 b, TSIntegerSet &);
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void handleMaskedPositionNode(TSThread *, S32 nodeIndex, S32 offset);
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void handleBlendSequence(TSThread *, S32 a, S32 b);
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void checkScaleCurrentlyAnimated();
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/// @}
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//-------------------------------------------------------------------------------------
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// animate, render, & detail control
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//-------------------------------------------------------------------------------------
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public:
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|
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struct RenderData
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{
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MatrixF * currentTransform;
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S32 detailLevel;
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F32 intraDetailLevel;
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S32 environmentMapMethod;
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S32 detailMapMethod;
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S32 detailMapTE;
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S32 environmentMapTE;
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F32 environmentMapAlpha;
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U32 environmentMapGLName;
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S32 baseTE;
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F32 detailTextureScale;
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F32 detailMapAlpha;
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S32 lightMapMethod;
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S32 lightMapTE;
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bool fadeSet;
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bool lightingOn;
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bool alwaysAlpha;
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F32 alwaysAlphaValue;
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bool balloonShape;
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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;
|
|
|
|
virtual void render(const Point3F * objectScale = NULL);
|
|
virtual void render(S32 dl, F32 intraDL = 0.0f, const Point3F * objectScale = NULL);
|
|
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 * 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(const 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
|
|
inline TSThread * getThread(S32 threadNumber) const; ///< @note threads can change order, best to hold
|
|
///< onto a thread from the start
|
|
void destroyThread(TSThread * thread); ///< Destroy a thread!
|
|
inline U32 threadCount() const; ///< How many threads are there?
|
|
|
|
void setSequence(TSThread *, S32 seq, F32 pos);///< Get the thread a sequence
|
|
void transitionToSequence(TSThread *, S32 seq, F32 pos, F32 duration, bool continuePlay); ///< Transition to a sequence
|
|
void clearTransition(TSThread *); ///< Stop transitions
|
|
inline U32 getSequence(TSThread *) const; ///< Get the sequence of the thread
|
|
|
|
inline void setBlendEnabled(TSThread *thread, bool blendOn); ///< Set whether or not the thread will blend
|
|
inline bool getBlendEnabled(TSThread *thread) const; ///< Does this thread blend?
|
|
|
|
inline F32 getTime(TSThread * thread) const; ///< Get how long the thread has been playing
|
|
inline F32 getPos(TSThread * thread) const; ///< Get the position in the thread
|
|
|
|
inline void setTime(TSThread * thread, F32 time); ///< Set how long into the thread to use
|
|
inline void setPos(TSThread * thread, F32 pos); ///< Set the position of the thread
|
|
|
|
inline bool isInTransition(TSThread * thread) const; ///< Is this thread in transition?
|
|
inline F32 getTimeScale(TSThread * thread) const; ///< Get the time scale of the thread
|
|
inline void setTimeScale(TSThread * thread, F32); ///< Set the time scale of the thread
|
|
|
|
inline F32 getDuration(TSThread * thread) const; ///< Get the duration of the thread
|
|
inline F32 getScaledDuration(TSThread * thread) const; ///< Get the duration of the thread with the scale factored in
|
|
|
|
inline S32 getKeyframeCount(TSThread * thread) const; ///< Get the number of keyframes
|
|
inline S32 getKeyframeNumber(TSThread * thread) const; ///< Get which keyframe the thread is on
|
|
|
|
inline void setKeyframeNumber(TSThread * thread, S32 kf); ///< Set which keyframe the thread is on
|
|
|
|
inline void advanceTime(F32 delta, TSThread *); ///< advance time on a particular thread
|
|
void advanceTime(F32 delta); ///< advance time on all threads
|
|
inline 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
|
|
};
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// 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);
|
|
|
|
inline void advanceTime(F32 delta);
|
|
void advancePos(F32 delta);
|
|
|
|
inline F32 getTime() const;
|
|
inline void setTime(F32 time);
|
|
|
|
inline F32 getPos() const;
|
|
inline void setPos(F32 pos);
|
|
|
|
inline bool isInTransition() const;
|
|
|
|
inline F32 getTimeScale() const;
|
|
inline void setTimeScale(F32 ts);
|
|
|
|
inline F32 getDuration() const;
|
|
inline F32 getScaledDuration() const;
|
|
|
|
inline S32 getKeyframeCount() const;
|
|
inline S32 getKeyframeNumber() const;
|
|
void setKeyframeNumber(S32 kf);
|
|
|
|
TSThread(TSShapeInstance*);
|
|
TSThread() {}
|
|
|
|
public:
|
|
S32 operator<(const TSThread &) const;
|
|
};
|
|
|
|
typedef TSShapeInstance::ObjectInstance TSObjectInstance;
|
|
|
|
|
|
// TSThread inlines
|
|
|
|
inline void TSThread::advanceTime(F32 delta)
|
|
{
|
|
advancePos(timeScale * delta / getDuration());
|
|
}
|
|
|
|
inline F32 TSThread::getTime() const
|
|
{
|
|
return transitionData.inTransition ? transitionData.pos * transitionData.duration : pos * sequence->duration;
|
|
}
|
|
|
|
inline void TSThread::setTime(F32 time)
|
|
{
|
|
setPos(timeScale * time/getDuration());
|
|
}
|
|
|
|
inline F32 TSThread::getPos() const
|
|
{
|
|
return transitionData.inTransition ? transitionData.pos : pos;
|
|
}
|
|
|
|
inline void TSThread::setPos(F32 pos)
|
|
{
|
|
advancePos(pos-getPos());
|
|
}
|
|
|
|
inline bool TSThread::isInTransition() const
|
|
{
|
|
return transitionData.inTransition;
|
|
}
|
|
|
|
inline F32 TSThread::getTimeScale() const
|
|
{
|
|
return timeScale;
|
|
}
|
|
|
|
inline void TSThread::setTimeScale(F32 ts)
|
|
{
|
|
timeScale = ts;
|
|
}
|
|
|
|
inline F32 TSThread::getDuration() const
|
|
{
|
|
return transitionData.inTransition ? transitionData.duration : sequence->duration;
|
|
}
|
|
|
|
inline F32 TSThread::getScaledDuration() const
|
|
{
|
|
return getDuration() / mFabs(timeScale);
|
|
}
|
|
|
|
inline S32 TSThread::getKeyframeCount() const
|
|
{
|
|
AssertFatal(!transitionData.inTransition,"TSThread::getKeyframeCount: not while in transition");
|
|
|
|
return sequence->numKeyframes + 1;
|
|
}
|
|
|
|
inline S32 TSThread::getKeyframeNumber() const
|
|
{
|
|
const TSShape * shape = mShapeInstance->mShape;
|
|
|
|
AssertFatal(!transitionData.inTransition,"TSThread::getKeyframeNumber: not while in transition");
|
|
|
|
return keyNum1;
|
|
}
|
|
|
|
|
|
// TSShapeInstance inlines
|
|
|
|
inline MatrixF * TSShapeInstance::ObjectInstance::getTransform()
|
|
{
|
|
return nodeIndex<0 ? NULL : smTransforms + nodeIndex;
|
|
}
|
|
|
|
inline TSThread * TSShapeInstance::getThread(S32 threadNumber) const
|
|
{
|
|
AssertFatal(threadNumber < mThreadList.size() && threadNumber>=0,"TSShapeInstance::getThread: threadNumber out of bounds.");
|
|
return mThreadList[threadNumber];
|
|
}
|
|
|
|
inline U32 TSShapeInstance::threadCount() const
|
|
{
|
|
return mThreadList.size();
|
|
}
|
|
|
|
inline U32 TSShapeInstance::getSequence(TSThread * thread) const
|
|
{
|
|
AssertFatal( (thread->sequence - mShape->sequences.address())>=0, "TSShapeInstance::getSequence: range error A");
|
|
AssertFatal( (thread->sequence - mShape->sequences.address())<mShape->sequences.size(), "TSShapeInstance::getSequence: range error B");
|
|
return (U32) (thread->sequence - mShape->sequences.address());
|
|
}
|
|
|
|
inline void TSShapeInstance::setBlendEnabled(TSThread * thread, bool blendOn)
|
|
{
|
|
thread->blendDisabled = !blendOn;
|
|
}
|
|
|
|
inline bool TSShapeInstance::getBlendEnabled(TSThread * thread) const
|
|
{
|
|
return !thread->blendDisabled;
|
|
}
|
|
|
|
F32 TSShapeInstance::getTime(TSThread * thread) const
|
|
{
|
|
return thread->getTime();
|
|
}
|
|
|
|
inline F32 TSShapeInstance::getPos(TSThread * thread) const
|
|
{
|
|
return thread->getPos();
|
|
}
|
|
|
|
inline void TSShapeInstance::setTime(TSThread * thread, F32 time)
|
|
{
|
|
thread->setTime(time);
|
|
}
|
|
|
|
inline void TSShapeInstance::setPos(TSThread * thread, F32 pos)
|
|
{
|
|
thread->setPos(pos);
|
|
}
|
|
|
|
inline bool TSShapeInstance::isInTransition(TSThread * thread) const
|
|
{
|
|
return thread->isInTransition();
|
|
}
|
|
|
|
inline F32 TSShapeInstance::getTimeScale(TSThread * thread) const
|
|
{
|
|
return thread->getTimeScale();
|
|
}
|
|
|
|
inline void TSShapeInstance::setTimeScale(TSThread * thread, F32 timeScale)
|
|
{
|
|
thread->setTimeScale(timeScale);
|
|
}
|
|
|
|
inline F32 TSShapeInstance::getDuration(TSThread * thread) const
|
|
{
|
|
return thread->getDuration();
|
|
}
|
|
|
|
inline F32 TSShapeInstance::getScaledDuration(TSThread * thread) const
|
|
{
|
|
return thread->getScaledDuration();
|
|
}
|
|
|
|
inline S32 TSShapeInstance::getKeyframeCount(TSThread * thread) const
|
|
{
|
|
return thread->getKeyframeCount();
|
|
}
|
|
|
|
inline S32 TSShapeInstance::getKeyframeNumber(TSThread * thread) const
|
|
{
|
|
return thread->getKeyframeNumber();
|
|
}
|
|
|
|
inline void TSShapeInstance::setKeyframeNumber(TSThread * thread, S32 kf)
|
|
{
|
|
thread->setKeyframeNumber(kf);
|
|
}
|
|
|
|
inline void TSShapeInstance::advanceTime(F32 delta, TSThread * thread)
|
|
{
|
|
thread->advanceTime(delta);
|
|
}
|
|
|
|
inline void TSShapeInstance::advancePos(F32 delta, TSThread * thread)
|
|
{
|
|
thread->advancePos(delta);
|
|
}
|
|
|
|
#endif
|