104 lines
3.4 KiB
C++
104 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_U_SHAPE_H
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#define NL_U_SHAPE_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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#include "u_material.h"
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#include <vector>
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namespace NL3D
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{
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class UVisualCollisionMesh;
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// ***************************************************************************
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/**
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* Game interface for managing shape.
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* NB: unlike old GameInterface, here the UShape is a Proxy: it keep a ptr on a IShape, thus
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* it can be created or destroyed statically, on the stack etc...
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*
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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 UShape
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{
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public:
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/** Get the mesh under Triangle Form.
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* For now only CMesh and CMeshMultiLod (CMeshGeom only) are supported.
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* Warning! return false if the Mesh has already been rendered!! (VertexBuffer resident)
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* \param vertices array of vertices
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* \param indices triplets of indices to vertices
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* \return false if cannot be converted.
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*/
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bool getMeshTriangles(std::vector<NLMISC::CVector> &vertices, std::vector<uint32> &indices) const;
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/** Return a Visual Collision Mesh if the shape has one (else return empty one)
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* For now return someting if Mesh / MeshMultiLod with some lightmap only (supposed big meshs)!
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*/
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void getVisualCollisionMesh(UVisualCollisionMesh &colMesh) const;
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/// \name Material access.
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// @{
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/** return number of materials this mesh instance use.
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* return 0 if not supported (not a CMeshBase)
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*/
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uint getNumMaterials() const;
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/** return a local access on a material, typically to get diffuse etc...
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* return NULL if not supported (not a CMeshBase) or if materialId is too big
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* You should typically just read material values since some mutators (selectTextureSet...) may lead
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* to undefined behaviors
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*/
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UMaterial getMaterial(uint materialId) const;
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// @}
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// Return the Default setup choosed for this shape, for UInstance::setOpacity(). return false if not supported (not a CMeshBase)
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bool getDefaultOpacity() const;
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// Return the Default setup computed for this shape, for UInstance::setTransparency(). return false if not supported (not a CMeshBase)
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bool getDefaultTransparency() const;
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/// Proxy interface
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/// Constructors
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UShape() { _Object = NULL; }
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UShape(class IShape *object) { _Object = object; }
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/// Attach an object to this proxy
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void attach(class IShape *object) { _Object = object; }
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/// Detach the object
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void detach() { _Object = NULL; }
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/// Return true if the proxy is empty() (not attached)
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bool empty() const {return _Object==NULL;}
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/// For advanced usage, get the internal object ptr
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class IShape *getObjectPtr() const {return _Object;}
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private:
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class IShape *_Object;
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};
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} // NL3D
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#endif // NL_U_SHAPE_H
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/* End of u_shape_bank.h */
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