void TSShapeInstance::MeshObjectInstance::render(  S32 objectDetail, 
                                                   TSMaterialList *materials, 
                                                   const TSRenderState &rdata, 
                                                   F32 alpha )
{
   PROFILE_SCOPE( TSShapeInstance_MeshObjectInstance_render );

   if ( forceHidden || ( ( visible * alpha ) <= 0.01f ) )
      return;

   TSMesh *mesh = getMesh(objectDetail);
   if ( !mesh )
      return;

   const MatrixF &transform = getTransform();

   if ( rdata.getCuller() )
   {
      Box3F box( mesh->getBounds() );
      transform.mul( box );
      if ( rdata.getCuller()->isCulled( box ) )
         return;
   }

   GFX->pushWorldMatrix();
   GFX->multWorld( transform );

   mesh->setFade( visible * alpha );

   // Pass a hint to the mesh that time has advanced and that the
   // skin is dirty and needs to be updated.  This should result
   // in the skin only updating once per frame in most cases.
   const U32 currTime = Sim::getCurrentTime();
   bool isSkinDirty = currTime != mLastTime;

   mesh->render(  materials, 
                  rdata, 
                  isSkinDirty,
                  *mTransforms, 
                  mVertexBuffer,
                  mPrimitiveBuffer );

   // Update the last render time.
   mLastTime = currTime;

   GFX->popWorldMatrix();
}
示例#2
0
PhysicsCollision* CollisionComponent::buildColShapes()
{
   PROFILE_SCOPE(CollisionComponent_buildColShapes);

   PhysicsCollision *colShape = NULL;
   U32 surfaceKey = 0;

   TSShape* shape = mOwnerRenderInterface->getShape();

   if (mCollisionType == VisibleMesh)
   {
      // Here we build triangle collision meshes from the
      // visible detail levels.

      // A negative subshape on the detail means we don't have geometry.
      const TSShape::Detail &detail = shape->details[0];
      if (detail.subShapeNum < 0)
         return NULL;

      // We don't try to optimize the triangles we're given
      // and assume the art was created properly for collision.
      ConcretePolyList polyList;
      polyList.setTransform(&MatrixF::Identity, mOwner->getScale());

      // Create the collision meshes.
      S32 start = shape->subShapeFirstObject[detail.subShapeNum];
      S32 end = start + shape->subShapeNumObjects[detail.subShapeNum];
      for (S32 o = start; o < end; o++)
      {
         const TSShape::Object &object = shape->objects[o];
         if (detail.objectDetailNum >= object.numMeshes)
            continue;

         // No mesh or no verts.... nothing to do.
         TSMesh *mesh = shape->meshes[object.startMeshIndex + detail.objectDetailNum];
         if (!mesh || mesh->mNumVerts == 0)
            continue;

         // Gather the mesh triangles.
         polyList.clear();
         mesh->buildPolyList(0, &polyList, surfaceKey, NULL);

         // Create the collision shape if we haven't already.
         if (!colShape)
            colShape = PHYSICSMGR->createCollision();

         // Get the object space mesh transform.
         MatrixF localXfm;
         shape->getNodeWorldTransform(object.nodeIndex, &localXfm);

         colShape->addTriangleMesh(polyList.mVertexList.address(),
            polyList.mVertexList.size(),
            polyList.mIndexList.address(),
            polyList.mIndexList.size() / 3,
            localXfm);
      }

      // Return what we built... if anything.
      return colShape;
   }
   else if (mCollisionType == CollisionMesh)
   {

      // Scan out the collision hulls...
      //
      // TODO: We need to support LOS collision for physics.
      //
      for (U32 i = 0; i < shape->details.size(); i++)
      {
         const TSShape::Detail &detail = shape->details[i];
         const String &name = shape->names[detail.nameIndex];

         // Is this a valid collision detail.
         if (!dStrStartsWith(name, colisionMeshPrefix) || detail.subShapeNum < 0)
            continue;

         // Now go thru the meshes for this detail.
         S32 start = shape->subShapeFirstObject[detail.subShapeNum];
         S32 end = start + shape->subShapeNumObjects[detail.subShapeNum];
         if (start >= end)
            continue;

         for (S32 o = start; o < end; o++)
         {
            const TSShape::Object &object = shape->objects[o];
            const String &meshName = shape->names[object.nameIndex];

            if (object.numMeshes <= detail.objectDetailNum)
               continue;

            // No mesh, a flat bounds, or no verts.... nothing to do.
            TSMesh *mesh = shape->meshes[object.startMeshIndex + detail.objectDetailNum];
            if (!mesh || mesh->getBounds().isEmpty() || mesh->mNumVerts == 0)
               continue;

            // We need the default mesh transform.
            MatrixF localXfm;
            shape->getNodeWorldTransform(object.nodeIndex, &localXfm);

            // We have some sort of collision shape... so allocate it.
            if (!colShape)
               colShape = PHYSICSMGR->createCollision();

            // Any other mesh name we assume as a generic convex hull.
            //
            // Collect the verts using the vertex polylist which will 
            // filter out duplicates.  This is importaint as the convex
            // generators can sometimes fail with duplicate verts.
            //
            VertexPolyList polyList;
            MatrixF meshMat(localXfm);

            Point3F t = meshMat.getPosition();
            t.convolve(mOwner->getScale());
            meshMat.setPosition(t);

            polyList.setTransform(&MatrixF::Identity, mOwner->getScale());
            mesh->buildPolyList(0, &polyList, surfaceKey, NULL);
            colShape->addConvex(polyList.getVertexList().address(),
               polyList.getVertexList().size(),
               meshMat);
         } // objects
      } // details
   }

   return colShape;
}