| 1049 | } |
| 1050 | |
| 1051 | void PhysicsShape::prepRenderImage( SceneRenderState *state ) |
| 1052 | { |
| 1053 | AssertFatal( !mDestroyed, "PhysicsShape::prepRenderImage - Shouldn't be processing a destroyed shape!" ); |
| 1054 | |
| 1055 | PROFILE_SCOPE( PhysicsShape_prepRenderImage ); |
| 1056 | |
| 1057 | if( !mShapeInst ) |
| 1058 | return; |
| 1059 | |
| 1060 | Point3F cameraOffset; |
| 1061 | getRenderTransform().getColumn(3,&cameraOffset); |
| 1062 | cameraOffset -= state->getDiffuseCameraPosition(); |
| 1063 | F32 dist = cameraOffset.len(); |
| 1064 | if (dist < 0.01f) |
| 1065 | dist = 0.01f; |
| 1066 | |
| 1067 | F32 invScale = (1.0f/getMax(getMax(mObjScale.x,mObjScale.y),mObjScale.z)); |
| 1068 | if ( mShapeInst->setDetailFromDistance( state, dist * invScale ) < 0 ) |
| 1069 | return; |
| 1070 | |
| 1071 | GFXTransformSaver saver; |
| 1072 | |
| 1073 | // Set up our TS render state. |
| 1074 | TSRenderState rdata; |
| 1075 | rdata.setSceneState( state ); |
| 1076 | rdata.setFadeOverride( 1.0f ); |
| 1077 | |
| 1078 | // We might have some forward lit materials |
| 1079 | // so pass down a query to gather lights. |
| 1080 | LightQuery query; |
| 1081 | query.init( getWorldSphere() ); |
| 1082 | rdata.setLightQuery( &query ); |
| 1083 | |
| 1084 | MatrixF mat = getRenderTransform(); |
| 1085 | mat.scale( mObjScale ); |
| 1086 | GFX->setWorldMatrix( mat ); |
| 1087 | |
| 1088 | mShapeInst->animate(); |
| 1089 | mShapeInst->render( rdata ); |
| 1090 | } |
| 1091 | |
| 1092 | void PhysicsShape::destroy() |
| 1093 | { |
nothing calls this directly
no test coverage detected