123 lines
3.4 KiB
C++
123 lines
3.4 KiB
C++
// 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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#ifndef NL_MESH_INSTANCE_H
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#define NL_MESH_INSTANCE_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/mesh_base_instance.h"
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#include "nel/3d/material.h"
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#include "nel/3d/animated_material.h"
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#include "nel/3d/vertex_buffer.h"
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#include "nel/3d/index_buffer.h"
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namespace NL3D
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{
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class CMesh;
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// ***************************************************************************
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// ClassIds.
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const NLMISC::CClassId MeshInstanceId=NLMISC::CClassId(0x6bfe0a34, 0x23b26dc9);
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// ***************************************************************************
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/**
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* An instance of CMesh.
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* no special traverse, since same functionnality as CMeshBaseInstance.
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* NB: CMeshInstance support shadowMap casting ONLY for an easy Demo / Test. No Lod mgt, and No good shadow clip.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CMeshInstance : public CMeshBaseInstance
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{
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public:
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/// Call at the begining of the program, to register the model
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static void registerBasic();
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public:
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protected:
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/// Constructor
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CMeshInstance();
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/// Destructor
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virtual ~CMeshInstance();
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/// \name Skinning Behavior.
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// @{
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/// I can be skinned if the mesh is.
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virtual bool isSkinnable() const;
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/// Call when the skin is applied on the skeleton
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virtual void setApplySkin(bool state);
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/// Called for lod character coloring.
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virtual const std::vector<sint32> *getSkinBoneUsage() const;
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/// Called for more precise clipping.
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virtual const std::vector<NLMISC::CBSphere> *getSkinBoneSphere() const;
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/// Implementation of the renderSkin
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virtual void renderSkin(float alphaMRM);
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/// Skin intersection?
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virtual bool supportIntersectSkin() const;
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virtual bool intersectSkin(const CMatrix &toRaySpace, float &dist2D, float &distZ, bool computeDist2D);
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// @}
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/// \name Special Traverse Feature.
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// @{
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// @}
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// called at instanciation
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void initRenderFilterType();
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/// \name ShadowMap Behavior.
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// @{
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virtual void generateShadowMap(const CVector &lightDir);
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virtual CShadowMap *getShadowMap();
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virtual bool computeWorldBBoxForShadow(NLMISC::CAABBox &worldBB);
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virtual void renderIntoSkeletonShadowMap(CSkeletonModel *rootSkeleton, CMaterial &castMat);
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// @}
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private:
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static CTransform *creator() {return new CMeshInstance;}
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friend class CMesh;
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// MeshInstances can generate Shadow Map
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CShadowMap *_ShadowMap;
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void updateShadowMap(IDriver *driver);
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protected:
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virtual void createShadowMap();
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virtual void deleteShadowMap();
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};
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} // NL3D
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#endif // NL_MESH_INSTANCE_H
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/* End of mesh_instance.h */
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