141 lines
4.3 KiB
C++
141 lines
4.3 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_MRM_SKINNED_INSTANCE_H
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#define NL_MESH_MRM_SKINNED_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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namespace NL3D
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{
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class CMeshMRMSkinned;
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class CMeshMRMSkinnedGeom;
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class CRawSkinnedNormalCache;
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class CShiftedTriangleCache;
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// ***************************************************************************
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// ClassIds.
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const NLMISC::CClassId MeshMRMSkinnedInstanceId=NLMISC::CClassId(0x6cfd2619, 0x2f8f36fc);
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// ***************************************************************************
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/**
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* An instance of CMeshMRMSkinned.
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* no special traverse, since same functionnality as CMeshBaseInstance.
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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 CMeshMRMSkinnedInstance : public CMeshBaseInstance
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{
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public:
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/// Call at the beginning of the program, to register the model
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static void registerBasic();
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protected:
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/// Constructor
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CMeshMRMSkinnedInstance()
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{
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_RawSkinCache= NULL;
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_ShiftedTriangleCache= NULL;
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}
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/// Destructor
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virtual ~CMeshMRMSkinnedInstance();
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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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/// Called 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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// Implementation of SkinGrouping
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virtual bool supportSkinGrouping() const;
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virtual sint renderSkinGroupGeom(float alphaMRM, uint remainingVertices, uint8 *dest);
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virtual void renderSkinGroupPrimitives(uint baseVertex, std::vector<CSkinSpecularRdrPass> &specularRdrPasses, uint skinIndex);
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virtual void renderSkinGroupSpecularRdrPass(uint rdrPassId);
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virtual bool supportShadowSkinGrouping() const;
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virtual sint renderShadowSkinGeom(uint remainingVertices, uint8 *vbDest);
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virtual void renderShadowSkinPrimitives(CMaterial &castMat, IDriver *drv, uint baseVertex);
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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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/// Called for edition purpose (slow call O(NVertex))
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virtual bool getSkinBoneBBox(NLMISC::CAABBox &bbox, uint boneId);
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// @}
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/// \name Load balancing methods
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// @{
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/** Change MRM Distance setup. See CMeshBaseInstance::changeMRMDistanceSetup()
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*/
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virtual void changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest);
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virtual const CMRMLevelDetail *getMRMLevelDetail() const;
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// @}
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// called at instanciation
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void initRenderFilterType();
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// *************************
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private:
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static CTransform *creator() {return new CMeshMRMSkinnedInstance;}
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friend class CMeshMRMSkinned;
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friend class CMeshMRMSkinnedGeom;
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/// Used by CMeshMRMSkinnedGeom. This a cache for skinning objects, for skinning optimisation
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CRawSkinnedNormalCache *_RawSkinCache;
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/// Reset the RawSkin Info.
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void clearRawSkinCache();
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/// Used by CMeshMRMSkinnedGeom. This a cache for skinning objects, for skinning optimisation
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CShiftedTriangleCache *_ShiftedTriangleCache;
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/// Reset the _ShiftedTriangleCache Info.
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void clearShiftedTriangleCache();
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};
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} // NL3D
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#endif // NL_MESH_MRM_SKINNED_INSTANCE_H
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/* End of mesh_mrm_skinned_instance.h */
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