khanat-opennel-code/code/nel/src/3d/u_skeleton.cpp
2015-03-29 17:28:33 +03:00

486 lines
13 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/u_skeleton.h"
#include "nel/3d/u_instance.h"
#include "nel/3d/u_bone.h"
#include "nel/3d/play_list_user.h"
#include "nel/3d/skeleton_model.h"
#include "nel/3d/skeleton_model.h"
#include "nel/3d/mesh_base_instance.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/3d/scene.h"
#include "nel/3d/shape_bank.h"
namespace NL3D
{
H_AUTO_DECL( NL3D_UI_Skeleton )
#define NL3D_HAUTO_UI_SKELETON H_AUTO_USE( NL3D_UI_Skeleton )
// ***************************************************************************
uint USkeleton::getNumBoneComputed() const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->getNumBoneComputed();
}
// ***************************************************************************
void USkeleton::setInterpolationDistance(float dist)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
object->setInterpolationDistance(dist);
}
// ***************************************************************************
float USkeleton::getInterpolationDistance() const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->getInterpolationDistance();
}
// ***************************************************************************
void USkeleton::setShapeDistMax(float distMax)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
if(object && object->Shape)
{
object->Shape->setDistMax(distMax);
}
}
// ***************************************************************************
float USkeleton::getShapeDistMax() const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
if(object && object->Shape)
{
return object->Shape->getDistMax();
}
else
return -1;
}
// ***************************************************************************
bool USkeleton::bindSkin(UInstance mi)
{
NL3D_HAUTO_UI_SKELETON;
if(mi.empty())
{
nlerror("USkeleton::bindSkin(): mi is NULL");
return false;
}
CTransform *trans= dynamic_cast<CTransform*>(mi.getObjectPtr());
CMeshBaseInstance *meshi= dynamic_cast<CMeshBaseInstance*>(trans);
if(meshi==NULL)
{
nlerror("USkeleton::bindSkin(): mi is not a MeshInstance or MeshMRMInstance");
return false;
}
CSkeletonModel *object = getObjectPtr();
return object->bindSkin(meshi);
}
// ***************************************************************************
void USkeleton::stickObject(UTransform mi, uint boneId)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
if(mi.empty())
nlerror("USkeleton::stickObject(): mi is NULL");
CTransform *trans= dynamic_cast<CTransform*>(mi.getObjectPtr());
object->stickObject(trans, boneId);
}
// ***************************************************************************
void USkeleton::stickObjectEx(UTransform mi, uint boneId, bool forceCLod)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
if(mi.empty())
nlerror("USkeleton::stickObject(): mi is NULL");
CTransform *trans= dynamic_cast<CTransform*>(mi.getObjectPtr());
object->stickObjectEx(trans, boneId, forceCLod);
}
// ***************************************************************************
void USkeleton::detachSkeletonSon(UTransform mi)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
if(mi.empty())
nlerror("USkeleton::detachSkeletonSon(): mi is NULL");
CTransform *trans= dynamic_cast<CTransform*>(mi.getObjectPtr());
object->detachSkeletonSon(trans);
}
// ***************************************************************************
uint USkeleton::getNumBones() const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return (uint)object->Bones.size();
}
// ***************************************************************************
UBone USkeleton::getBone(uint boneId) const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
if(boneId>=object->Bones.size())
nlerror("getBone(): bad boneId");
return UBone (&(object->Bones[boneId]));
}
// ***************************************************************************
sint USkeleton::getBoneIdByName(const std::string &boneName) const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->getBoneIdByName(boneName);
}
// ***************************************************************************
bool USkeleton::isBoneComputed(uint boneId) const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->isBoneComputed(boneId);
}
// ***************************************************************************
bool USkeleton::forceComputeBone(uint boneId)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->forceComputeBone(boneId);
}
// ***************************************************************************
void USkeleton::setLodCharacterShape(sint shapeId)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
object->setLodCharacterShape(shapeId);
}
// ***************************************************************************
sint USkeleton::getLodCharacterShape() const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->getLodCharacterShape();
}
// ***************************************************************************
void USkeleton::enableLOD(bool isEnable)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
object->enableLOD(isEnable);
}
// ***************************************************************************
void USkeleton::setLodCharacterAnimId(uint animId)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
object->setLodCharacterAnimId(animId);
}
// ***************************************************************************
uint USkeleton::getLodCharacterAnimId() const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->getLodCharacterAnimId();
}
// ***************************************************************************
void USkeleton::setLodCharacterAnimTime(TGlobalAnimationTime time)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
object->setLodCharacterAnimTime(time);
}
// ***************************************************************************
TGlobalAnimationTime USkeleton::getLodCharacterAnimTime() const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->getLodCharacterAnimTime();
}
// ***************************************************************************
bool USkeleton::isDisplayedAsLodCharacter() const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->isDisplayedAsLodCharacter();
}
// ***************************************************************************
void USkeleton::setLodCharacterDistance(float dist)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
object->setLodCharacterDistance(dist);
}
// ***************************************************************************
float USkeleton::getLodCharacterDistance() const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->getLodCharacterDistance();
}
// ***************************************************************************
void USkeleton::setLodCharacterWrapMode(bool wrapMode)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
object->setLodCharacterWrapMode(wrapMode);
}
// ***************************************************************************
bool USkeleton::getLodCharacterWrapMode() const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->getLodCharacterWrapMode();
}
// ***************************************************************************
void USkeleton::changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
object->changeMRMDistanceSetup(distanceFinest, distanceMiddle, distanceCoarsest);
}
// ***************************************************************************
bool USkeleton::computeRenderedBBox(NLMISC::CAABBox &bbox, bool computeInWorld)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->computeRenderedBBox(bbox, computeInWorld);
}
// ***************************************************************************
bool USkeleton::computeRenderedBBoxWithBoneSphere(NLMISC::CAABBox &bbox, bool computeInWorld)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->computeRenderedBBoxWithBoneSphere(bbox, computeInWorld);
}
// ***************************************************************************
bool USkeleton::computeCurrentBBox(NLMISC::CAABBox &bbox, UPlayList *playList, double playTime, bool forceCompute /* = false */, bool computeInWorld)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
if(playList!=NULL)
{
CPlayListUser *plUser= static_cast<CPlayListUser*>(playList);
plUser->evalPlayList(playTime);
}
return object->computeCurrentBBox(bbox, forceCompute, computeInWorld);
}
// ***************************************************************************
void USkeleton::computeLodTexture()
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
object->computeLodTexture();
}
// ***************************************************************************
void USkeleton::setBoneAnimCtrl(uint boneId, IAnimCtrl *ctrl)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
object->setBoneAnimCtrl(boneId, ctrl);
}
// ***************************************************************************
IAnimCtrl *USkeleton::getBoneAnimCtrl(uint boneId) const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->getBoneAnimCtrl(boneId);
}
// ***************************************************************************
void USkeleton::setSSSWOPos(const NLMISC::CVector &pos)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
object->setSSSWOPos(pos);
}
// ***************************************************************************
const NLMISC::CVector &USkeleton::getSSSWOPos() const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->getSSSWOPos();
}
// ***************************************************************************
void USkeleton::setSSSWODir(const NLMISC::CVector &dir)
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
object->setSSSWODir(dir);
}
// ***************************************************************************
const NLMISC::CVector &USkeleton::getSSSWODir() const
{
NL3D_HAUTO_UI_SKELETON;
CSkeletonModel *object = getObjectPtr();
return object->getSSSWODir();
}
// ***************************************************************************
const std::string &USkeleton::getShapeName() const
{
NL3D_HAUTO_UI_SKELETON;
static std::string emptyStr;
CSkeletonModel *object = getObjectPtr();
if(!object)
return emptyStr;
// get the shape bank
CScene *scene= object->getOwnerScene();
CShapeBank *sb= scene->getShapeBank();
if(!sb)
return emptyStr;
// get the shape name
const std::string *str= sb->getShapeNameFromShapePtr(object->Shape);
if(str)
return *str;
else
return emptyStr;
}
// ***************************************************************************
void USkeleton::getStickedObjects(std::vector<UTransform> &sticks)
{
NL3D_HAUTO_UI_SKELETON;
sticks.clear();
CSkeletonModel *sm= getObjectPtr();
if(!sm)
return;
const std::set<CTransform*> &stickSet= sm->getStickedObjects();
std::set<CTransform*>::const_iterator it= stickSet.begin();
sticks.reserve(stickSet.size());
for(;it!=stickSet.end();it++)
{
sticks.push_back(*it);
}
}
// ***************************************************************************
void USkeleton::cast(UTransform object)
{
attach(dynamic_cast<CSkeletonModel*>(object.getObjectPtr()));
}
// ***************************************************************************
void USkeleton::setLodEmit(NLMISC::CRGBA emit)
{
getObjectPtr()->setLodEmit(emit);
}
// ***************************************************************************
NLMISC::CRGBA USkeleton::getLodEmit() const
{
return getObjectPtr()->getLodEmit();
}
} // NL3D