116 lines
3.2 KiB
C++
116 lines
3.2 KiB
C++
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/anim_detail_trav.h"
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#include "nel/3d/hrc_trav.h"
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#include "nel/3d/transform.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/misc/debug.h"
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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CAnimDetailTrav::CAnimDetailTrav()
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{
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CurrentDate=0;
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// prepare some space
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_VisibleList.resize(1024);
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_CurrentNumVisibleModels= 0;
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}
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// ***************************************************************************
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void CAnimDetailTrav::clearVisibleList()
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{
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_CurrentNumVisibleModels= 0;
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}
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// ***************************************************************************
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void CAnimDetailTrav::traverse()
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{
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H_AUTO( NL3D_TravAnimDetail );
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// Inc the date.
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CurrentDate++;
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// Traverse all nodes of the visibility list.
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for(uint i=0; i<_CurrentNumVisibleModels; i++)
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{
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// NB: some model creation may be done by CParticleSystemModel during this pass.
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// createModel() may resize _VisibleList.
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// Hence, must test the actual _VisibleList vector, and not a temporary pointer.
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CTransform *model= _VisibleList[i];
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// If this object has an ancestorSkeletonModel
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if(model->_AncestorSkeletonModel)
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{
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// then just skip it! because it will be parsed hierarchically by the first
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// skeletonModel whith _AncestorSkeletonModel==NULL. (only if this one is visible)
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continue;
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}
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else
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{
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// If this is a skeleton model, and because _AncestorSkeletonModel==NULL,
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// then it means that it is the Root of a hierarchy of transform that have
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// _AncestorSkeletonModel!=NULL.
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if( model->isSkeleton() )
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{
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// Then I must update hierarchically me and the sons (according to HRC hierarchy graph) of this model.
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traverseHrcRecurs(model);
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}
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else
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{
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// else, just traverse AnimDetail, an do nothing for Hrc sons
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model->traverseAnimDetail();
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}
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}
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}
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}
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// ***************************************************************************
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void CAnimDetailTrav::traverseHrcRecurs(CTransform *model)
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{
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// first, just doIt me
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model->traverseAnimDetail();
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// then doIt my sons in Hrc.
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uint num= model->hrcGetNumChildren();
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for(uint i=0;i<num;i++)
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traverseHrcRecurs(model->hrcGetChild(i));
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}
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// ***************************************************************************
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void CAnimDetailTrav::reserveVisibleList(uint numModels)
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{
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// enlarge only.
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if(numModels>_VisibleList.size())
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_VisibleList.resize(numModels);
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}
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} // NL3D
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