khanat-opennel-code/code/nel/include/nel/3d/anim_detail_trav.h

102 lines
2.7 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/>.
#ifndef NL_ANIM_DETAIL_TRAV_H
#define NL_ANIM_DETAIL_TRAV_H
#include "nel/misc/types_nl.h"
#include "nel/misc/matrix.h"
#include "nel/misc/plane.h"
#include "nel/3d/trav_scene.h"
namespace NL3D
{
using NLMISC::CVector;
using NLMISC::CPlane;
using NLMISC::CMatrix;
class CTransform;
// ***************************************************************************
/**
* The AnimDetail traversal.
* There is no AnimDetail graph. traverse() use the clipTrav VisibilityList to traverse all models.
*
* NB: see CScene for 3d conventions (orthonormal basis...)
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
class CAnimDetailTrav : public CTraversal
{
public:
/// Constructor
CAnimDetailTrav();
/// \name ITrav/ITravScene Implementation.
//@{
/** render after Clip and before light.
* This order is important for possible lights sticked to bones of skeletons.
*/
void traverse();
//@}
public:
// ONLY FOR MODEL TRAVERSING.
sint64 CurrentDate; // The current date of the traversal, useful for evaldetail just one time..
// For clipTrav. cleared at beginning of CClipTrav::traverse
void clearVisibleList();
// For ClipTrav only. NB: list is cleared at begining of traverse(). NB: only CTransform are supported
void addVisibleModel(CTransform *model)
{
_VisibleList[_CurrentNumVisibleModels]= model;
_CurrentNumVisibleModels++;
}
// for createModel().
void reserveVisibleList(uint numModels);
// ********************
private:
/// traverse the model recursively, following Hrc hierarchy
void traverseHrcRecurs(CTransform *model);
// traverse list of model visible and useful to animDetail.
std::vector<CTransform*> _VisibleList;
uint32 _CurrentNumVisibleModels;
};
} // NL3D
#endif // NL_ANIM_DETAIL_TRAV_H
/* End of anim_detail_trav.h */